TAs can't be in a challenge, no (after all, they can't become TA again, so if they won a seal they'd limit the playing field for the staff pretty considerably). Never heard of a limit of seals though... Any such limit would be pretty silly anyway, since only one out of nine winners will get TA per year.
You can only win one seal per year. Last year there was some player-driven angst about the possibility of me winning Life yet again, but such turned out to be a wee bit premature. There is no limit on times you can win a seal again as long as you do not win TA.
I disagree with the complicatedness Iytha suggests for War. Indeed, I believe how we handle War is probably as smooth as it can get - four Wargames are held, and the winners of the Wargames all qualify for the last round. The four pair off and the winners easily decide first and second. Third and fourth are determined by the victors of the losers' bout.
As for Justice, I really don't know what to suggest. Single elimination is harsh and people complain when they get left out/other people get byes to the next round. With contenders ranging anywhere from 30 to 40 people at once, anything more complicated unduly confuses the administration.
Remove a 'fifth' place for Justice? Why does it need to be five, if it's easier to place four (or another number)? If we know upfront that there'll be a set number of winners, there isn't going to be an issue.
You could begin the tournaments with 'free for all' or 'round robin' styles, and when you finish a round with enough for a standard 'knock-out' tournament (4, 8, 16, 32), switch to that.
I don't remember how many people contend for Justice... but if we're short three people for a knock-out tournament, surely we could get three non-debaters to just put their names in a hat and try. It's cleaner than giving people free passes.
For War, we want to do something like Teams Battlerun: Each player starts with 3 player points and each team with 0 team points. Wargames with three 3 man teams will be played round robin style (ie. for 7 teams, first wargame is 1v2v3, second is 4v5v6, third is 7v1v2) until a winner is determined. Every time you kill a player on an enemy team, that player (but not their team) loses a point and your team (but not you personally) gains one point. Players with 0 points are removed from their team and teams with no players remaining are removed from the tournament. Once there is a single team remaining, rank the top 5 teams by their team points to determine prizes (and ownership of the War Seal for 1st place) with ties being settled by a team vs. team wargame.
Why...are you complicating things so much. Player and team points? Good grief, that's convoluted, and would just mean the people who farmed the crappier teams won. Noooope.
Yes. 1 design can be submitted per cartel, one person can submit multiple entries if they really want to and have the time as long as they each come from a different cartel.
For War, we want to do something like Teams Battlerun: Each player starts with 3 player points and each team with 0 team points. Wargames with three 3 man teams will be played round robin style (ie. for 7 teams, first wargame is 1v2v3, second is 4v5v6, third is 7v1v2) until a winner is determined. Every time you kill a player on an enemy team, that player (but not their team) loses a point and your team (but not you personally) gains one point. Players with 0 points are removed from their team and teams with no players remaining are removed from the tournament. Once there is a single team remaining, rank the top 5 teams by their team points to determine prizes (and ownership of the War Seal for 1st place) with ties being settled by a team vs. team wargame.
Why...are you complicating things so much. Player and team points? Good grief, that's convoluted, and would just mean the people who farmed the crappier teams won. Noooope.
It's designed with the idea of countering the complaints against the tournament system in mind. It is definitely complicated, but nobody randomly gets an advantage over anyone else, nobody gets kicked out for a single bad luck match, everyone plays the same number of matches, nobody gets a bye to the next round and, contrary to your claim above, gaming the system by playing weak teams doesn't work since you don't pick who you fight and even if you did, it wouldn't help any in the long run since you'll still eventually end up facing the strong teams anyways.
That said, I have no expectation of the admin actually using that proposal. The single elimination system works well enough that it isn't actually going to be replaced based off a forum post.
For Death, is there any way it can be moderated so that you have to fight (or at least do the majority of damage) to a mob for credit, rather than just run around taking killing blows while everyone else bashes them on your behalf?
The divine voice
of Avechna, the Avenger reverberates powerfully, "Congratulations,
Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Eventru's realm still needs merian scattered more, when merian solo a group of 6 people theres a problem. <.< Freakin room of 12
They weren't even grouped up fully when they all died. They were split up and quite a few more followed Silvanus back to the group. Also, at least 3 of them were super squishy.
Eventru's realm still needs merian scattered more, when merian solo a group of 6 people theres a problem. <.< Freakin room of 12
My mobs scatter as much as anyone else's. They all utilize the same random code.
They don't like being lonely though, so they do tend to clump. Ghost in the code!
The "random code" is biased. If you look in any area where there are a lot of mobs that are completely "random", they tend to go to the northeast corner.
Magnagora's harbor, for instance, is a magnet for seawolves (it makes it very easy to find and harvest them).
I will also note that the entrance to the Merian Priestess land is, surprisingly, on the northeast end of the Realm...
Actually, it's on the north end. The northeast end is a bit parted (they clump elsewhere). I never knew the extent of the wandering flaw, but I'm certainly not going to redesign my entire realm to avoid it, heh. Sorry.
Yeah, I noticed that NE thing too. Dolphins in the Inner Sea. Seawolves in SoD. Stuff in Balach. Mantas in the Cloud Maelstrom. Even pixies and animals in Seren do it.
0
Cyndarinused Flamethrower! It was super effective.
Some questions for admin:
Are harmony mantras disabled?
Is bardic presence allowed? I ask because if Night users lose their +charisma, so should everyone out of fairness.
Is bardic presence allowed? I ask because if Night users lose their +charisma, so should everyone out of fairness.
Thanks.
I think (think!) the argument against Penumbra was not its charisma, but it's ego regeneration.
I think.
(Note: I don't make the rules for that event. Didn't then don't now. Otherwise it'd be a big "Good luck!" Sign in a 6x6 area with aggro mobs and every room description would be me twirling my mustache.)
Is bardic presence allowed? I ask because if Night users lose their +charisma, so should everyone out of fairness.
Thanks.
I think (think!) the argument against Penumbra was not its charisma, but it's ego regeneration.
I think.
(Note: I don't make the rules for that event. Didn't then don't now. Otherwise it'd be a big "Good luck!" Sign in a 6x6 area with aggro mobs and every room description would be me twirling my mustache.)
Yes, that was the argument.
Harmony mantras do ego regeneration, hence the question!
Way more regeneration than Penumbra, at that.
0
Cyndarinused Flamethrower! It was super effective.
Well I get the regen part (even if it's minor) but it also provides other buffs that Night users would need to compete on the same level as a bard that can use all their skills. Which is why I think it needs to be all or nothing, not selective removal of skills that affect one guild more than another.
No activated skills or ego regeneration skills from guild skillsets are allowed. The Justice rules (HELP ASCENSION RULES) are very general, so that there are no picking out of individual skills, in order to be as fair as possible to different orgs in weeding out things which might give too big an advantage.
So let's preface this by saying: Don't panic! This is just a tentative layout for War this year. We won't lie, War is usually the most dreaded of events from our standpoint, and so we're hoping to head some of that off by getting your input on the setup and eliminating any surprises as to how it'll be managed. So let's jump right into our ideas:
Double elimination format - This means if your team loses two matches, you're out. Losing once will put you in a "loser's" bracket where you can still fight to stay in it.
Making use of all arenas - This will require some help from the communes and cities, but we've done it before without too much trouble. To save time we would have matches running in as many arenas as possible which would of course require some temporary enemy changes depending on the teams and where they fight.
Time limits - War matches can easily turn into two teams staring each other down for long periods of time. To try and curb this we're thinking of having a time limit (30 minutes?) until we start dropping in a nasty mob to get the teams moving. We would probably create one to be as unbiased with regards to class as possible.
Team Registration - Letting us know your teams ahead of time would certainly lighten the load on our end as we could plan ahead for how many teams we'll be dealing with. You could even give your team a name if you want!
Team matching - teams would face off 1 on 1 after being randomly picked.
Let us know what you think! Any complaints/concerns/rants about this layout? Any questions about something I may not have even covered? We're definitely open to doing things a little differently this year.
Yeah that sounds fine, but I figured War would be smoother since historically, we only had 4 wargames, then 1 final where teams squared off against each other in a pre-arranged format.
The Team matching option will make it drag on, but depending on the number of arenas and teams that we get, it would probably be the most fair IMO.
Also dibs on "Majestic Alpha Chesthair Omega Squadron"
Edit: If you go with the team matching option, the losers of the semi finals should fight to determine 3rd and 4th place, btw.
Comments
Why...are you complicating things so much. Player and team points? Good grief, that's convoluted, and would just mean the people who farmed the crappier teams won. Noooope.
That said, I have no expectation of the admin actually using that proposal. The single elimination system works well enough that it isn't actually going to be replaced based off a forum post.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Eventru's realm still needs merian scattered more, when merian solo a group of 6 people theres a problem. <.< Freakin room of 12
If olive oil comes from olives, where does baby oil come from?
If vegetarians eat vegetables, what do humanitarians eat?
Signature!
They don't like being lonely though, so they do tend to clump. Ghost in the code!
Magnagora's harbor, for instance, is a magnet for seawolves (it makes it very easy to find and harvest them).
I think.
(Note: I don't make the rules for that event. Didn't then don't now. Otherwise it'd be a big "Good luck!" Sign in a 6x6 area with aggro mobs and every room description would be me twirling my mustache.)
Harmony mantras do ego regeneration, hence the question!
Way more regeneration than Penumbra, at that.
Accepting filled out brackets!