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Topic Tools |
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04-05-2016
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Registered User
Join Date: Jul 2014
Posts: 783
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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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04-05-2016
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2 |
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Registered User
Join Date: Dec 2015
Posts: 129
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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. |
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04-05-2016
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3 |
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maymay ambassador
Join Date: Aug 2011
Posts: 1,508
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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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04-05-2016
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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04-05-2016
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5 |
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Banned
Join Date: Sep 2014
Location: Australia
Posts: 3,255
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04-05-2016
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Registered User
Join Date: May 2013
Posts: 3,027
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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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04-05-2016
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Banned
Join Date: May 2013
Posts: 1,555
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04-05-2016
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8 |
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Registered User
Join Date: May 2013
Posts: 3,027
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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. Yeah, but he would either have to 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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04-05-2016
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Bloodvayne
Join Date: Nov 2012
Posts: 4,087
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04-06-2016
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Registered User
Join Date: Jul 2014
Posts: 783
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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).
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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04-07-2016
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Registered User
Join Date: Jul 2014
Posts: 783
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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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04-07-2016
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:pluffy:
Join Date: Aug 2011
Location: Sweden
Posts: 5,946
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javascript...html...are you a front-end dev??
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04-07-2016
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Registered User
Join Date: Jul 2014
Posts: 783
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04-07-2016
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14 |
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:pluffy:
Join Date: Aug 2011
Location: Sweden
Posts: 5,946
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04-08-2016
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15 |
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Bloodvayne
Join Date: Nov 2012
Posts: 4,087
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lmfaoo 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. |