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CDM 2014 - TOURNAMENT'S RULES (Read 1811 times)
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #25 - 01/29/14 at 11:21:48
 
KVD wrote on 01/29/14 at 10:42:22:
Full seperation is not cool, but zero seperation is also not cool. This is a balanced compromise.


It's nearly full zero separation for the very best players though. If you look at the above simulation Scoob/Neo/Sami (the top 3) only play a total of 3 games between them with players outside the top 16 (Neo plays none) and those games only happen right at the very beginning due to the random nature of the draw in round 1 (two in round 1 and one in round 3).

I also don't like the fact that the hypothetical me who finishes 20th doesn't get to play any of the top 8 players at all and only one of the bottom 16 players, if that were to happen in reality I'd be rather pissed off. I like to play the top players if only to learn (though I'm expecting big things for me this year in GP) and playing some of the bottom players now and again can be a great break/confidence builder especially if it comes off the back of a bad run of results (will make it far easier to go completely on tilt this way).

I guess it's fairly obvious I'm against this system as it is (much prefer the old way) but if it does have to change then I think it should have more variation between the match-ups built in (i.e. increase the chances of miss-matched skill level games beyond what is currently almost entirely limited to the first 4 games).
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #26 - 01/29/14 at 13:06:08
 
wxyz wrote on 01/29/14 at 11:21:48:
I also don't like the fact that the hypothetical me who finishes 20th doesn't get to play any of the top 8 players at all and only one of the bottom 16 players
Hi Mr Danger Wink

2 of the bottom 16 exactly in the Neo example (Roach and Clbrun)... Tongue But Flo Chollet say the same things two week ago and I understand your point of view (also because I'm a mid player...). So I thought about that and improved the system by giving what i call a "Gala match" : that give for the last match (number 15 if the table beyond) to the 8 first people who have not yet encounter a top 8 the possibility to fight against them (the exact rule is to have a gap of 5 or more ranks between the higher opponent and the top player)! So with that new rule (Gala matches) you would have meet Neo instead of Wild to die on the Battelfield!!! Cool

Here are a 3rd example with that rule (http://www.ffsmk.org/forum/index.php?topic=5727.0)


There you see that the rule is benefic to Ben, Anton, Raph, Alex, Lighfoot, Djo, Narnet and Rudmarker

It's also interesting to compare your result in the two example. Considering, you have the level to finish around 16th place. In the first example you finish 20th and on the other hand, in this last example, you finish 12th!

=> In the Neo example you do a poor tournament, losing important matches against your direct opponent (lose against Conor, Flo, and Raph and you also do a tie against Leyla, Freddy and Djo). So the program give you necessarely easier match and in the end you just have meet Clbrun and Roach as top players (+ Neo with the Gala rule).

=> In the last example , you do a very good tournament by winning all your important matches (win against Conor, Leyla, Salim and Ogasawara for example), you do also a tie against Roach. And with that you have a very good reward since you could match-up six of the height stronger players (Neo, Geo, Harold, Sami, Karel and Drew)!

So it's important to say that nothing is written in advance and only your result of the D-day will give you the reward or not to match-up more and more top players! If you win important matches, the program will think that you are a good player and you will play against stronger players!

I know that the system is hard to assimilate but with more than 32 people, if we want to keep a reasonable number of matches (the number of 15 come often) AND a very accurate ranking for the top players  there is not thousands of possibilities Undecided

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« Last Edit: 01/29/14 at 14:44:00 by djo »  

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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #27 - 01/29/14 at 14:33:59
 
I like this system more then the usual one,

One thing I want to discuss, and maybe it's a stupid one but one of the great things I like about the CDM is to play against all great players, what I don't like is when I have to play against the same players in every mode, just a simple example is in 2 years CDM with Leyla I only played against her once in 8 days... I might forget a lot of players and perhaps I even played some of the attandence not even once Smiley Would be nice if you can play against everybody (at least once), doesn't matter in which mode Smiley

It's just a suggestion Smiley
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #28 - 01/29/14 at 14:44:13
 
djo wrote on 01/29/14 at 13:06:08:
2 of the bottom 16 exactly in the Neo example (Roach and Clbrun)... Tongue


Roach and Cilbrun were not in the bottom 16 Tongue (though you could argue Tif was as he was joint 15/16/17/18th last along with Graf who was 8th last)

djo wrote on 01/29/14 at 13:06:08:
Considering, you have the level to finish around 16th place.


Don't discount the level of practice I'm putting in for this year, I plan on vast improvement over previous years (except for BM, which I'll just drive around aimlessly shooting nowhere near the opponent as usual).

djo wrote on 01/29/14 at 13:06:08:
I know that the system is hard to assimilate but with more than 32 people, if we want to keep a reasonable number of matches (the number of 15 come often) AND a very accurate ranking for the top players  there is not thousands of possibilities Undecided


Not hard to assimilate (but then I do have a maths degree and work as an analyst), in fact to try to understand it better I recreated how I thought it work earlier and ran a few simulations of my own but I guess with slightly different ways of choosing the matches, determining results (I only looked at win, draw, loose rather than the score in the game) and assigning points. I looked at a few different set-ups (though each revolved around 40 players playing 15 games each) just with differing numbers of random matches added in as well as ranked matches and different ways of assigning points (usually aimed at rewarding success against "better" players).

I still think it should be made that the top players do play at least a few games against lower opposition as even in your latest example the top 6 players only play anyone in the bottom 20+ places in the very first 2 games (when the draw is essentially random). To almost completely isolate the top players from nearly the entirety of the "bottom" half of players seems to go so much against what the spirit of cdm has seemed to be about (at least the years I've been going).

If 15 matches is what people are looking at then maybe adding slightly more of a random-esq element would at least give people a little more exposure to players of a differing ability. Say for example at game 9 (by which point the table will start to approach what it will look like at the end) you had a round where players couldn't be drawn against anyone within say 16 ranks of their current placement and repeat that at game 11 and 13. that would give players about 10 matches around their skill level and 5 matches that are fairly random (games 1 and 2 are going to always be luck of the draw, and to a lesser extent game 3 as well). By your example Geo only plays 1 player outside the top 15, by adding in those 3 randomish ties he would play at 4 (well at least 3 anyway as the draw would be altered from round 9). I don't think having the top players play 4 or 5ish games with lower players would be so bad as to bore them to tears (in fact it might offer a nice chance to get a bit of a break from hours of constantly close games) and it would avoid the situation of the tournaments turning into a case of the haves (skill) and the have nots hardly mixing at all.

Being quite shy (yes really) I think that there would be quite a few players that I wouldn't have spoken to at all if not for a forced introduction of having to play a game against them.

Since a lot has been said about this being used to determine the true ranks of players does that mean that there will be no knockout-stages to follow?

Sorry for my semi-illiterate ramblings


@Aron, yeh I only noticed today that I never played against you until 2013 (and then we played in all 3 modes) http://www.ffsmk.org/index.php?task=h2h&idp1=99&idp2=80
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #29 - 01/29/14 at 15:20:11
 
Ok I missunderstand what you speak about the "bottom 16" ... I read the first 16... Embarrassed

wxyz wrote on 01/29/14 at 14:44:13:
Don't discount the level of practice I'm putting in for this year, I plan on vast improvement over previous years (except for BM, which I'll just drive around aimlessly shooting nowhere near the opponent as usual).
It's especially what the SB correct : no more need to know the level of the players to do hats (and still have unbalanced groups...). Only what you proove on the battlefield count! I just use here an imaginary level to do the simulations Tongue

wxyz wrote on 01/29/14 at 14:44:13:
Since a lot has been said about this being used to determine the true ranks of players does that mean that there will be no knockout-stages to follow?
This part just go instead of the 2 groups phase. After that there is of course the classic final knockout-stages (1vs16, 2vs15, 3vs14, ...) and maybe also the barrage (personnaly I'm favorable in)!

I really understand your point of view and we can easily imagine to extend the "Gala match" also for the 14th match for example but each random turn added like that go against the accuracy of the ranking. The SB was especially thought to give the more relevant ranking for the top players to give the best final table and don't have a situation like BM2013 where 3 of the 4 best players were in the same part of the table Undecided
To do that, the best way is to give a max of matches between the top players!

Here we have to find a compromise between people which want to play most of their matches, not exclusively, against people of their level and people who want to play against everybody (maybe most of the mid players). And the SB is a good compromise. Don't forget that all the example shown here are with 52 players and only 15 matches!

@Aron : in 2013 with the 2 groups and only 32 players you also played only once Leyla. Here with the SB I'm agree it's all (for people of same level => 2 or 3 times) or nothing (for people with extreme opposite levels => 0 or 1 time)... But with a lot of player (maybe this year) there is no system allowing to meet each others in only 3 tournament and 15 matches each time!
it's possible until 32 players with a 2 group system but you have to traficate the draw... bad Lips Sealed

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« Last Edit: 01/29/14 at 15:44:29 by djo »  

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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #30 - 01/29/14 at 15:49:23
 
djo wrote on 01/29/14 at 15:20:11:
The SB was especially thought to give the more relevant ranking for the top players to give the best final table and don't have a situation like BM2013 where 3 of the 4 best players were in the same part of the table Undecided


Not really, 2 of the top4 were in each half (Harold/Neo top half, Scoob/Geo bottom half) I guess you were referring to Drew being in the same half as Scoob/Geo but since Harold won (most wins ever) and Neo has finished top4 for the last 7 years in BM I'd argue that pairing to be at least as good as Geo/Scoob if not better. There had to be one side of the draw with 3 of the big 5 and another with only 2, no matter what kind of group matches are played this will always be the case in the knockout rounds.
So I can't figure the reasoning for changing anything based on that?? Or were you thinking or something else?
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #31 - 01/29/14 at 15:49:31
 
Have you guys considered something like they do on Magic the Gathering events?

It's pretty much like you guys are planning to do, except they use Opponent Match Win% as a tie breaker.

So if you win a match, you get 3 points. If you lose a match, you get zero. If you draw, you get 1. Then players with 3 points play against players with 3 points and so on. Then by the end, if you got like 10 wins and 4 losses, but your wins were against better competition, you'll be ahead. If you win your 10 first matches and lose the last 4 (you won against the top of the crop for a long time, then lost to other very good players up there) you'll be ahead of someone who lost the first 4 then won the last 10 (you won your first match when you were 0-4, which means the competition wasn't that skilled). Maybe it's something to consider.
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Zarkov wrote on 04/20/11 at 08:43:53:
ALAKTORN more like ALAKTO-MOVE-IT-MOVE-IT.



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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #32 - 01/29/14 at 16:13:34
 
wxyz wrote on 01/29/14 at 15:49:23:
So I can't figure the reasoning for changing anything based on that?? Or were you thinking or something else?
Of course not ... the main purpose of the SB is clearly to have the more accurate ranking with a lot of players (52 and more) and a short number of matches (15 btw).
And a good system for 52 players will work also for 32 players!

@Firewaster : the system you speak have the same base that the SB and will have the same kind of matches programmed with most of your matches against people of your level. We go here further using the value of your opponent as a tie breaker. But not only a tie breaker cause we combine the two factors and the experience proved that was a very good thing to do to improve the ranking (easy to understand analysing the results of the mid-players zone)
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #33 - 01/30/14 at 00:37:13
 
djo wrote on 01/29/14 at 15:20:11:
The SB was especially thought to give the more relevant ranking for the top players to give the best final table and don't have a situation like BM2013 where 3 of the 4 best players were in the same part of the table Undecided


wxyz wrote on 01/29/14 at 15:49:23:
Not really, 2 of the top4 were in each half (Harold/Neo top half, Scoob/Geo bottom half) I guess you were referring to Drew being in the same half as Scoob/Geo but since Harold won (most wins ever) and Neo has finished top4 for the last 7 years in BM I'd argue that pairing to be at least as good as Geo/Scoob if not better. There had to be one side of the draw with 3 of the big 5 and another with only 2, no matter what kind of group matches are played this will always be the case in the knockout rounds.


There are a plethora of examples where the system has derailed in such a manner in previous editions. From the top of my head the most prominent and recent example was Sami (4x #1 of MR), Neo (#1 period) and me (SNESOT MR#1) being in the same bracket of MR.

To summarize (as David is asking a driving argument to install the proposed system), the main benefit of the proposed system is that there will be a more sensible trade-off between having mixed lvl matches (zero seperation) versus reaching an accurate pecking order within a reasonable amount of time.
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #34 - 01/30/14 at 01:06:22
 
But what is so bad about having the top 3 of a mode on the same side of a draw? It was in your own hands to not be there. If you dont perform on the day, you cant grumble when you get a less than favourable knockout position.

Personally Im in favour of smaller groups, but on the current setup. 4 groups of players split evenly. 2 seeds per group based on past CDM performance. Top 4 qualify for knockouts. But thats just me.

I love it when big names have to faceoff early in competitions ala the FA Cup. Its not like you dont have ample opportunity to win the group. Just live up to your skill level and win all your matches.
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #35 - 01/30/14 at 01:19:46
 
Zarkov wrote on 01/30/14 at 01:06:22:
It was in your own hands to not be there. If you dont perform on the day, you cant grumble when you get a less than favourable knockout position.


That is the argument often used, but I strongly disagree with this line of reasoning and I'll explain why.

Let's say in a theoretical example Drew is in a group with only 2 other rivals of similar lvl and all the other drivers are of lower level. Then effectively, there are only 2 matches that determine his finishing position in that particular group....This finishing position of course has a 1 on 1 consequence of his seeding in KO stage.
Then you could argue that he has to prove his worth in those 2 matches...but let's be realistic here. These matches are only best of 4 tracks. So lose 2 and you cannot win anymore, lose another and you have lost. The variance in SMK multiplayer is a huge factor. In a close lvl match you couldn't completely overcome the effect of variance if you played 20 matches, let alone 2 or 3. I know as well as anyone that getting a red over a banana is part of the game, that's not what we're discussing here. Just don't say it's in your own hands when you only have 2-3 races to try and capitalize on a small difference in lvl. It just doesn't work that way, with such a short nr of rounds it's pot luck. Remember, football matches are not 90 mins for nothing.

You can overcome variance by:
1) a big difference in level
2) a lot of matches / playing time

Therefore, to reach more accurate rankings, fewer matches are needed where (1) applies and more matches are needed between players of closer lvl.
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #36 - 01/30/14 at 02:02:55
 
I get where youre coming from with your arguement, but I cant reconcile it beyond just you. I agree that in a 4 race/battle round its quite easy to get screwed over vs a lesser opponent. But its also just as easy to have luck on your side and have it happen to your opponent. Be they noob or pro.

You say its an issue of variance. But if that is the case, surely Sami (who is pretty much accepted as the best there is at MR) should have the odd occasion where he slips up and doesnt win his group. (granted that did happen in 2011) but for the most part he always wins his group. How can variance come into that when the best MR player always wins his MR group?

The groups in all modes pretty much all finish as expected on a consistent basis, so I cant see why you dont accept the "play the best on the day" arguement. It seems as if you want an easier ride to the knockouts so as to eliminate the luck factor in SMK (knowing you, every year you have a big complaint about it.) But thats the thing, you cant eliminate luck of items etc from SMK. Its literally part of the game. So to want to have a tourno which solely only ranks on skill level, rather than the game as a whole, surely is against the spirit of the game? Id find it extremely boring to have an already fairly predictable tourno made even more predictable. Which in the case of this new system, will be exactly what happens.

On another note, maybe the reason some sides of the draw are top heavy with "big names" is because they arnt as good as they think they are. Or arnt as good as they are expected to be. Duff is a prime example. He is still unanimously put forward as one of BMs best. Which yes he was, a few years ago. But of late many new people have caught him up. Namely Scoub, and a resurgent Harold.
Infact Duff has lost to Scoub in the knockouts at the last two CDMs.

What im trying to say is just let it playout, instead of trying to engineer the tourno to favour the so called best.
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #37 - 01/30/14 at 02:16:18
 
You can overcome variance by:
1) a big difference in level
2) a lot of matches / playing time

Zarkov wrote on 01/30/14 at 02:02:55:
You say its an issue of variance. But if that is the case, surely Sami (who is pretty much accepted as the best there is at MR) should have the odd occasion where he slips up and doesnt win his group. (granted that did happen in 2011) but for the most part he always wins his group. How can variance come into that when the best MR player always wins his MR group?


That's easy, for Sami principle 1 applies. He has a much higher lvl than his opponents (and doesn't even meet someone of his own level in group stage), so he needs very few matches to overcome variance. The CDM does an excellent job at determining who is the best; it's the order of the #3-#8 where the problem lies.

Zarkov wrote on 01/30/14 at 02:02:55:
But thats the thing, you cant eliminate luck of items etc from SMK. Its literally part of the game. So to want to have a tourno which solely only ranks on skill level, rather than the game as a whole, surely is against the spirit of the game?


We don't want to cancel out luck. Like you said, due to the game that is in principle impossible. Therefore there is no reason for you to worry about it, as we couldn't even erase its effects if we wanted to. But when you state that luck is in the game to a sufficient extent, you're essentially undermining your own argument. Because if this is so (and it is), then there is no reason to ALSO artificially boost chance-based effects even more through a flawed tournament set-up that can easily be fixed.

We just want it to be play less of a big role. Right now, if Mario and me fight for our KO seeding, we might as well flip a coin.
Also, to address your comment on Drew's ability, I suggest you check out the results of the most recent PAL BM tournament on SNESOT. He raped everyone three times over. I'm not saying he is the best, but he's undeniably still among the best.

Another thing is, you can't write that because of this system I (or anyone else) will have an easier ride through the KO stages. With the proposed system it is implied that I would have earned it based on skill level. Remember I would have to face a lot of players of similar lvl before the seeding is determined. If it turns out I lose vs Mario, Gatchan, Scoub, Harold, etc. and get 'rewarded' by facing Flo in quarter finals, then I could perfectly live with that, as it would be an accurate reflection of my performances and not just the result of some variance driven spike of luck.

Zarkov wrote on 01/30/14 at 02:02:55:
What im trying to say is just let it playout, instead of trying to engineer the tourno to favour the so called best.


If it'd be engineered to favour 'so-called' bests, seeding would be based on reputation, not on results gotten on the day. What we're doing is engineering a tournament to more accurately reflect a pecking order.
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #38 - 01/30/14 at 02:42:30
 
And with a 4 groups system, people from the top 8 play only one other person of the top 8 Lips Sealed
Completely absurd to said your rank is ok with only one match against another top 8 Undecided

With a 2 groups system (work only until 32 players in 15 matches...), you play against 3 other top 8! That's here yet more relevant but far far away from the 7 matches vs other top 8 proposed by the SB!!!
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #39 - 01/30/14 at 02:47:21
 
Why the hell would you want to change the tournament system? It has always been the same, or at least, I think so. Didn't see any changes between 2011 and 2013 and I think it was just fine this way. Smiley
Don't change anything to make it worse please Tongue
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #40 - 01/30/14 at 03:01:03
 
Fant0m wrote on 01/30/14 at 02:47:21:
Why the hell would you want to change the tournament system? It has always been the same, or at least, I think so. Didn't see any changes between 2011 and 2013 and I think it was just fine this way. Smiley
Don't change anything to make it worse please Tongue

That's what I'm thinking everyday, actually: I know only 2-3 people who feel the absolute need to change the current system, mainly because they went very unhappy with their position in the final bracket. Some others just don't like to play a long groupstage with very few interesting matches of their level, which I can understand a bit more, but I still can't think this is a good reason enough to change everything.

Anyway, unless there are not many people enough OK with this, we can give it a try, CDM has no big economic concerns like international sport tournaments and it won't kill it if we change the groupstage system even if it turns out the majority experimenting it eventually dislikes it. But once again we won't see such a big change if there's not a majority of confirmed participants who clearly ask for it. Especially because this has never been Karel & co. asked the most for at first. Smiley
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #41 - 01/30/14 at 03:09:48
 
If you want you could wait the number of inscription but if we have a big affluence the classic system won't work cause the number of match to play!
But I think Mario you want to be sure of the rule and don't wait the CDM to decide which system to use Roll Eyes

The next step is to give a try in the Fun Cup! Wait and see!
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #42 - 01/30/14 at 03:19:58
 
djo wrote on 01/30/14 at 03:09:48:
If you want you could wait the number of inscription but if we have a big affluence the classic system won't work cause the number of match to play!
But I think Mario you want to be sure of the rule and don't wait the CDM to decide which system to use Roll Eyes

What I want the most is to make sure an undisputed majority of confirmed players want the system to be changed.

This said if it turns out to be a 45+ attendance we'll have to think about something different, because even if this is not a problem to me, I understand much more how long the groupstage it could be for 90% of us.
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Aron Langerak wrote on 08/06/17 at 13:47:24:
MKDD is not technical at all


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The feeling of being a world champion is intoxicating, and I didn't want to ever not be the world champion again. Then I realized it didn't matter that much since I had nothing more to prove and achieved my most important goal(s).
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #43 - 01/30/14 at 04:22:33
 
This might be a tad offensive, but I would be a lot more worried if Flo Valandina was picking my side of the argument...

Also I am getting fed up with people stating that my motivation for backing this system is out of personal gain or me being unhappy with my position in some bracket. Any idiot should be able to see that the proposed system could either benefit or damage my overall ranking (just like it can for anyone else), depending on my actual skill level. But since luck has less of a say in it, the outcome would be more acceptable. I'm not traveling to France for a week to flip a coin.

So let this be clear once and for all, we're engineering a system to more accurately reflect a picking order, not because of biased personal agendas.
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« Last Edit: 01/30/14 at 04:47:05 by KVD »  

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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #44 - 01/30/14 at 05:04:51
 
KVD wrote on 01/30/14 at 04:22:33:
Also I am getting fed up with people stating that my motivation for backing this system is out of personal gain or me being unhappy with my position in some bracket. Any idiot should be able to see that the proposed system could either benefit or damage my overall ranking (just like it can for anyone else), depending on my actual skill level. But since luck has less of a say in it, the outcome would be more acceptable. I'm not traveling to France for a week to flip a coin.

So let this be clear once and for all, we're engineering a system to more accurately reflect a picking order, not because of biased personal agendas.

Well it's also very easy to ask oneself if you would feel the need of a system evolution if your results had been better and if you had not face some specific people too early from time to time. ^^
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Aron Langerak wrote on 08/06/17 at 13:47:24:
MKDD is not technical at all


Gaming Guru Extraordinaire (© Sargoth) – SMK '09, '13, '14 POY, former #1 (PAL: August 2013 - May 2017 / NTSC: March '14 - April '17) – 80/80 M+ PRs

The feeling of being a world champion is intoxicating, and I didn't want to ever not be the world champion again. Then I realized it didn't matter that much since I had nothing more to prove and achieved my most important goal(s).
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #45 - 01/30/14 at 05:29:31
 
^The fact that Neo also sees the need for system evolution puts me firlmy in the clear, as you can hardly argue that he hasn't won enough.  Wink Grin

Using playing-time efficiently to reach a high ranking accuracy should be one of the main goals and concerns of any organisation that is hosting a World Championship.
Needless to say this should be the case regardless of the experiences of individuals.
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« Last Edit: 01/30/14 at 07:53:17 by KVD »  

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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #46 - 01/30/14 at 05:46:04
 
Fant0m wrote on 01/30/14 at 02:47:21:
Why the hell would you want to change the tournament system? It has always been the same, or at least, I think so. Didn't see any changes between 2011 and 2013 and I think it was just fine this way. Smiley


You just proved that you don't know much about this, because we actually used another sytem for the group stage in 2012 Tongue


Fant0m wrote on 01/30/14 at 02:47:21:
Don't change anything to make it worse please Tongue


Don't worry then: we're trying to make it better.
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #47 - 01/30/14 at 06:30:18
 
Ok I'll trust you   Smiley
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #48 - 01/30/14 at 11:33:32
 
Without going too much over old ground (i.e. I prefer the old system but am not going to keep stating my reasons why) if a new system is to be implemented then I think it does need slightly more variance added to the current proposal where the top 6 or so players will likely have very little or no exposure to players outside the top 20ish players.

What I would suggest is that we engineer a system more along the lines of keeping a single large group but treating it almost as 4 separate groups (top quarter with best players down to bottom quarter with worst players) but make the match making part allocate matches such that:

The top quarter play 50% of their games against others in the top quarter, 25% against the 2nd top quarter and 12.5% against each of the bottom quarters

The 2nd quarter play 50% of their games against others in the 2nd quarter, 25% against the top quarter and 12.5% against each of the bottom quarters

Each of the bottom 2 quarters play 50% against their own quarter, 25% against the other bottom quarter and 12.5% against each of the top 2 quarters

So if we had 40 players and played 16 matches in the group stage (16 is a mathematically nice number since it divides exactly by 2, 4 and 8 for 12.5%, 25% and 50%) what we would have is

Top 10 players each play 8 of the other 9 players in the top 10, 4 of the players ranked 11-20, 2 of the players ranked 21-30 and 2 of the players ranked 31-40.

The system could easily be adapted to fit varying participation levels (if less than 36 players then reduce the number of games, if more than 40 then just make the quarters bigger or perhaps just make the bottom "quarter" larger than the others.

This would maintain what seems to be the current aim of making more matches of a balanced skill level, whist also maintaining guaranteed exposure to players of all skill levels (something that I personally believe essential to the continued success of cdm, if certain groups of players become very isolated from each other you might find that could cause some to stop coming).

The only issue I see is designing a system that would do this perfectly (due to players moving between quarters during mid-late progress of the stage, but likely to only really affect those on the cusps i.e 10th/11th in the 40 player scenario).

Anyway those are my thoughts and if anyone would like to see what it would look like I could set up an example of how the matchmaking could work, though would have to wait until next week as don't have my work laptop with me and don't really fancy doing in open office calc (I'm off until monday and bought too much food shopping during my lunchbreak today to also be able to carry my laptop home).
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Re: CDM 2014 - TOURNAMENT'S RULES
Reply #49 - 01/30/14 at 11:40:59
 
That does sound like a half decent proposal as well David. At least at first glance. It still 'worries' me that 50% of the group stage matches involves pitting players against each other that are mismatched skill-wise. Maybe that balance could be shifted a little*, but otherwise it sounds good and a lot like Djo's system. From what I can see the benefit of your proposal is that the very top (Sami/Flo  Roll Eyes) are playing a nice % of matches against lower ranked karters, whereas their exposure to them is perhaps too limited with Djo's one (unless I misunderstood that one).

*However if you say that you face 8 out of 10 players from your skill bracket, then it's probably fine.
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