GSTL May Teams - no IM - Page 30
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Airship
United States465 Posts
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Tachion
Canada8573 Posts
On May 11 2011 05:06 NineKOne wrote: For example, the GSTL is not about how many good players you have, it's about how good your best players are. Of course it helps that you have a wide, all-rounded team. But it's even better when you have a few (in IM's case, 3) insane players that you can count on to all-kill a team. The qualifications criteria doesn't match the competition criteria. This has to change. Oh god that is so well put and echoes my sentiments exactly. oGs may have a ton of players in Code A/S, but they've also been knocked out of the first round in each team league. Their individual players strength isn't that impressive(aside from MC) when compared to IM. | ||
Corvi
Germany1406 Posts
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TheLOLas
United States646 Posts
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Defacer
Canada5052 Posts
Not being able to spread creep across the map sucks. And the space and high ground behind the mains will make it's easier to defend muta harrass, as well as provide space for drop. Can any one that actually, you know, good at Zerg (and not crappy like me) test these out? | ||
CidO
United States695 Posts
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Carkis
Canada302 Posts
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sang
United States251 Posts
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anatem
Romania1369 Posts
merit baby, how many people you got in your team that showed results, not who had the two guys that went to the finals together. there is a place in the world for things based on arbitrary factors and talent, but a sports tourney isn't it. the fact that this is being brought up as an issue irritates me gravely tbh. do you want esports to get somewhere so that your kids will watch game X or Y on tv alongside tennis or football with no nerd stigma to their name ? stop being such spoiled brats and let everyone compete on equal footing, even if that means your favorite player won't be participating in a couple events. hell, the minimal requirements are very lax as it is, so work harder. and fuck "omg they had bad luck with tough opponents" wait what where in the real world is this a valid argument for anything - you got owned, ye, others may have had an easier time, like that rich kid you knew that never gave a fuck, but that entitles you to exactly jack squat. breeding this kind of attitude for short-term personal satisfaction is bad for the future of esports, and for you the complainer implicitly. it's bad enough that we're barely scratching the surface with this esports thing after so many years that even major tournaments need to be based mainly on arbitrary invites so that they can be sustainable. more of the "hey look i think this might be a problem to the integrity of the competition because X..and i think if you take the example of Y, plus with my idea Z, thing will be better and more balanced" kind of arguments, less of the "fuck that i'm not even gonna watch this now that this happened, so change your shit rules so i can see X" bullcrap, please. | ||
Airship
United States465 Posts
On May 11 2011 05:19 anatem wrote: there is no clearer and more fair method of making the team league into a properly competitive tournament than what GOM is doing right now. Qualification matches? | ||
Schmexi
Sweden341 Posts
On May 11 2011 05:16 Defacer wrote: Ugh, I'm interested in learning more about how this new map will be for Zerg. Not being able to spread creep across the map sucks. And the space and high ground behind the mains will make it's easier to defend muta harrass, as well as provide space for drop. Can any one that actually, you know, good at Zerg (and not crappy like me) test these out? No one ever said you couldn't spread creep on water, right? Think map creator said that you could in the official map thread. | ||
Phyxx
Denmark681 Posts
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sang
United States251 Posts
On May 11 2011 05:19 anatem wrote: there is no clearer and more fair method of making the team league into a properly competitive tournament than what GOM is doing right now. please. how about waiting until after the up/down matches to do the calculations? if you took the final results instead, fOu has ONE player in all of GSL: sCfOu...that's just messed up. | ||
Anzekay
Australia63 Posts
We may end up with teams having different stats, during the GSTL, than they did when GOM decided on the teams for the league. Ah well, this seems to be how they do it. | ||
Slusher
United States19143 Posts
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Yoshi Kirishima
United States10317 Posts
For example, the GSTL is not about how many good players you have, it's about how good your best players are. Of course it helps that you have a wide, all-rounded team. But it's even better when you have a few (in IM's case, 3) insane players that you can count on to all-kill a team. The qualifications criteria doesn't match the competition criteria. This has to change. I don't agree. Just because the competition criteria rewards those with "quality over quantity", it doesn't mean the GSTL is all about that. Like many people have said before, it is a nice way to reward both quantity and quality; the qualification criteria reward the bigger teams while the competition criteria reward the teams with better players, which still results in the awesome "All-Kill" format that GSTL currently has. | ||
Devise
Canada1131 Posts
On May 11 2011 05:23 Schmexi wrote: No one ever said you couldn't spread creep on water, right? Think map creator said that you could in the official map thread. I tested it, and the creep spreads on the ground, which is right below the water so it looks kind of strange but functions the same. | ||
Zeroxk
Norway1244 Posts
On May 11 2011 05:28 sang wrote: how about waiting until after the up/down matches to do the calculations? if you took the final results instead, fOu has ONE player in all of GSL: sCfOu...that's just messed up. Because then they'll have to cut out 16 players that lost in Code A ro32 On May 11 2011 05:13 Tachion wrote: Oh god that is so well put and echoes my sentiments exactly. oGs may have a ton of players in Code A/S, but they've also been knocked out of the first round in each team league. Their individual players strength isn't that impressive(aside from MC) when compared to IM. Have you seen who oGs lost to? GSTL1 they lost to ST, the runner ups. In GSTL2 they lost to Slayers, the eventual champion. | ||
Frankon
3054 Posts
On May 11 2011 05:37 Anzekay wrote: I'm sort of surprised they didn't use the Code A/S player numbers after the up and down matches this week. We may end up with teams having different stats, during the GSTL, than they did when GOM decided on the teams for the league. Ah well, this seems to be how they do it. If they used the code A/S players numbers after up and down matches IM would be only GSTL1 winner and not GSTL2 runner up cause it wouldnt make top 8 then ;P. IM was a ticking bomb when it comes to GSTL which finally exploded. Hopefully coach Lee will finaly think about expanding the rooster. | ||
anatem
Romania1369 Posts
that would make the team league into a very large tournament because you would need quite a pretty high amount of matches to have a barely large enough sample of the team's abilities to warrant you get the best teams in, and even then there may be things to be argued. and you couldn't play it in the all-kill format because that would not be indicative of the team's overall skill, and you couldn't play bo1's because that would provide too small a smaple of people's skills. and it wouldn;t be reasonable to do that when you can have 8 teams in the league when there's like 10 teams proper in the whole of S. Korea that have their sights on spots int he GSL you get all these prelims through the qualification tournaments for code A, and then through the code A which is a higher level qualification tournament in itself to get into the GSL proper which is code S. so while i agree it would be a close alternative, it would be too much of a logistic hassle and expense for a likely minimal difference in the quality and balance of the selection process, thus making it pretty redundant, and overcomplicated. though i must admit, thinking on it more thoroughly, the current format does indeed grant a slight advantage to the older teams who have been at it longer, having time to get enough people into code S above arguably better more talented players of newer teams or teams with fresh talent -say Prime vs. IM. however, that leads us to arbitrary factors for one, and second, experience has shown us that the likes of slayers can come out of nowehere and own, while one of the oldest teams can come just short. this slight imbalance can be easily fixed though, by means of changing the points earned differential for code S and code A perhaps, and other things. but even this i don't think is relevant, since the multi-level system of the GSL code system filters out the weaker players for the most part -granted, there are things to be tweaked here too-, so while you can have a team like IM fall down this season, you're sure to have it in the league next time. bla-bla getting tired of myself writing this, i could keep going on with an essay-long analysis of the entire GSL system, but i guess i made the simple straight-up point i had to make in my earlier post ![]() | ||
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