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Offline TStar

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Re: March Madness https://elementscommunity.org/forum/index.php?topic=20253.msg347715#msg347715
« Reply #12 on: June 08, 2011, 01:12:55 am »
I think that is a brilliant idea truddy.
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Re: March Madness https://elementscommunity.org/forum/index.php?topic=20253.msg347725#msg347725
« Reply #13 on: June 08, 2011, 01:31:17 am »
That actually is a brilliant idea, and still fits the theme (generally the higher seeds are positions somewhat close to the region they're in.).
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Re: March Madness https://elementscommunity.org/forum/index.php?topic=20253.msg347779#msg347779
« Reply #14 on: June 08, 2011, 03:37:43 am »
I have a suggestion that hopefully encourages creative deckbuilding while keeping the theme of March Madness.

There are 163 cards in the game, not counting pillars, pendulums, mark cards, and nymphs. 3 of these cards would not be included (perhaps the 3 most used cards in war?), so this leaves 160 cards.

These cards would be randomly divided between the 32 players; each player would get 5 cards. They would be their Fans. The Fans each player has are revealed to everyone.
Since Fans are constantly bothering you and following you around, 12 cards in your deck have to be your Fans.
After beating a player, you will steal one Fan of your choice.

It also adds more skill to the predicting of the event, because you have to judge the strength of the Fans of other players.
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Re: March Madness https://elementscommunity.org/forum/index.php?topic=20253.msg347800#msg347800
« Reply #15 on: June 08, 2011, 05:23:56 am »
What if regions were actual regions of the world?  This would make the matches run much more smoothly until the final four if you are matched up against someone in a similar time zone to yours.
This is a great idea, Truddy.  I certainly would not want all PvP events to run this way, as I really enjoy playing against players from all corners of the world.  An event here or there which pools players early on based on region could be really awesome, though, and the theme certainly fits here!

Offline kevTopic starter

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Re: March Madness https://elementscommunity.org/forum/index.php?topic=20253.msg349151#msg349151
« Reply #16 on: June 10, 2011, 09:04:44 pm »
I'd just like to take a moment to thank everyone who has contributed ideas so far.  The ideas to break players into conferences based on score and regions based on geography really moved this forward.

Made some major changes to the rules in the opening post.
    Added a forum award icon.Added a google doc template players will use to make picks.Added significant change to deck building based on a player's conference.Other tweaks.

Offline RootRanger

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Re: March Madness https://elementscommunity.org/forum/index.php?topic=20253.msg349186#msg349186
« Reply #17 on: June 10, 2011, 10:02:20 pm »
I like the idea of conferences, ban, and the creative deckbuilding behind it. However, I think it would be best if either the conferences were balanced or they were decided randomly instead of by score. If players with a lower score have advantages in the event, there will be incentive to stop playing Elements until the event starts, thus to keep your score at a lower amount. This is counter-intuitive since PvP Events are designed to have more people playing Elements. This is what players like me did for BL, and it's why the score restrictions in BL were removed. And now I should probably explain why the conferences are imbalanced.

It's clear that the player with more Elements they can use is going to have an advantage. More often than not, the players from the Independent conference will have this advantage.

The Major conference will play 3.67 elements on average and cause their opponent to only use 83% of their elements.
The Mid-major conference will play 4.5 elements on average and cause their opponents to only use 92% of their elements.
The Independent conference will play 5.33 elements on average; their opponent's elements will be unaffected.

The players with less score will have a big advantage. I find this a problem.

There's an easy fix to this that can still keep the theme.
First, game elements wouldn't be the same as either of the player's player elements, just like in Team PvP. This not only decreases luck, but it causes the bans system I have in mind to give no advantages based on score (or lack of it).
The bans would have to be chosen after the game elements are posted. Players would then have 24 hours to send their bans. After that, matches would start.
With this system, the event would last 5 more days. However, element distribution is less luck-based and there are no advantages to quitting Elements.

Lastly, the template looks great.
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Re: March Madness https://elementscommunity.org/forum/index.php?topic=20253.msg349374#msg349374
« Reply #18 on: June 11, 2011, 02:43:27 am »
First, game elements wouldn't be the same as either of the player's player elements, just like in Team PvP. This not only decreases luck, but it causes the bans system I have in mind to give no advantages based on score (or lack of it).
This makes sense ... so you are suggesting that if one of a player's chosen elements is banned, it will be replaced by randomly supplied elements up to 4 total elements for all players?
Quote
The bans would have to be chosen after the game elements are posted. Players would then have 24 hours to send their bans. After that, matches would start.
With this system, the event would last 5 more days. However, element distribution is less luck-based and there are no advantages to quitting Elements.
I disagree a bit here.  The current set-up was chosen with the idea of minimizing administrative burden on both players and organizers.  The event will run less smoothly and be less fun to play/watch if one adds an extra set of PMs with an additional deadline to each round.  More players will miss deadlines, and there are more chances for things to go wrong.

KISS (keep it simple stupid) is a really, really good philosophy for designing any system, especially a new one.

Re: March Madness https://elementscommunity.org/forum/index.php?topic=20253.msg351435#msg351435
« Reply #19 on: June 14, 2011, 10:31:11 pm »
It's clear that the player with more Elements they can use is going to have an advantage. More often than not, the players from the Independent conference will have this advantage.

The Major conference will play 3.67 elements on average and cause their opponent to only use 83% of their elements.
The Mid-major conference will play 4.5 elements on average and cause their opponents to only use 92% of their elements.
The Independent conference will play 5.33 elements on average; their opponent's elements will be unaffected.

The players with less score will have a big advantage. I find this a problem.
OP is updated ... should be a lot more balanced now.  Majors get 2 elements and more control of their / opponent's elements, while independents get 3 elements but less control.  Mid-majors fall somewhere in the middle (~2.5 elements and less bans than majors). 

p.s.  I believe OP should say that mid-majors get 2 bans instead of 3.

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Re: March Madness https://elementscommunity.org/forum/index.php?topic=20253.msg383626#msg383626
« Reply #20 on: August 22, 2011, 09:10:52 pm »
The brackets and a bunch of great ideas created here were improved upon and will be used in The Colosseum (http://elementscommunity.org/forum/index.php/topic,30183.0.html) instead.  Thanks to everyone who contributed to March Madness, most especially SteppingStone81.

Locking this thread.  Be sure to check out The Colosseum (http://elementscommunity.org/forum/index.php/topic,30183.0.html)!

 

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