Tagged: Rules Cups Leagues 4v4
August 3, 2012 at 7:59 am #1424
So after refereeing my first match in years I few minor issues came up which weren’t in the rules but if you had played Clanbase or ESL (not sure what the USA equivalent is) things would have been sorted! So below are a few points I think the admins should look into adding to the rules for this cup and future cups run by the community!
1. You need to have a good clean up and have one central location for rules as there are three links that all differ to different rule sets for the cup, yesterday I was getting links from all over the place! I still couldn’t find where I had read that Spillkill was the deciding map!
2. The rules need to be clearer that it is map count and not flag [Assume people are stupid.]
3. Outline the map list for each round in advance in the rules so people know what to train for and expect. [I wouldn't like to see next week being played on Deadwood and Heliport with a decider on Depot.]
4. Is sudden death a full 10 minutes or first flag wins.
5. I propose that if a match isn’t arranged by a certain date, it is forced on the Sunday of that game week at a time that is deemed good for both a USA and EU teams which is set as a default and doesn’t change so clans know if they don’t agree a date it will be played at 9CET / 5EST on Sunday. Could have a different ruling for EU vs EU, USA vs USA with the possibility of additional continents if needed.
6. If a team doesn’t show up on the server within half an hour or hour (or some other arbitrary time) of an arranged date that had been agreed on the forum (no fake, chat logs!) then that team forfeits, unless the team is willing to re-arrange of play on the default date as mentioned in 5.
7. Looking back at point 4., having an official uploaded server config and mpcu..txt files that could be downloaded [too much error in copy and paste, as the current file copied and pasted horribly into notepad], would make sure people are playing the correct rules, as I said less chance of selecting the wrong settings.
8. A more definitive process on deciding which server to play on. E.g.
a. The password and ip of the server you wish to be played must be posted in the match challenge. If it isn’t it won’t be considered.
b. Both want to play on home soil, so it is 50/50.
c. Decider is played on the server that had the closest matching pings, with pings being equal up to 125%. This is done by all the players participating on the game being present on both servers, players who aren’t present for one of the servers is regarded as having a zero ping on both, as both need to be tested.
9. Teams most upload an post screenshots of the match regardless of a referee or not. [fear-community.org email address could be useful for this]
10. Each player must wear their tags and nick registered in the teams line up.
11. If you leave without playing the decider you forfeit, not knowing the rules isn’t an excuse. [Exceptions could be made to Referees discretion, e.g. they waited three hours to play and it is 1:30am EU time so it is bed time!]
12. How to deal with a disconnected player? There is not pause feature in F.E.A.R. so unfortunately the game must go on, the only thing I could say is a restart within the first 2/3 mins of a player disconnecting as long as there hasn’t been a flag captured. Then obviously we would need a rule on that they have 10 minutes to get back, if not you play with 3, if less you lose that match with a further 10 mins to get ready for the next map or you lose that map. Obviously if the other team agrees for longer as they want to play the map then proof via screenshot would be needed, if no admin.
These are just a few ideas that the big boys used in the pass, if people like them I can buff them about a bit more so it makes better reading and into the match sections. If people would like to add their opinions, then do it.August 3, 2012 at 12:22 pm #1426
Nice one dude.
Its good to see someone else put some effort into this, but i actually didnt expect the policy to be that holey.
Well yeah, its not so nice to actually see that there are so many things left in the rules. Now i guess there need to be a few changes or so, so that there wont be any more problems with that in the future. Hopefully some admins will take care of this.August 3, 2012 at 12:39 pm #1427
Excellent post. Here is my feedback.
1) Agree 100%. The rules will be updated in the CTF Matches thread as well as the front page with your (and others that I have already spoken to) feedback in mind. I have discussed many of these points with a few different players and we all agree that the rules need to be more explicit, and there is still much more room for improving the organization of the tournament.
2) Rule is best 2/3 map wins.
3) 2nd round maps will be posted shortly
4) Sudden death, by definition, implies first capture wins. The server should be programmed to end when a flag is captured in overtime.
5 & 6) Default match times should be implemented, however since by default matches are to be played on the tournament-provided servers, it is impossible to schedule all matches at the same default time. Some discretion will have to be made by a tournament admin as to when each team should play on the default match day. Euro teams vs Euro teams should be earlier, NA vs EU teams should be an in between to be late evening EU time, early evening EST, early afternoon PST to make sure that everyone from the pacific coast to eastern europe can play. Matches can be played at other times only if arranged in the forum post for their match so that there is proof that is the agreed match time.
If a team does not show up at this match time, a forfeit will be issued, unless the team whose members were fully present decide that they would still like to play the match late (30+ minutes after scheduled match time, same day) or reschedule to the default match time. Accepting to play the match late is at the non-offending team’s discretion. Accepting to reschedule the match for another date after a team has showed up late or was absent must have admin approval. Teams must have 1 member present in the server within 15 minutes of the scheduled match time beginning, and all 4 players must be present and ready to play within 30 minutes of the scheduled match time or a forfeit will be issued.
7) Server configs will be uploaded today.
8) By default, matches must be played on any of the 3 servers provided by the tournament. If ping balance is a concern, one match must be played on the North American server and the other on the European Server. I am not sure if the EU server is in germany, it would be ideal to have one in the UK to keep pings playable for west coast USA players, just like we would not ask EU teams to play on Los Angeles or Texan servers.
9) Agree, players should keep their own screenshots in the event of a dispute, this is a no-brainer.
10) Players should use the same names as seen on FraggedNation
11) All maps must be played consecutively, unless it is far too late to reasonably be playing a match. If teams do not have time to play 3 maps on a weekday due to timezone differences, please play on a Saturday or Sunday so that matches can begin by 1 PM PST, 4 PM EST, and 10 PM CET (I believe you made an error in your previous calculation Matt, CET is EST +6, is it not?)
12) For disconnects, the cmd_pause command should be used. I believe this functionality is present in SEC2. A team captain must say [Player name has crashed / lagged out] and at this point the Referee logged in to SCMD must do a cmd_pause.August 4, 2012 at 6:41 pm #1430
I also had a thought about having a ruling on what is deemed a good ping or equal, e.g. 125% difference is seen as equal or something..
August 6, 2012 at 5:46 am #1447
- This reply was modified 1 year, 4 months ago by Matt.
Also the need for two referees seems a bit over the top, sometimes it is a struggle to find one let alone get the team assembled to play!August 6, 2012 at 2:50 pm #1450
If the date of the match is scheduled more than 48 hours in advance, it should not be a problem to find 2+ refs.
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