Community Forums > Voobly General > Tournament Archive > RCB FFA League #4 ($1,000) (01 may - 31 may) - Rules

RCB FFA League #4 ($1,000) (01 may - 31 may) - Rules

 [7th]x4AwaKeNg


Join Date: 15 October 2013
Posts:1330
Posted 18 April 2022 - 10:43 pm
i think we shuld add any kind of punishment design, for Feedpoints players.. There are many games where 2 players make a masssive feed point, and they get harald on min 26 on some cases. ruining rest players who dont got a better civ the game.
what about games where two players massively feed off 1600 kills each in just 15 minutes.

ill try to handle this part as teamers smurfs etc
adnan gave me the authority to ban riun players
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 Zanchy_2k


Join Date: 27 October 2019
Posts:28
Edited 30 April 2022 - 3:00 am by Zanchy_2k
potato

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 [7th]x4AwaKeNg


Join Date: 15 October 2013
Posts:1330
Edited 18 April 2022 - 10:57 pm by [7th]x4AwaKeNg
Zanchy_2k wrote:
Wood collected - survival every 2 mins, strongly think this is wrong and encourages people to just stay alive longest by building camp bases and never taking risks such as harold/mid. It rewards camping and unfairly punishes people who got 6v1'd for going harold for example.
to be honest you are right it has dark side by camp or make player who can finish game in case of 1v1 or 2v1
waiting for end game after wait 2 hours as others no reisgn

but other side we ignoring someone win after handle 7v1 case for long time

its has both good and bad side maybe need think to adjust it fairley
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 [7th]x4AwaKeNg


Join Date: 15 October 2013
Posts:1330
Posted 24 April 2022 - 9:15 pm
#new rule :
we will reward the players who win the game faster and adjust the long games by deducting points based on wood collected to avoid camping more than needed.

according to last league Statistics, the average amount of minutes survived was between 80-160 min, so we will take the time of 80 min(40 wood) as a minimum and 160 min(80 wood) at maximum

the calculations are as the following :
-incase of games that ended by a time between 80-160 mins (40-80 wood) no adjustments will occur.

-incase of games that ended by a time of 80 min or less (40 wood or less) , only the winner will receive an additional wood into his overall trade profit that is equivalent to a guy who ends the game at 160 min (80 wood) no matter which time he ends the game as its less of 80 min plus to additional 60 food/30 kings

* let's say the winner got a 200 trade profit by ending the game at 60 min(30 wood) then his final trade profit scores will still count as he finishes the game at min 160 min (80 wood) plus to adding 60 food of kills kings, adjusted trade profit = trade profit + (80-wood collected) + (60 food)... 200+(80-50)+60= 290

note that we are adding kill kings here because fast games normally end with low trade profit so at the end it may decrease avg points received which is important part in the final formula, so this will encourage ppl posting thier fast games without fear of any negative effects.


-finally, in the case of games that last more than 160 min (80) wood, no one will receive points for surviving anymore so the max wood can get is 80, in addition ,same thing for the players which survived more than 160 min (who have more than 80 wood),they will start to get a minus countdown for kill kings received after 160 min as the following :
first 20 min (160-179min)/(80-89 wood) , no adjustments will occur, kill kings still counts.
after that any player who has 90 wood or more, wont get points for king per 2 min received as the formula = (wood collected - 89)X-2

* Note that this new rule is still under review ,so any suggestions for edits, or pointing any errors are welcome

donnie won't have time to adjust per game, so ill be doing it as a comment on the match link so all players can see how their final trade profit become after adjustements







-
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 [Me_]Zanchy_R__


Join Date: 17 September 2021
Posts:80
Posted 24 April 2022 - 11:41 pm
or just remove the 'time alive' statistic from formula? lol sounds stupid, shouldn't be any reward for staying alive longer, what you're saying is, instead of getting rid of that, you want to 'level up' players who finished earlier, when in actual fact, they should be rewarded, not 'levelling up to the campers'

just get rid lol
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 [XceL]Donnie


Join Date: 9 December 2008
Posts:6125
Edited 25 April 2022 - 10:55 am by [XceL]Donnie
I'm thinking its best to remove survival time out of the equation/score. A game where you win quickly is just as important as a game that took an hour to win.

You shouldn't be penalized for having a good start or doing a more risky strategy.

Also I think having survival time count towards your score will make people camp more and not take any risks. It's also pretty easy to abuse. Imagine if you are first to harald, you know you are likely going to win the match. You would want to maximize the amount of points you're going to receive by killing players more slowly and drawing the game out.

Your main goal is to win the game so if there is something that conflicts with that it needs to be removed.

I will still record all the survival times, but I think it's best to remove it from the score calculations.


Also added this to the rules:

It is an example of bad sportsmanship to join a game, ruin it for the player who you have bad beef with and then die/suicide. You were not even trying to win. Play to win!

Any player with a pattern of negative behavior like targeting specific people, harassment, ruining games or purposely feeding should be reported to me.

You may be removed from the league if you violate the rules.



Rivers starts with 1 strike already.
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 [XceL]Donnie


Join Date: 9 December 2008
Posts:6125
Posted 25 April 2022 - 11:25 am
I also changed:

You can submit 30 won matches during the event 1 for every day. You can submit up to 2 matches in a single day.


Also we need to limit how many lost games will affect your account. After say 50 losses they shouldn't increase your score. All this does is encourage people to spam more games. The person with the most time on their hands will end up winning through shear volume even if the better player has a better win rate/scores.
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 [7th]x4AwaKeNg


Join Date: 15 October 2013
Posts:1330
Posted 25 April 2022 - 9:37 pm
I'm thinking its best to remove survival time out of the equation/score. A game where you win quickly is just as important as a game that took an hour to win.

You shouldn't be penalized for having a good start or doing a more risky strategy.

Also I think having survival time count towards your score will make people camp more and not take any risks. It's also pretty easy to abuse. Imagine if you are first to harald, you know you are likely going to win the match. You would want to maximize the amount of points you're going to receive by killing players more slowly and drawing the game out.

Your main goal is to win the game so if there is something that conflicts with that it needs to be removed.

I will still record all the survival times, but I think it's best to remove it from the score calculations.


Also added this to the rules:

It is an example of bad sportsmanship to join a game, ruin it for the player who you have bad beef with and then die/suicide. You were not even trying to win. Play to win!

Any player with a pattern of negative behavior like targeting specific people, harassment, ruining games or purposely feeding should be reported to me.

You may be removed from the league if you violate the rules.



Rivers starts with 1 strike already.
or just remove the 'time alive' statistic from formula? lol sounds stupid, shouldn't be any reward for staying alive longer, what you're saying is, instead of getting rid of that, you want to 'level up' players who finished earlier, when in actual fact, they should be rewarded, not 'levelling up to the campers'

just get rid lol

we cant remove survive timing ,we already have only 2 main forms to measure all players performance food and wood.. making it restricted up on kills only wont be fair for weak civis but maybe we can nerf points received from being survived

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 [7th]x4AwaKeNg


Join Date: 15 October 2013
Posts:1330
Posted 25 April 2022 - 9:39 pm
I also changed:

You can submit 30 won matches during the event 1 for every day. You can submit up to 2 matches in a single day.


Also we need to limit how many lost games will affect your account. After say 50 losses they shouldn't increase your score. All this does is encourage people to spam more games. The person with the most time on their hands will end up winning through shear volume even if the better player has a better win rate/scores.

we cant do that either dont forget sum of trade profit is not all thing
play more will reduce win rate and mostly reduce average points
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 [XceL]Donnie


Join Date: 9 December 2008
Posts:6125
Edited 26 April 2022 - 12:21 pm by [XceL]Donnie
we cant do that either dont forget sum of trade profit is not all thing
play more will reduce win rate and mostly reduce average points

Here are the results from the last 3 leagues.. they have something in common.

The player with the most matches played won in every league.

Win rate/average score etc didn't seem to matter much when you're up against someone who has 20+ more games played and all 30 wins submitted.

https://vcom.voobly.com/forum/thread/248458 2016
https://vcom.voobly.com/forum/thread/266680 2017
https://vcom.voobly.com/forum/thread/283907 2020

Your goal in the league should be to reach max wins, in as few games as possible.

You should be encouraged to play more aggressive and not camp (kings per min + pyramids damaged)

Time stayed alive has no bearing on the quality of the game it only awards people who sit back and let other players take risks.

Shorter games will already have a lower score than a long game due to total kills/kings/ etc adding time stayed alive just increases the problem and making people not want to submit quick games.



I suggest this:

  • For games won x3 tribute not x2
    (This makes losses less valuable and encourages people to submit all their wins.)
  • Final score x win rate twice
    Win rate is the most important stat and should give the player with the best ratio and advantage to win the league. (minimum # of games played needed)
  • Remove time stayed alive.


Score is calculated by multiplying Overall Score, Average Score, Winrate x2, Average Kings Earned Per Minute and Average Match Rating.









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 [XceL]Donnie


Join Date: 9 December 2008
Posts:6125
Posted 26 April 2022 - 12:17 pm
We can also look into giving people extra points for winning a game with a civ that has a low win %

https://vcom.voobly.com/forum/thread/283907#Civilization_Statistics
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 [7th]x4AwaKeNg


Join Date: 15 October 2013
Posts:1330
Posted 26 April 2022 - 7:21 pm
We can also look into giving people extra points for winning a game with a civ that has a low win %

https://vcom.voobly.com/forum/thread/283907#Civilization_Statistics

these ratios was before edit fair mod and buff archer,is not relevent
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 [7th]x4AwaKeNg


Join Date: 15 October 2013
Posts:1330
Edited 26 April 2022 - 7:22 pm by [7th]x4AwaKeNg
Here are the results from the last 3 leagues.. they have something in common.

The player with the most matches played won in every league.

Win rate/average score etc didn't seem to matter much when you're up against someone who has 20+ more games played and all 30 wins submitted.

https://vcom.voobly.com/forum/thread/248458 2016
https://vcom.voobly.com/forum/thread/266680 2017
https://vcom.voobly.com/forum/thread/283907 2020

Your goal in the league should be to reach max wins, in as few games as possible.

You should be encouraged to play more aggressive and not camp (kings per min + pyramids damaged)

Time stayed alive has no bearing on the quality of the game it only awards people who sit back and let other players take risks.

Shorter games will already have a lower score than a long game due to total kills/kings/ etc adding time stayed alive just increases the problem and making people not want to submit quick games.



I suggest this:

  • For games won x3 tribute not x2
    (This makes losses less valuable and encourages people to submit all their wins.)
  • Final score x win rate twice
    Win rate is the most important stat and should give the player with the best ratio and advantage to win the league. (minimum # of games played needed)
  • Remove time stayed alive.


Score is calculated by multiplying Overall Score, Average Score, Winrate x2, Average Kings Earned Per Minute and Average Match Rating.

We can also look into giving people extra points for winning a game with a civ that has a low win %

https://vcom.voobly.com/forum/thread/283907#Civilization_Statistics

ill think of it
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 [Me_]Zanchy_R__


Join Date: 17 September 2021
Posts:80
Posted 27 April 2022 - 3:18 pm
I'd like to play but will be away for a few days in May. Why is there a rule of max 2 games per day? Why not just 60 max? All these rules do is benefit those who can play everyday, most of us have more time at weekends
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 [7th]x4AwaKeNg


Join Date: 15 October 2013
Posts:1330
Edited 27 April 2022 - 9:46 pm by [7th]x4AwaKeNg
I'd like to play but will be away for a few days in May. Why is there a rule of max 2 games per day? Why not just 60 max? All these rules do is benefit those who can play everyday, most of us have more time at weekends
some ppl may post no games untill last day so ppl dont know thier current status also we were thinking of give no scores of unwinning game after reach 50 match thats why we need to keep track on dayily basis

u need post 30 wins so minimum days needed to play to reach that number is 15 days


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