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Team League Match Formats - Page 3

Forum Index > SC2 General
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Prev 1 2 3 All
TAMinator
Profile Joined February 2011
Australia2706 Posts
March 21 2013 12:51 GMT
#41
Interesting, but too complicated. It'd be hard to explain to viewers over a stream in a reasonable manner.
Khai
Profile Joined August 2010
Australia553 Posts
March 21 2013 12:58 GMT
#42
Probably more likely to end up in more games, possibly too many games too often and also allows for fewer different players as the current Proleague Bo7 will see 14 different players play in 7 matches at max which is better imo. But it can work for leagues with fewer teams or fewer matches (i.e. knockout team league).
GoodSirTets
Profile Joined June 2012
Canada200 Posts
March 21 2013 14:06 GMT
#43
I'm down
High Diamond/ Low Masters :^)
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
March 21 2013 14:20 GMT
#44
I have the same problem with it as others said ealier. In team games, you want to see any many players as possible, this is a chance for a small players to shine, do some "wow" moments and take wins which noone expected.

However, in smaller clan leagues, amatuer leagues, i would love this.
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
Krallman
Profile Joined February 2011
Sweden713 Posts
March 21 2013 14:50 GMT
#45
Really cool format, also doesnt really take much to get into ^^
Im better than Stefan
SChlafmann
Profile Joined September 2011
France725 Posts
Last Edited: 2013-03-21 14:53:09
March 21 2013 14:52 GMT
#46
I really like this format. It pretty easy to understand, even for viewer as long as brackets are available and updated...
"More GG, more skill" - Nope! Chuck Testa - #BISU2013
motumbo
Profile Joined February 2011
United States130 Posts
March 21 2013 14:57 GMT
#47
I hope some team league picks this up so we can see it in action. Looks super cool.
DJHelium
Profile Joined December 2010
Sweden13480 Posts
March 21 2013 15:05 GMT
#48
I really like the format! The one thing I don't like is how, like in SPL format, there's no potential for sniping players. Seeing Tails go in and take out Mvp with a funky build is something that can't be done in this format, since he might've been sent out on the "wrong" map and lost to Losira earlier.

Still cool though, would prefer it to both current GSTL and SPL formats.
#1 player in the world atm: J-god | Follow me on twitter! @DJHelium
realbutter
Profile Joined March 2011
Ireland28 Posts
March 21 2013 17:19 GMT
#49
While it looks entertaining. it seems like there's way too much varience in set lengths. There could be a quick 3-0 in say 30 min, or else there could be a long drawn out 5-4 that could last over 2 hours. Doesn't seem practical for a proper league to use this format when they have timeslots to fill.
Wingblade
Profile Joined April 2012
United States1806 Posts
March 21 2013 17:44 GMT
#50
Wait a minute... Isn't this the exact format of the SPL Special match that Proleague set up?
PartinG fanboy to the max, Rain/Squirtle/Dear/Scarlett/Bbyong are cool too. I don't always watch Dota2 but when I do I have no clue what's going on. GOGO POWER RANGERS
mijellin
Profile Joined November 2008
China740 Posts
March 21 2013 20:42 GMT
#51
I think this is pretty simple in text format, and quite intuitive if viewed.

Problem is it guarantees that only 8 players will appear per match, as opposed to the 12, potentially 14 of the current proleague format. I think it's more dynamic to test the depth of the teams with the current setup.
FlamingKitty
Profile Joined March 2012
United States74 Posts
March 21 2013 23:49 GMT
#52
This actually seems like one of the greatest things ever, i really really wish some leagues would use this :o
이나무
Pimpmuckl
Profile Joined March 2011
Germany528 Posts
March 22 2013 05:18 GMT
#53
What. Why did no1 come up with this, sounds really freaking awesome!
twitter.com/pimpmuckl
MCXD
Profile Blog Joined February 2012
Australia2738 Posts
Last Edited: 2013-03-22 06:12:02
March 22 2013 06:11 GMT
#54
On March 22 2013 02:44 Wingblade wrote:
Wait a minute... Isn't this the exact format of the SPL Special match that Proleague set up?


Almost, but Round 2 is all-kill format between the surviving players on each team in SPL Special, rather than proleague-style.
Celeritas
Profile Joined December 2012
Australia52 Posts
March 22 2013 06:49 GMT
#55
On March 22 2013 02:19 realbutter wrote:
While it looks entertaining. it seems like there's way too much varience in set lengths. There could be a quick 3-0 in say 30 min, or else there could be a long drawn out 5-4 that could last over 2 hours. Doesn't seem practical for a proper league to use this format when they have timeslots to fill.

I don't think you understood the format. Let's say a team-league match is a bo7. In an all-kill format, it could go anywhere from a 4-0 to a 4-3. Similarly, with proleague format, it could be a 4-0, up to getting a 3-3 and the ace players from each team facing each other in the final match. A bo7 in the suggested format has the potential for just as much variance in run-time, from a fast 4-0 to a long 4-3. The only thing this suggested format changes is how the players are chosen for each game within the match.
MCXD
Profile Blog Joined February 2012
Australia2738 Posts
Last Edited: 2013-03-31 04:43:09
March 31 2013 01:58 GMT
#56
Just bumping up this thread seeing as there's been talk about team league formats again recently. I still think the Waseda-style has potential in SC2. However, I have a second idea inspired by the infamous Hybrid BW/SC2 pro-league. One which allows for players to pull their weight without scoring all-kills, if people don't like that sort of thing.

Simply the idea is this... split the match into 3 rounds, where each round is like a little mini team league match. The winner of the overall team match is then the winner of the bo3 in rounds. What exactly each round is can change, depending on what variation of the format you use. For the moment, I will discuss an example of the Winners League Variation w/ 6+ players per team.



In the 6-man Winners League variation, each round is a bo3 winners league match. Being a best of 3, the round is over once a team has 2 kills. The team who gets these 2 kills is the winner the round and gets 1 point in the overall team match. At this point, both of the players are eliminated and cannot be used in subsequent rounds.

Round 2 progresses the same way. Each team send out a starting player and a small bo3 winners league match is played out. The winning team of that round gets a point in the overall team match. If at the end of Round 2, one team has won both of the rounds, then they are declared the winner of the overall match. If the two teams won one round each, then they play an ace Round 3 using the same system.

Match 1 of Round 1 is picked the same way a typical winners league match is played - the coaches are told the opening map in advance and they each select a player to begin; this match-up is then revealed ahead of time, allowing them to prepare. In each subsequent game, the losing team selects the next player and map, as expected.

For Match 1 of Rounds 2 and 3, there is three ways it can be done:
- Both coaches can simultaneously select a player blindly for a randomly chosen map (out of the remaining pool),
- The team that won the most recent game (and hence the last round) announce their player first, then the losing team selects the map and next player to counter, as usual.
- The team that won the most recent game (and hence the last round) announce their player AND choose the map, then the losing team selects the next player to counter.

The down-side to this format as described is that, as mentioned, it requires each team to have a minimum of 6 players available, and the map pool to be at least 9 maps. However, these number can be dropped to the more standard 5 players and 7 maps with a change to the way Round 3 functions. The alternative is that instead of the ace round being another bo3 winners league, it could simply be single 1 on 1 ace match. If this was the case however, it would be essential that the ace match was blind-picked simultaneously (as above), not counter-picked. The player requirement can be dropped even further to 4 if Round 3 allows the reuse of players, however this re-opens the possibility of a player winning through an all-kill... which kinda defeats the point.

Some examples....

+ Show Spoiler [Example 1] +
(Example 1 - Winners League Ver, 6-Man - Team Liquid vs. Evil Geniuses)

Round 1
TLO <Map A> ThorZaIN
TLO <Map B> JYP
Zenio <Map C> JYP
First round goes to Team Liquid

Round 2
HerO <Map D> Stephano
Ret <Map E> Stephano
Second round goes to Evil Geniuses

Round 3
TaeJa <Map F> Jaedong
TaeJa <Map G> aLive
Third round goes to Team Liquid

Team Liquid wins 2-1 [4-3]!


So this example demonstrates a few things. Firstly, it demonstrates that there is still potential for players to perform acts of heroism, as seen with TaeJa and Stephano stomping their respective rounds - but there is absolutely no chance of one player single-handedly all-killing, because they are capped at a maximum of 2 wins. The worst case would be 2 players winning it for their team in a 4-0 fashion, 2-0 a piece.

Something else that's more obvious with an example is some of the team strategies that this format can potentially introduce. Because players are capped at 2 wins and can only play in the round that they are fielded in, this makes managing your players for particular parts of the match extremely important. What would have happened if Liquid fielded TaeJa and HerO in round 1? Yeah, chances are they would dominate that round and get their, but then what? They would no longer be available to use in Round 2, and most important, the ace matches at the end.

Another thing to consider is that players who are deployed in match 1 or 2 of a particular round have the potential to score 2 kills, where as the player who is deployed in match 3 will always only play one match. This adds another level of management, planning and strategy, because using a player to clean up the final match of a round - while potentially scoring the team a point, will restrict them to playing in only one game. Do you really want to use your strongest all-round players there, when they could score 2 kills later on? Or would it be better to use a specific match sniper?

Lastly, there is the impact of winning rounds strongly on player availability. At the end of Round 1, both teams had lost 'access' to two players - TLO/Zenio and ThorZaIN/JYP. But in Round 2, because Stephano 2-0'd that round, Liquid lost two players HerO/Ret for use in Round 3, where as EG only lost one Stephano. It's another dimension to the format to consider.


+ Show Spoiler [Example 2] +
(Example 2 - Winners League Ver, 6-Man - Mouzsports vs. Millenium)

Round 1
HeRoMaRinE <Map A> Goswser
Illusion <Map B> Goswser
First round goes to Millenium

Round 2
MaNa <Map C> ForGG
HasuObs <Map D> ForGG
Second round goes to Millenium

Millenium wins 2-0 [4-0]!


This example demonstrates one potential drawback of this particular format (which is necessary for me to point out - I am trying to make a somewhat balanced argument =P), which is the variability of match length. It's possible for the team match to be over in as few as 4 matches, or as many as 9 matches. This is a wider range than a standard Bo7 (4-7) and Bo9 (5-9). Some tourney organizers and viewers may not like that from an administration standpoint. However, it can be solved by restricting the ace match to a single game instead of a Bo3 series (See Example 4 below).


+ Show Spoiler [Example 3] +
(Example 3 - Winners League Ver, 6-Man - StarTale vs. LG Incredible Miracle)

Round 1
Golden <Map A> Squirtle
Hack <Map B> Squirtle
First round goes to LG Incredible Miracle

Round 2
Curious <Map C> Ruin
Curious <Map D> YoDa
Sound <Map E> YoDa
Second round goes to StarTale

Round 3
Bomber <Map F> Seed
Life <Map G> Seed
Life <Map H> First
Third round goes to StarTale

StarTale wins 2-1 [4-4]!


This is an example of where the map score is actually tied at 4-4, yet a winner is determined through rounds. Personally I don't have a problem with this situation, but I know there is some people out there who don't like this sort of thing - it's worth pointing out.

Despite the flaws though, I think this is a potentially excellent format, as it offers plenty of potential variety, removes the chance of just 1 player winning it for the team by himself, and introduces a slew of interesting new strategic depth to fielding players.

But you don't need to necessarily use the 6-man variant...


+ Show Spoiler [Example 4] +
(Example 4 - Winners League Ver, 5-Man - KT Rolster vs. SK Telecom T1)

Round 1
Motive <Map A> ParalyzE
Crazy <Map B> ParalyzE
Crazy <Map C> soO
First round goes to KT Rolster

Round 2
Action <Map D> FanTaSy
Zest <Map E> FanTaSy
Zest <Map F> BeSt
Second round goes to SK Telecom T1

Round 3
Flash <Map G> Rain
Third round goes to KT Rolster

KT Rolster wins 2-1 [4-3]!


This is the 5-man variation, where the ace match is actually just a single game rather than another full bo3 set. There is two main advantages of this version... firstly, you only need 5 players per team and 7 maps instead of 6 players per team and 9 maps. Also, the game range drops from 4-9 to 4-7, which is exactly the same as normal best of 7 - it works identically in terms of scheduling and game count to both existing SPL formats.

I'll make another post with some examples of other non-winners-league variations you can do on this soon.

Also a shoutout to IGL for trying to find a better team league format as well: http://www.teamliquid.net/forum/viewmessage.php?topic_id=405504
MCXD
Profile Blog Joined February 2012
Australia2738 Posts
Last Edited: 2013-03-31 21:46:33
March 31 2013 07:21 GMT
#57
So if you don't want to take the winner's league approach, it's also possible to take a proleague approach or a waseda-style approach.

In proleague style it is as above, but instead of each round being a bo3 winners league, it is a set of 3 individual matches. Coaches are given a list of maps separated into rounds. They then assign players to play on the particular maps blindly and the match-ups are later revealed. Either there is a 3 rounds of 3 matches with no player reuse, which demands a minimum of 9 players per team... or 2 rounds of 3 matches + a single ace match with no player reuse, which demands a minimum of 7 players per team. If player reuse is allowed in the final round, then the minimum number of players required is 6 in either case.


+ Show Spoiler [Example 5] +
Example 5 - Proleague Ver, 9-Man - STX vs. KHAN

Round 1
INnoVation <Map A> RorO
Dear <Map B> TurN
Size <Map C> Beach
STX SouL wins Round 1

Round 2
Hyvaa <Map D> JangBi
Last <Map E> Reality
Mini <Map F> Sola
Samsung KHAN wins Round 2

Round 3
Trap <Map G> Stork
Bear <Map H> Shine
Classic <Map I> Kop
Samsung KHAN wins Round 3

Samsung KHAN wins 2-1 [4-3]!


Honestly, this one is a pretty bad format, but I'm putting it here for completion sake. I'd be kinda sad if a tourney ever actually used this. There is an enormous variance in length (4 minimum, 9 maximum) with no potential for individual storylines, and plenty of potential for up to TEN players to have their preparation go completely wasted. Additionally, it's not even possible unless both teams have at least 9 available players... which is exceedingly rare outside of Korea. It's also extremely redundant compared to the normal pro-league format. It's just the normal format with arbitrary round divisions put in place.

On the upside, the variety is absolutely insane. Plus, the division into rounds, while arbitrary, provides an extra level of strategy when fielding players - it is worth while trying to distribute players evenly by skill, forcing coaches to make trade-off decisions with regards to the maps.

More to come...
Megapenthes
Profile Joined October 2012
United Kingdom202 Posts
March 31 2013 21:29 GMT
#58
Isn't this very similar to the proleague special with all the joke teams? It seemed ok there. Not too complicated, but I'm not convinced it really adds much, I'm not convinced you really get the best of both worlds
Polt, Jangbi, Hyun
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