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Perpetual Tournament Spar: Replace Present Tournament + Quick Spar Systems
Was reading Thallen's post on changing the spar rooms in Supernick's. It seems like most of what he'd like to see is a better division of skill level.
I'll tell you what this solution accomplishes, then explain the details.
What this idea is based on is the 1v1 monthly spar tournaments of old, but rethinking it in a perpetualized manner.
In order for this to make sense, I'm going to need to relabel that.
So let's say there are only two players sparring at the time, they play in the Tier One. Let's say there are three players sparring at the time. The first two players compete in the Tier One room. The remaining player is queued to face the winner. Let's say there are four players sparring at the time. The winner of the Tier One room will face the winner of the Tier Two Room. The losers will face each other in the Tier Two room. Let's say there are five players sparring at the time. The winner of the Tier One room will face the winner of the Tier Two Room. The loser of the Tier Two room will lose their spot in the queue to the fifth player. The loser of the Tier One room will face the fifth player. Six Players? Use the Tier One room and both Tier Two rooms. The winners in each room will be added to the queue in the Tier One room. The losers of each room will face each other in the Tier Two rooms. Seven Players? Same thing as with three players, but then the queue applies to the first slot available in Tier Two. Eight Players? You suddenly have a Tier Three room to promote to a Tier Two room, and to demote a Tier Two loser to.
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I like this idea, but I think what can be cool is have a auto run tourney room. Where 8 players join for lets say 100 gralats each, and the money gets seperated between the top 3. Kind of like 8 ball pool tournament system. Also get rid of the wins-loses.
and you gain rank points or lose depending on placement which would increase the difficulty of the tournament you enter in. |
I've thought of implementing 'matchmaking' in the past but I fear the effect it might have on the social aspects of sparring.
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People can still socialize through pms, gc, and main lobby (the chair lines area). Most of the time I am quiet in spar, don't really have time to talk, unless it's through pms. Otherwise, I'm not following with "the social aspects of sparring". The spar rooms are mostly for spar. Obviously there are people who afk/chat with their friends, and watch matches, but the community can still socialize outside of the arena (Not the building). Honestly though, I wouldn't mind not being able to watch matches, but you could just allow people to spectate current matches. Not sure what type of matchmaking system you are referring to, but if it's tier based, then you can have top sparrers matches at the top. Maybe like a replay? Clash Royale style. |
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Your tier rooms concept sounds pretty cool. Would be awesome for quick spar matches. What happens when someone decides to leave though? Does the highest player face the 2nd best or 3rd best? Do they have to wait, until the 2nd/3rd highest is finished with their match? or do they get paired against 4th/5th highest?
Also, if it's like this, then they should really get rid of losses, otherwise people might just spar, leave, and fight some nub to keep getting easy wins for that higher ratio. Quote:
1. make a lot of viewing rooms. Sounds like a pain to run around and watch matches. If there are matches going on than viewing rooms, then idk. 2. make it tier based, where top sparrers (if this is ranked), can be spectated, due to being at the top of the lists. Also prevents hackers from cheating. or 3. Maybe add a favorite sparrer system, and that let's you watch other sparrers, so that it doesn't always have to be featured, and you can view your friends' matches. I, personally prefer options 2 and 3. Not sure what other methods would be available. Would be cool if you could setup private matches, and invite others to spectate, without having to use the whole guild house scenario. Would also be awesome if in those private matches you could setup rules, such as first to # wins, sudden death (0.5), ice spar, etc. |
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What I've got: Let a roster be a list of players fighting in a tier in the order they'd be expected to spar (i.e. defender, challenger, second challenger, and so on). Let the number of slots in a tier be the number of players that can fight in that tier at the same time (tier 1 has 2, tier 2 has 4, tier three has 8 and so on). Calculate the relative bottom tier as either the highest tier with slots available, or the absolute bottom tier otherwise. When promoting a player from one tier to another, promote them to at least the relative bottom tier. I.e. if there are any sparse tiers in-between, promote them to the relative bottom tier. This also works to assign a tier for a player entering without an assigned tier (i.e. put them at the bottom). When demoting a player from one tier to another, if they're at or below the relative bottom tier, remove them from the tiering system (i.e. force them to rejoin). Demotions and promotions always append to the end of the tier's roster, otherwise it would be much more difficult to interface with as a system. Accommodate for removing a player altogether from the tiering system altogether (e.g. lag-outs, sign-offs, opt-outs). I've just written a short script (js) that has those three things working. The only major issue is the automatic promotion of force-idled players that are tiered. Without automatic promotion, if there are only three sparrers, the third person always remains in queue for the second tier. That said, I'm trying to program something there that might cover when players leave and the "third person" is in a lower-tier queue without invoking an endless loop. I think I've got it though if anyone wants to test (see below, in HTML so you can just save it as HTML and then use the browser console to play around). Quote:
This isn't GScript. It provides functionality that would need to be translated and an interface built. I imagine a match being initiated for every two players in a roster as their position in the roster comes within the slot count. I imagine a win-loss mapping to promote-demote. I imagine a draw mapping to demote-demote. I imagine entering the queue mapping to promote. I imagine leaving the queue mapping to remove. PHP Code:
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Created a JS w/HTML testing version. This version is notable for being incomplete and untested code.
I believe that a player leaving should add their opponent to the front of the tier queue, although right now this code puts them at the end of the tier queue. I'm also not sure whether I like the auto-promotion behavior when there are other players on the tier. This code is particularly untested compared to what I uploaded yesterday. If you save it as an HTML file and open it up in Firefox (it may or may not work in other browsers), you can play with it even if you don't know Javascript. The biggest caveat is that I haven't tested it very much. Another big caveat is that I didn't get around to styling yet, so it's not pretty to look at. I've got a lot of other things to do right now so nothing new will be happening tonight, and probably not tomorrow night either. PHP Code:
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javascript...html...are you a front-end dev??
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btw why isn't classic hiring any dev? i saw a thread made by NaS in 2014- he's a reputable coder, but u guys never hired him, but y'all always seems like hands are full, so why not get a new volunteer? *cough*deadowl*cough* idk, he seems like he has some experience and willing to help out classic. js. |
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I'm also thinking with the relative bottom tier and auto-promotion, there can be a lazy version (force people to continue to go through the lower tiers when vacancies occur in higher tiers) and a greedy version (let the lower tier matches continue, but make sure to populate every higher tier with any queued players). Heck, someone could also make a "smart" version, so I might rewrite the code so people can more easily experiment with that. |
Here's an actual demo.
This was tested using Firefox. I just made some minor changes in support of Chrome. This definitely does not work in IE. HTML templates are not supported by IE. Edit: I relinked to a new version that just eliminated some dead code and added auto-promotion after match promotion/demotion in addition to before match promotion/demotion. I should probably note that it's possible to promote matches to an empty tier. If you're coupling a tiered match with a tiered level structure, then it stops making much sense. I'd expect, in order to maintain the present social aspects of sparring, that the tier structure should be coupled with the level structure. Presently, the logic goes:
Putting the core of the concept that way, I probably should have written this in CLIPS instead of Javascript. With the vacancy issue I decided to take a different approach from the original idea of promoting all queued sparrers, which proved particularly problematic. A sparrer that is the only participant queued in a particular tier is automatically promoted in the event that a match ends (before and after other promotion/demotion) or a player quits (after removal). Whether or not this makes much sense, feel free to play around and present other ideas. Present auto-promotion reasoning breakdown: Players are automatically promoted if they are the only person on the roster of their tier, from the lowest tier to the highest tier.
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Maybe with this, streaks can be based on who can stay at the top for the longest wins. (At least for ranked streaks)
If to my understanding you get demoted, once you leave/lose. |
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Retirement means you're out of the game and have to rejoin. Demoted means that you're shifted down to play again the next lowest active tier (or retired if that doesn't exist). So basically you can lose at tier 1 100% of the time and win at tier 2 100% of the time giving you a 50:50 win-loss ratio. You should still be ranked higher than anyone who loses at tier 2 100% of the time and wins at tier 3 100% of the time giving them a similar 50:50 win-loss ratio. Of course the number of active tiers should be taken into account too. I.e. The tiers are naturally selective by skill level, but certainly won't give you a better win-loss ratio. I would imagine that implementing this system could make it easier to reflect skill in the ranking system. |
matching making in side rooms would be cool. then again all the good people will most likely spar in streak room still and the match making rooms will be full of amateur sparrers plus the 15-20 pro sparers who actually spar enough to be on the top of the leaderboards.
so basically you'll see a lot of tucker vs noob, tucker vs noob, tucker vs noob, tucker vs sarah, sarah vs noob, sarah vs noob, sarah vs noob, sarah vs zeroos. maybe I'm wrong but i feel like match making will be like sparring 7 noobs for every 1 pro player and the majority of pro players will still use streak room |
I'd love this <3
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I'm not sure if that's been communicated clearly, or if you missed that I attached an actual demo of how it would work: https://jsfiddle.net/yjr5jks0/4/ |
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