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Why Does GC Rule Still Exist?
Created 1st February 2015 @ 17:28
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With this new system, it seemed like the prime time for removing this odd golden cap scenario we have. Why not draws? I know we’ve had this discussion before and the GC rule was the best choice for the previous system, but now that we have one that can support draws perfectly well, why not use that and only go to a GC in the event of a bo3 or w/e?
Wouldn’t this mean you would need a point scoring system to make sure ties were solved, like goals in football?
Last edited by ari,
UGC keeps track of match points and you can use that in tables to allow draws.
ties would only matter in the case of people winning their divisions, in which case tiebreakers would be the best.
People win their division through playoffs. Actual placings only matter if you’re tied for a playoff place, and then there are 3 ways in the rules to separate them.
While the new system does support ties it’s better to have a (semi-)clear winner in each week for the sake of more balanced matchups in the following week (also some maps can’t tie,like any koth map).
This season we opted to keep the GC rule along with the 3 match point system.
An alternative would’ve been to abolish the GC point distribution alltogether and award the full map win to whichever team happens to win the GC (3-0 , 0-3 either way) at which point it would also be a good idea to change to a match point system which awards 1 point for a win and 0 for a loss.
We are aware of the pros and cons of each method and decided to use this one for the time being
See this season as kind of a “ETF2L Swiss System Beta” period.
There’s a lot left to expirement with and anything can be a subject to change.
If you happen to come across something that needs to be worked on don’t hesitate to inform us about it in the swiss system questions & feedback thread:
Quoted from Arthur
Heavy fist fight instead?
A heavy fist fight can be used to determine a winner for the decider round,but only when advised so by an admin.
We reserve this method for cases where the golden cap round itself is so stale that it can’t be completed within a reasonable amount of time (e.g. when both teams haven’t managed to get a golden cap in spite of playing for ~20-30 mins).
It’s a last resort if you will, not suitable for determining the outcome of tied matches on a regular basis.
1 point per map win
1/2 point in a tie (no GC)
Average is determined by how many points in total the teams you’ve played against has.
example:
Team A and Team B has the same points
Team A has played against Team X, Team Y and Team Z
Team X has 5
Team Y has 5,5
Team Z has 6,5 at the end of the season
Team B has played against Team C, Team D and Team E
Team C has 4
Team D has 4,5
Team E has 2,5
Since Team A has played against teams that had higher points at the end of the season, they have 17 average points
Team B has 13 average points
Team A is higher on the table because of higher average.
Maybe this as a point system can work in future seasons?
Quoted from Max
1 point per map win
1/2 point in a tie (no GC)
Average is determined by how many points in total the teams you’ve played against has.example:
Team A and Team B has the same points
Team A has played against Team X, Team Y and Team Z
Team X has 5
Team Y has 5,5
Team Z has 6,5 at the end of the seasonTeam B has played against Team C, Team D and Team E
Team C has 4
Team D has 4,5
Team E has 2,5Since Team A has played against teams that had higher points at the end of the season, they have 17 average points
Team B has 13 average points
Team A is higher on the table because of higher average.
Maybe this as a point system can work in future seasons?
What you’ve described here is a very similar version of the Sonneborn-Berger score, which is the 2nd tiebreaking method we’re using this season.
Quoted from Max
…
Maybe this as a point system can work in future seasons?
Determining who’s higher on the table at the end of the season is not an issue,we can do that with the current point system we have using tiebrakers/head-to-head/round difference/sonneborn-berger-score
The matter at hand is to generate as accurate and balanced matchups as possible for the teams as early as the very start of the next week.
To do that effectively we need a clear winner at the end of the previous week.
Tied matches resulting in equal points for both teams won't cut it.
Someone HAS to win,whether it's a 3-0 map win or a 2-1 GC win.
But if Team A and Team B draw, does it matter which of them is scheduled to play Team C? Surely a draw says they’re interchangeable.
Quoted from fraac
But if Team A and Team B draw, does it matter which of them is scheduled to play Team C? Surely a draw says they’re interchangeable.
I guess this is assuming that we make use of a point system that is able to divide points for draws equally between the teams,like the 0,5 point system that porter suggested?
Let’s say you start from week 1:
In a balanced environment teams who tied their week 1 match will only face equally skilled opponents for the next week if they’re placed against teams who’ve also tied their week 1 match.
So if a draw occured in a week and we want to make balanced fixtures for the next week we’d need at least 4 teams drawing their matches in that previous week.
Same goes for any week after that.
If it’s more than 4 than it’d have to be in numbers dividable by 4 e.g. 4,8,12,16 etc. so that there’s enough tied teams to place against each other for balanced matchups.
If that’s not the case and since there’s only so many drawing teams to place against each other you’d have to create fixtures that are unfair for one of the teams (e.g. a team who tied their week 1 match would end up getting placed against a team who won/lost their week 1 match in their week 2 match,resulting in an uneven seed either way)
To illustrate:
Team A draws Week 1 with Team B
Team C wins Week 1 against Team D
Team E wins Week 1 against Team F
Team G wins Week 1 against Team H
So the Week 1 ending point score is:
Team A: 0,5 Team B 0,5
Team C 1 Team D 0
Team E 1 Team F 0
Team G 1 Team H 0.
Placing the bottom 4 teams is easy and results in balanced matchups,since you only have to place winners vs winners and losers vs losers (Team E vs Team G , Team F vs Team H)
However the top 4 teams will have rather random and unbalanced matchups no matter how you look at it.
Team A or Team B will face a stronger or weaker opponent for their Week 2 match (Team C or Team D).
And this isn’t just an occurence for the Week 1 or Week 2 matches,if you do the math you will figure out that for this kind of system to be balanced you’re pretty much counting on a certain number of draws every week onwards just to even out one or two tied match/es that happened in a previous week.
TL;DR:
Having a clear winner makes all of this easier by eliminating the need for hoping on certain match outcomes just to create balanced fixtures.
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