Just reviewing the format as what applied for this D12 tournament as a whole, I come to the following notions:
- I dislike the 8 1v1 games. I too share slackbatters opinion that they're heavily based on luck. I won 6 / 8, however, I can not recall any real mistakes made in any of those games by my opponents, with which I'm kinda implying that I managed to win most by luck (be it starting first, drop, dice, (early) set, opponent missing a turn or a combination of the previous). Also, for those who aren't playing with/on a premium account, having 8 1v1 games clogs up your slots and finally, in the 1v1s, the possibility of people to get annoyed/angry/even worse from their opponent not playing as fast as they'd like them too (granted, it's a LT game, not a ST, so shouldn't really be a problem. imo..) is heightened.
However, that said, I also have to agree with slacks next point about the 1v1s.. being... I can't think of a different manner with regard to how to fix ties in a better way....
- I haven't made up my mind yet about the 4 9p games. Playing all the categories in 1 go: caps/dom/as/DM. I'm inclined to think that DM with increased cards is just the best way to go about it. I feel that
caps is just too volatile; just about anything can spark a chain reaction and it's game-over for 8 of the 9 players - often without a need for the 9th to do something extraordinary. In
dom, I believe there will most often be someone shooting for the needed amount, missing by a few, the next one taking the victory home. Then
as is rather similar.
Perhaps most of what I just said is mostly due to an "imbalance" in the manner how the values for sets of cards go up... cards always go up in the same fashion (4, 6, 8, 10, 12, 15, +5, etc), which is perhaps only suitable for X amount of players (I haven't really done the exact math), whereas I believe this should also be a function of the amount of players involved. Cards should be important in the game, yet not completely decisive. The Dom & As game types make it more appealing to 'try for something' - /AS\: see if you can score an elimination and secure a quick win, as you do not need to worry about 'consequences' (if the elim works, you win the game), /DOM\: try to get the amount of territories when you've got an 'early' set (for say... 1.5-2x the amount of territories you should conquer (so... +50-70 when needing to take 34?)); if you do not.... it's very likely you won't get another chance again (because cards just walk up that high so quick that 1 of the next 8 will likely manage). Much the same for
caps I believe.
All of these effects get amplified for fog games too - people will be making decisions on lil' information and are bound to make 'mistakes' which will take away from the balance of the game.
As for the notion of capped games... I believe in many short term games, this will often lead to 1/more players getting annoyed/angry with the slow pace of the game and/or just running out of time (being forced to step out due to other obligations) and as such bombarding the game. Or, when this isn't the case - stalemates. With the stalemate option being an ever more present option for LT games, especially with a lot of skilled people people in them (as is likely the case for the D12 games). That said; I do not believe capped games belong in D12 (or maybe.... capped at a rather high number? say 40-60 ish? dunno... haven't experimented much with the setup).
I acknowledge the fact that if the D12 tournament is held over just 1 game, the winner of that 1 game will likely have been just more lucky than the other 8, as opposed to just a lot more skilled. Yes, this will be less when there's more games (4 9p (+8 2p)), however, not by that much of a difference really... in fact... I believe that it doesn't really matter all that much who wins the title - it's more about who manages to get into the tournament (and then that also leaves a lot of room for discussion, as there are players who are highly skilled too, yet prefer to not be bothered by rating at all (@@Hoodlum) and just play every game they feel like (which will often lead to quite some loss of rating and not managing to make it to the D12 tourney).
Anyway... a lot of characters have been typed, not that much was said :p The notion of finding a 'best player' is inherently flawed. There's a rather wide base of really good players on this site and that's as far as distinguishing goes really. However, it's ofc cool to still keep a D12 tourney, regardless of in which form it is to be had.
Just reviewing the format as what applied for this D12 tournament as a whole, I come to the following notions:
- I dislike the 8 1v1 games. I too share slackbatters opinion that they're heavily based on luck. I won 6 / 8, however, I can not recall any real mistakes made in any of those games by my opponents, with which I'm kinda implying that I managed to win most by luck (be it starting first, drop, dice, (early) set, opponent missing a turn or a combination of the previous). Also, for those who aren't playing with/on a premium account, having 8 1v1 games clogs up your slots and finally, in the 1v1s, the possibility of people to get annoyed/angry/even worse from their opponent not playing as fast as they'd like them too (granted, it's a LT game, not a ST, so shouldn't really be a problem. imo..) is heightened.
However, that said, I also have to agree with slacks next point about the 1v1s.. being... I can't think of a different manner with regard to how to fix ties in a better way....
- I haven't made up my mind yet about the 4 9p games. Playing all the categories in 1 go: caps/dom/as/DM. I'm inclined to think that DM with increased cards is just the best way to go about it. I feel that [b]caps[/b] is just too volatile; just about anything can spark a chain reaction and it's game-over for 8 of the 9 players - often without a need for the 9th to do something extraordinary. In [b]dom[/b], I believe there will most often be someone shooting for the needed amount, missing by a few, the next one taking the victory home. Then [b]as[/b] is rather similar.
Perhaps most of what I just said is mostly due to an "imbalance" in the manner how the values for sets of cards go up... cards always go up in the same fashion (4, 6, 8, 10, 12, 15, +5, etc), which is perhaps only suitable for X amount of players (I haven't really done the exact math), whereas I believe this should also be a function of the amount of players involved. Cards should be important in the game, yet not completely decisive. The Dom & As game types make it more appealing to 'try for something' - /AS\: see if you can score an elimination and secure a quick win, as you do not need to worry about 'consequences' (if the elim works, you win the game), /DOM\: try to get the amount of territories when you've got an 'early' set (for say... 1.5-2x the amount of territories you should conquer (so... +50-70 when needing to take 34?)); if you do not.... it's very likely you won't get another chance again (because cards just walk up that high so quick that 1 of the next 8 will likely manage). Much the same for [b]caps[/b] I believe.
All of these effects get amplified for fog games too - people will be making decisions on lil' information and are bound to make 'mistakes' which will take away from the balance of the game.
As for the notion of capped games... I believe in many short term games, this will often lead to 1/more players getting annoyed/angry with the slow pace of the game and/or just running out of time (being forced to step out due to other obligations) and as such bombarding the game. Or, when this isn't the case - stalemates. With the stalemate option being an ever more present option for LT games, especially with a lot of skilled people people in them (as is likely the case for the D12 games). That said; I do not believe capped games belong in D12 (or maybe.... capped at a rather high number? say 40-60 ish? dunno... haven't experimented much with the setup).
I acknowledge the fact that if the D12 tournament is held over just 1 game, the winner of that 1 game will likely have been just more lucky than the other 8, as opposed to just a lot more skilled. Yes, this will be less when there's more games (4 9p (+8 2p)), however, not by that much of a difference really... in fact... I believe that it doesn't really matter all that much who wins the title - it's more about who manages to get into the tournament (and then that also leaves a lot of room for discussion, as there are players who are highly skilled too, yet prefer to not be bothered by rating at all (@@Hoodlum) and just play every game they feel like (which will often lead to quite some loss of rating and not managing to make it to the D12 tourney).
Anyway... a lot of characters have been typed, not that much was said :p The notion of finding a 'best player' is inherently flawed. There's a rather wide base of really good players on this site and that's as far as distinguishing goes really. However, it's ofc cool to still keep a D12 tourney, regardless of in which form it is to be had. :)
“Gravitation cannot be held responsible for people falling in love. How on earth can you explain in terms of chemistry and physics so important a biological phenomenon as first love? Put your hand on a stove for a minute and it seems like an hour. Sit with that special girl for an hour and it seems like a minute. That's relativity.”
― Albert Einstein