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So I don't know if I'd like to wedge another tournament or league in the two/three week timespan between flyby's current league and summer league, but I can't figure out what the hell people are looking for in a tournaleague, so... yeah. The tournaments flopped, the marathon started with about 30 interested people and fell down to 10 or so after a half-hour (and ended in a week of drama), RPG's league flourished before the challenges became batshit bonkers and everybody quit, and flyby has managed to rope in 28 people with hers (RPG is on the list for said league but has told me he's not competing).... and for all of these cases, I don't know
why they ended as they did.
So for the sake of having a tournaleague actually run start to finish... with people still interested by the end... without drama, I'm going to ask questions based on formats we've already tried and on formats we haven't tried. I wish polls on SMF forums allowed for multiple options, but they don't, so I'm typing everything out and asking for replies. Meh. You don't have to restrain yourself to picking one of the listed choices in the questions -- mix them, make your own, say you'd be fine with several of the choices. Thing about if you were the player in each circumstance, and how much you'd enjoy the rulings.
All said and done, this could provide a standardized competition format on TSC... or just complicate things. :P
1. How should competitors earn points throughout the tournaleague?Earn points solely on performance relative to other players (2 votes: Shadowfan, mike)- e.g. 1:52:09 earns 10 points, 1:52:10 earns 8 points, 2:05:46 earns 6 points despite being far off 2nd place.
- Closest method to the workings of the TSC Charts.
Earn points for reaching a specified target, and/or extra points for over-target performance in set intervals- 1:52:09 likely does not earn more points than 1:52:10... somewhat more fair, somewhat unfair.
- Times separated by a small amount on opposite sides of these intervals earn different points, so the intervals should be stated in advance so that competitors can plan around this.
- All players who fall below target are rated equally... fair in that one bad challenge is forgiven, unfair in that all below-target players are considered equal despite performance.
Earn points for reaching a target and/or extra points for over-target performance, AND earn points for performance relative to others (1 vote: Thorn)- Evens out the issue of treating all below-target competitors equally, but also raises the issue of the worth of 1:52:09 vs. 1:52:10.
2. How should a winner be determined, or how should winners be determined?Most points accumulated wins (2 votes: Shadowfan, mike)- Requires no explanation. Simple, straightforward, etc.
Pit the best against each other in a final challenge- Can allow somebody who fell behind in a challenge he/she was not skilled at to act as if it never happened.
- Can cause somebody with a huge lead to fall to bad luck.
Pit competitors against each other in a final challenge, handicapped based on points accumulated (1 vote: Thorn)- e.g. The top three (or even the entire group of) competitors compete in a challenge, but each point accumulated subtracts x seconds from your final time.
- Allows for an epic final round that doesn't negate the entire tournaleague's worth, but can cause people who are hopelessly behind to be stuck in an unwinnable competition.
3. What tasks should a tournaleague encompass?Time Attacking: fastest winsTime Attacking, Boss Attacking, Score Attacking: best wins (1 vote: Shadowfan)Ring Attacking, Item Attacking, or other Collectable Attacking: most winsCollecting a set amount of something: fastest wins, or most wins with ties broken by time takenAll of the above (2 votes: mike, Thorn)4. What levels should a tournaleague encompass?Any game on TSC, adjusted to avoid forcing people to play games he/she can't access (1 vote: Shadowfan)- Hey, it got flyby 28 competitors...
Only TSC games where proof can be provided easily- Keeps BSers in check: you know you've had a nagging feeling you were being jipped at least once. :P
Only popular TSC games- Draws in the largest audience but makes for dull challenges.
- Rampant memorization required.
TSC games and ROM hacks (2 votes: mike, Thorn)- Allows for custom levels catered to competition.
- Disallows memorization in certain circumstances, allows it in others.
- Can cause arguments as to how good the tournaleague operator's "taste" in level design is.
5. How should challenges be assigned?All challenges are detailed in advance, and all players do all challenges in a given amount of time (e.g. a week) (1 vote: mike [although he seems on the fence about multiple challenges with weightings...?])- No denying this is fair. :P
Challenges are laid out in advance, and each player picks [a] specific challenge(s) to compete in (1 vote: Shadowfan)- Can lead to challenges never being done over the course of the competition.
- If only one player does a challenge, he/she gets full credit by default...?
Challenges are laid out in advance, and each player picks [a] specific challenge(s) to compete in, then may complete other challenges for extra points (1 vote: Thorn)- Rewards effort as well as skill, but the exact balance between the worth of the two is subjective.
- A player doing a second challenge that can practice should not be compared against people who did a challenge as soon as they received it, so a target system is needed, with reduced points given for second challenges.
Players are given an amount of time to meet with tournaleague officials to receive a challenge, after which he/she must submit his/her best run within a short time (e.g. an hour)- Disallows memorization of levels by keeping them secret until the challenge
- Can cause a player to not be able to practice for a challenge he/she is naturally not skilled at (this may be negated by handwaving a bad challenge -- see options in previous questions).
- Requires tournaleague operator to get in touch with several other people to act as officials, so that challenges can be given out and graded when the operator is not present.
6. What forum should they be in? (A minor point, but a point nevertheless.)
Tournament Central (3 votes: Shadowfan, mike, Thorn)- Currently contains three failed or semi-failed tourneys.
Competition CentralGeneral SonicGaming and Grazing- Currently contains two leagues, a marathon, and mini-races that eventually started the marathon.
And one last idea that'll probably only work once, so I'm separating it from the list of questions that applies more generally:
The Sonic DIY competition saw 14 acts designed by five or six people in the span of three weeks. If I do run a tournaleague, I'd like to have competitors be able to submit ROM-hacked levels before the tournaleague starts for consideration in challenges, allowing for the designer to get a leg-up on competing. To keep things extremely simple, I'd distribute a tileset I'm using in my hack that's *very* easy to work with, and I'd put out a five-minute video tutorial to show people the ropes. Designing a quick tournaleague act should only take two or three hours (short act + a few bug tests), and I'd do bugfixes and distribute maps to other competitors before the challenge for route planning. I know this is a long shot, but it's a crazy attempt to be different and it'll take relatively little time for a competitor to do something decent and earn an advantage.
So, answer bolded questions above please, and give opinions on the preceding paragraph if you care to.