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Clan League 13: Official Thread: 11/20/2020 13:56:49


Bechaa
Level 61
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fingers crossed
Clan League 13: Official Thread: 11/20/2020 13:57:11


(ง︡'-'︠)ง let's fight!! 
Level 62
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You dont have the issue with many games if you are the one who is winning the most. But you get a time problem if you are ambitious and want to win, but the games are not developing in the right direction. You need to do the right predictions, you count troops, you make many thoughts, you discuss a lot with your teammates. That is time consuming.. I have never done that in 12 minutes.

I like to do strategize and dicuss with my teammates. But only as long as the amount of games allow it.

You can field a wide lineup to reduce the game count per player to a maximum of 6. But not every clan has the depths to do it

Edited 11/20/2020 14:01:59
Clan League 13: Official Thread: 11/20/2020 14:00:34


JK_3 
Level 63
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yeah, my average 2v2 game needs 2,5 days per turn

and if I find myself on the losing side of a 1v1 I need some time to think about a comeback as well....
Clan League 13: Official Thread: 11/20/2020 14:00:44

(deleted)
Level 62
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MoD
Moreover nobody is forced to play 3 slots of team tournaments.


It's not with 3 slots, it's with 2. Two slots making 10 games (and not both 3v3)

And it's not brought on ourselves when picks are committed and opponents haven't, there's nothing to be done from us. We are playing slower currently (late November) than early October, because there are the lots of games. Anyone with enough effort can look back and see the turn times.
It's further not helped by players stalling out losses
Just playing on a couple more turns for _fun_ or in case of a _mistake_ is taking over a week to get out the way
{i could be having to eat my words here, but i doubt it}

Yaxvi's idea of start all the games at once with 100 days bank. It's a good one, it's about what we have now. We could at least play the people that way to play at the start of CL rather than sit and twiddle thumbs.
I'll have finished two games by the time all my 2 teams slots are started

Some number crunching of days per turn could be nice from division A.
Once everyone is taking 4 day turns it's certainly not fast CL!

Looking forward to the poll

edit
Navara:
people are saying they have more then 10 games cuz that's on them for stalling/avoiding the game, if your online make your move. if it takes 30min to make it then so be it. but don't leave the game

You are wrong.
There's not a game where our opponents have made picks more than a day quicker than us. 3 they are over a week slower than us.

If you play at 30minute moves with no discussion you have to be one fine player to win even one game in A.
I am happy to play quicker, last month.

Edited 11/20/2020 14:08:34
Clan League 13: Official Thread: 11/20/2020 14:02:07


goralgn 
Level 60
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a Faster Clan League Would Be More spread Out As To Not To Cog Games Back To Back Too Fast Because That Leads To Burnouts

Edited 11/20/2020 14:02:57
Clan League 13: Official Thread: 11/20/2020 14:23:53


Master Cowboy 
Level 60
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Games are getting backed up because people use all their banked time at picks. If you use it like intended, you wouldn't need to feel so burdened.
Clan League 13: Official Thread: 11/20/2020 14:24:42


goralgn 
Level 60
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i never said i had this problem man
Clan League 13: Official Thread: 11/20/2020 14:46:52


Master Cowboy 
Level 60
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Did I say @goralgn in my post? Im more talking generally.
Clan League 13: Official Thread: 11/20/2020 14:50:38


Norman 
Level 58
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Well, its clan league, so maybe involve more people into it rather than just 3 slotting your best players. Also I doubt any D C B clan is actually complaining, you guys forget that most of CL is actually made of non-A clans, but you've made that small social bubble of div A which is like 5-10% of actual CL players and listen to them. New-comers to CL would need to wait what like 9-10 months to play? That's just ridicolous.

Daaaaaamn Bechaa. "small social bubble of div A"... I love you man, that's the M'Hunters spirit, whether you like it or not. Maybe I can say sorry for all the clanmate bullying in RoR games and if you then say sorry for also being a meanie, then we can come together again?

@AI
If you take 12 minutes per turn and move everyday, you will never get to the point where you have 10 games at the same time either
The game speed is determined by the other team then.

Edited 11/20/2020 14:53:21
Clan League 13: Official Thread: 11/20/2020 14:55:54


Master Cowboy 
Level 60
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"I still dont get why a faster CL is good for the league. Especially not if the price you have to pay is a more stacked schedule. Is it really better for the league if players are more stressed and as outcome dont want to play CL anymore?"

- Doesn't require a year long commitment from organizers to run.
- Faster results leading to a much better CL to follow, especially towards the end where used to, you'd have games get stalled by vacations right at the end, killing the interest of players and will of the organizers.
- Changes stalling teams into a game by game basis, rather than all games being stalled for 50+ days.
- Keeps players from having to commit to CL for a year, which tended to lead to mass booting at the end of previous CLs.

If you want a reason why scheduling like this was implemented, we only need to look at CL9. In division C the was a key matchup between Hydra and TJC, that would decide whether the second promotion slot would go to FCC or TJC. It was stalled by 2 70 day vacations from both teams, and ended with a boot, just wasting everyone's time. This game alone drug CL9 out by at least 2 more months.
Clan League 13: Official Thread: 11/20/2020 14:58:26


Master Cowboy 
Level 60
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"The game speed is determined by the other team then."

Even that argument doesn't hold up. If they use all their banked time at the start, that sucks sure, but you still have 15-20 days of banked time cushion for anytime things get stressful and you need more time.
Clan League 13: Official Thread: 11/20/2020 15:18:20

(deleted)
Level 62
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Sorry Cowboy, you're saying because team X just stalled 18 days on picks, that i should stall 18 days on T1? Then i ask my teammate to stall 18 days for T2 because i don't want to play over Christmas. And then of course, may as well ask teammate 3 to get T3 committed 54 days away? Late January we get round to finishing the game? Which then takes another 6+ turns of 3 days to finish on time in late February.
But that's what you just said

If they use all their banked time at the start, that sucks sure, but you still have 15-20 days of banked time


Means, if they stall you stall.


Your CL9 and my CL11 examples are one player gaming the system. This system is equally gameable. Shall i take the heat and go down as the first one to game it?
3*18 Not even trying
Get a boot each and reset that bank, another 3*18
And we can do that twice each
162 days. That's the advice I'm hearing?
Even longer that "slow" CL..


Replying to your more sensible comment before that. The schedule is a LOT better than CL9,CL11. But at 5.5 months these dRor and India games are not right. Drop a couple days off the bank in the 3v3, extend the schedule 2 weeks.

Perhaps games 1+2 should not start with big banks. If someone is on holiday at the start of CL they should be subbed in after the first 2 games rather than the first two games start eating bank.
Clan League 13: Official Thread: 11/20/2020 15:19:58


(ง︡'-'︠)ง let's fight!! 
Level 62
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- Doesn't require a year long commitment from organizers to run.

Good point. I cant speak of expirience here. But what do you need to organize when the last 2 games are played out? Thats only a question no criticism intended.


- Faster results leading to a much better CL to follow, especially towards the end where used to, you'd have games get stalled by vacations right at the end, killing the interest of players and will of the organizers.


Boredom vs Stress what is killing more the interest of players. Thats questionable.

- Changes stalling teams into a game by game basis, rather than all games being stalled for 50+ days.

If you want you can still play 50+. Also i didnt say avoiding vacations is bad. I like banked time. Just make the game creation schedule less stacked. What about having per template and division a certain amount of games open. So only start new games according to the creation plan when less than X games are ongoing for that template. This way it is not recommanded to stall because you will receive more and more games if the mean speed is much higher thab yours. But on the other side the the games are not that much stacked for players with a normal speed.


- Keeps players from having to commit to CL for a year, which tended to lead to mass booting at the end of previous CLs.

You dont have to commit to play CL for a year. You can substitute players, if they have less time. But if you have a less stacked schedule you have a real chance to sub out players. Now only 50% of CL is over and for some slots you cant even make a sub anymore.

Edited 11/20/2020 15:21:50
Clan League 13: Official Thread: 11/20/2020 15:22:23


Beren Erchamion 
Level 64
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It really only gets stressful if you're using up your banked time for no reason.

Source: someone who uses up his banked time for no reason.
Clan League 13: Official Thread: 11/20/2020 15:26:02


JK_3 
Level 63
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If you want you can still play 50+. Also i didnt say avoiding vacations is bad. I like banked time. Just make the game creation schedule less stacked. What about having per template and division a certain amount of games open. So only start new games according to the creation plan when less than X games are ongoing for that template. This way it is not recommanded to stall because you will receive more and more games if the mean speed is much higher thab yours. But on the other side the the games are not that much stacked for players with a normal speed.
I kinda like that idea, but that would prob require a reasonable update for the CLOT
Clan League 13: Official Thread: 11/20/2020 15:26:02


JK_3 
Level 63
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If you want you can still play 50+. Also i didnt say avoiding vacations is bad. I like banked time. Just make the game creation schedule less stacked. What about having per template and division a certain amount of games open. So only start new games according to the creation plan when less than X games are ongoing for that template. This way it is not recommanded to stall because you will receive more and more games if the mean speed is much higher thab yours. But on the other side the the games are not that much stacked for players with a normal speed.
I kinda like that idea, but that would prob require a reasonable update for the CLOT
Clan League 13: Official Thread: 11/20/2020 15:28:33


Beren Erchamion 
Level 64
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However, I do think there are serious optimizations that van be made to the schedule. The 10 - 15 - 10 - 15 - 10 - 15 day gaps between game creations doesn't make sense. Start two games in each tournament right at the beginning and then create games every 15 days afterwards. This avoids the completely open time at the beginning when everyone is only playing 1 game for 10 days and then only 2 for another 15, while also spreading out game creation later on.

It might also be worth thinking about the fact that the gap between games being created is greater than the banked time, so people are often getting a game created while the previous game is still on picks (of course, this is due to people - like me - being stupid and procrastinating picks for no reason).

I still think this is much better than no bank + vacations though. I personally find it much less stressful.
Clan League 13: Official Thread: 11/20/2020 15:29:20


Master Cowboy 
Level 60
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"Means, if they stall you stall."

That's not what I stated. It literally means, you might have 12 games (doubtful that you have 2 full slots worth at over), but you have leeway in when you do the turns, so you don't have to do them every 3 days. You can get away with a 5 day turn etc.

"And then of course, may as well ask teammate 3 to get T3 committed 54 days away?"

The CL9 example is a regular occurrence in every CL that has vacations. Your example literally requires to do that on purpose to stall the league. Hardly comparable. Im ok with spreading the days between games further, but feel there's a fine balance, as you could end up extending the league by 2 or 3 months if not careful.
Clan League 13: Official Thread: 11/20/2020 15:42:09


Master Cowboy 
Level 60
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"Boredom vs Stress what is killing more the interest of players. Thats questionable."

A mixture more than likely, but in previous CLs, the last 3 or 4 months were always a drag.

Regarding your last point, I was just stating reasons to why shorter is preferable to a long CL.


"The 10 - 15 - 10 - 15 - 10 - 15 day gaps between game creations doesn't make sense."

It comes from an old system from when I did Division C in CL10. I found having to pick in 2 or more CL games at once to be annoying, so I slightly staggered them to make it so you still basically get 2 at once, but you won't need to pick on both at once. In hindsight this really wasn't necessary with banked time, but thats where that came from. I would probably switch it now to 2 team games at once per 25-30 days.
Clan League 13: Official Thread: 11/20/2020 15:49:06


(ง︡'-'︠)ง let's fight!! 
Level 62
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Regarding your last point, I was just stating reasons to why shorter is preferable to a long CL.


This is not that much trivial, as you want to see it. I might be wrong but I could imagine Stats would have prefered to sub Name out of some games, instead of having him surrendering in all of the games bc he retired. (He was not the slowest player btw)

That has nothing to do with how long a CL lasts. You can have difficulties in RL at any time. Making the time slot shorter in that you can be affected is only helping very limited. It helps more if you can give a real chance to interact. Make it possible to sub in time

Edited 11/20/2020 16:43:00
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