17 Jul 11, 11:38PM
(This post was last modified: 17 Jul 11, 11:41PM by Roflcopter.)
Make a cup, not a league. There's no perfect solution mathematically to finding the best team but I've observed that cups (especially double elimination cups) tend to give "better" results.
Have map rotations and have both sides played. Total flags should be compared. As I mentioned in another thread, I don't think frags should be considered essentially because it encourages camping... and often doesn't make the better team win (I've got alot of wins this way).
Require the use of fixed servers (i.e. servers with the attackmillis fix and without anticheat). The lack of anticheat is no cause for concern since it doesn't catch subtle cheaters anyway (and there are no obvious cheaters in competitive play). It's possible to cheat in completely undetectable ways anyway (wallhacks, radar hacks, ESP, sniper crosshairs, etc...). But if the futility of the situation doesn't convince you, you can always analyze the demos with the anticheat after the game so you lose nothing.
Change the rules so that teams do not have to stop if an enemy team's player lags out. This rule is extremely common and the only sensible one since other rules can lead to abuse and/ or wasting time (which may be advantageous to the team with the disconnected player).
Emphasis mine.
Have map rotations and have both sides played. Total flags should be compared. As I mentioned in another thread, I don't think frags should be considered essentially because it encourages camping... and often doesn't make the better team win (I've got alot of wins this way).
Require the use of fixed servers (i.e. servers with the attackmillis fix and without anticheat). The lack of anticheat is no cause for concern since it doesn't catch subtle cheaters anyway (and there are no obvious cheaters in competitive play). It's possible to cheat in completely undetectable ways anyway (wallhacks, radar hacks, ESP, sniper crosshairs, etc...). But if the futility of the situation doesn't convince you, you can always analyze the demos with the anticheat after the game so you lose nothing.
Change the rules so that teams do not have to stop if an enemy team's player lags out. This rule is extremely common and the only sensible one since other rules can lead to abuse and/ or wasting time (which may be advantageous to the team with the disconnected player).
Sauerbraten Dangerous Monkeys Championship Rules Wrote:Q. WHY DON'T YOU PAUSE THE GAME WHEN A PLAYER DISCONNECTS DURING THE MATCH?
A. It could be abused. Example: in a 1on1 you might to interrupt your opponent when he's on a run and frags you several times in a row. If we gave the opportunity to halt the game by disconnecting, this would create a strong incentive to do so whenever you seem out of luck. We believe that something only the disconnecting party is accountable for should not be of any disadvantage for the opponent.
Emphasis mine.