Team League Match Formats - Page 3
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TAMinator
Australia2706 Posts
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Khai
Australia551 Posts
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GoodSirTets
Canada200 Posts
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Darksoldierr
Hungary2012 Posts
However, in smaller clan leagues, amatuer leagues, i would love this. | ||
Krallman
Sweden713 Posts
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SChlafmann
France725 Posts
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motumbo
United States130 Posts
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DJHelium
Sweden13480 Posts
Still cool though, would prefer it to both current GSTL and SPL formats. | ||
realbutter
Ireland28 Posts
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Wingblade
United States1806 Posts
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mijellin
China740 Posts
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
United States74 Posts
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Pimpmuckl
Germany528 Posts
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MCXD
Australia2738 Posts
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
Australia52 Posts
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
Australia2738 Posts
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 ![]() ![]() ![]() ![]() ![]() ![]() First round goes to Team Liquid Round 2 ![]() ![]() ![]() ![]() Second round goes to Evil Geniuses Round 3 ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() ![]() First round goes to Millenium Round 2 ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() ![]() First round goes to LG Incredible Miracle Round 2 ![]() ![]() ![]() ![]() ![]() ![]() Second round goes to StarTale Round 3 ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() First round goes to KT Rolster Round 2 ![]() ![]() ![]() ![]() ![]() ![]() Second round goes to SK Telecom T1 Round 3 ![]() ![]() 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
Australia2738 Posts
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 ![]() ![]() ![]() ![]() ![]() ![]() STX SouL wins Round 1 Round 2 ![]() ![]() ![]() ![]() ![]() ![]() Samsung KHAN wins Round 2 Round 3 ![]() ![]() ![]() ![]() ![]() ![]() 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
United Kingdom202 Posts
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