(Sep. 06, 2016 4:46 PM)Bey Brad Wrote: I think this is obvious, though? Which is why I don't agree with your comments that losing two matches eliminating you from finals progression is "harsh." If losing two matches doesn't prevent you from advancing, what should? Ultimately, making it to the finals should not be considered a "default state" even for high-level players.
Beyblade does have a luck-factor — deck format in the finals mitigates this to some degree — but that's just the nature of the beast. While hardcore players may be happy to play 10 matches or more pre-finals, that amount of playing (and mostly, waiting) can wear down a lot of people.
It's hard to say because it really depends on the volume of matches played in total, but I'd say in general that amassing three losses pre-finals for any format is the point where any player shouldn't feel bad if they don't make the finals of any event. Considering the role of luck in the selection process–in spite of how well you can scout your opponents–and the role of luck that exists in any battle, I think it's fair to say that it is plausible for any Blader to lose a couple times largely due to luck-based reasons yet still ultimately be the best Blader of the tournament if they are given the chance to be (like they are in Round Robin). Not saying it is always viable regardless of format (especially Swiss; in huge Swiss events you have to accept that to keep the event at a reasonable length, your chances of advancing to the finals go down with even two losses), three losses is where I would personally draw the line in an ideal world.
Yeah, you might be right that it wears down some people. Although running a tournament efficiently with Challonge does help. 10 matches pre-finals is probably getting to the point of too much though, I agree. That's why Round Robin should probably be capped at 10 or 11 people instead of the current 12. An efficiently run RR tournament of that size can be completed relatively quickly.
(Sep. 08, 2016 4:01 AM)Bey Brad Wrote: If you don't know someone's BeyRank, you can just sort them in at the bottom, as the differences between scores are likely trivial. It's in high-ranking player's best interests to make sure they are actually seeded based on rank.
Yeah, this is the key point about seeding for me. It's among the highly-ranked players that this matters the most. Most players of this nature will have confirmed beforehand that they will be attending because they tend to be the more dedicated players, and if not, there's a good chance they will know their ranking or someone else will know at the event itself.
Precisely seeding players based on their actual rank would be the goal–it only took me a few minutes at the experimental event in Toronto–but as long as the highly-ranked players can be seeded at the top, that would be the most important thing to ensure. If there's a group of other players you're unsure of, just seed them near the bottom like Brad said.
(Sep. 09, 2016 8:57 PM)Wombat Wrote: This also brings up the (relatively minor) issue of seeding based on rank vs points: would a new player be seeded as "the lowest rank" or "1,000" (and therefore a higher seed than any negative players)?
Interesting issue, but I think it isn't worth thinking about too much. As I mentioned above, where this matters the most is among the highly-ranked players and making sure they are seeded at the top. In this scenario however, I would probably just follow the system of seeding based on rank. Players who are below 1,000BP are responsible for putting themselves in that position; they've "earned" that rank through poor play just like highly-ranked players have earned their ranks through good play. New players can't necessarily be assumed to be great or bad, so it would seem harsh to me to automatically assume they are bad players and seed them below any participating players who are under 1,000BP. It makes sense for them to be in between.
(Sep. 09, 2016 8:57 PM)Wombat Wrote: However, from a gameplay perspective there's a huge psychological element to the "second/third/nth encounter" during a tournament, and I don't think that should just be discarded. Weighing wins don't solve the infinite 3-person loop either, as all three players will have identical weights in previous matches.
Yeah, you have a point about being able to encounter an opponent multiple times throughout an event. However, as great as that can be from a competitive standpoint for those two players, part of what we're trying to do is limit or manage the number of BeyBattles that are played per event. Players who get to play in more matches–especially with highly-ranked players–are at an advantage over those who don't. Right now it's kind of all over the place because tiebreakers can infinitely loop and because many finals are often played using Round Robin style currently, adding even more battles between highly ranked players.
(Sep. 09, 2016 8:57 PM)Wombat Wrote: I haven't tried simulating extended Swiss yet, but I imagine pairing past the "ideal" round would require some questionable improvisation and the extra rounds might jumble up the scores too much. Like Kei said, given the short and dynamic nature of a Beyblade battle, I still think that (Block) Round Robin is the best options for smaller events. I think 16 is the magic number where you should switch to Swiss.
Yeah, I agree. The main thing we will need to determine precisely is the threshold between Round Robin, Block Round Robin, and Swiss. I mentioned earlier that 11 seems like a fair maximum for Round Robin. 12-16 seems right for Block Round Robin. 17+ seems like a better choice than 16 for when Swiss would be mandatory. In the Swiss Format rounds recommended for
Magic: The Gathering, 17 is their threshold for moving up to five rounds (which to me seems like a fair minimum number of rounds for any player to be guaranteed in an event).
The tricky part is determining how we are going to determine the 4/8 finalists for our Single Elimination finals for every event without resorting to tiebreakers. You can use
this page to run simulations. Tiebreakers seem inevitable in many scenarios, but we want to try and minimize those from happening. I'm not sure what the answer is yet because there's just so many different possibilities depending on the number of participants and if the paired down match-ups result in wins for the highly-ranked players or if they result in losses for those players.
(Sep. 09, 2016 8:57 PM)Wombat Wrote: 2 point KOs/Bursts: Were random KOs really frequent enough to seem unfair compared to random Bursts? Isn't the reason that people don't use KO-based combos in Burst is because KOs are so unlikely to happen?
Obviously our event is a small sample size, but it did feel like there were too many random KOs in relation to bursts, yes. Things like huge hits in the very first second of the battle when the Beyblades land in the stadium and one luckily hits the opponent out or silly taps from a Defense/Stamina type that end up making an Attack type get KOed. This is fine in Deck Format because you have a chance to make a comeback, but with three points needed for victory, this rule change was universally criticized at our event. Bursts didn't seem like as much of an issue, but I'd rather be safe and just keep things how they were before where everything is worth one point for our standard best 3 of 5 BeyBattles.
(Sep. 10, 2016 2:39 AM)Beylon Wrote: Yeah, you're absolutely right. But this is precisely the point. It makes mathematical sense for the winner to not-switch, because this keeps each round fair. But as it turns out, artificially levelling the playing field by handicapping the winner is counter-intuitive to the normal psychology of winning. The winner should receive positive reinforcement - not negative punishment. This is why the winners complain.
Allowing the winner to switch gives the winner the proactive power to control the pace of the match. For example, if they notice the loser has a weak launch, they might switch their blade to suit - even though they just won with the blade they're already using. This limits the loser's ability to adapt to the scenario, without crippling them completely. Even if the loser is still given the mathematical advantage in this scenario (by switching second), the winner is given the power to influence the loser's choice... Which is, psychologically, just as gratifying as any other form of reward.
The winner switching will always be less mathematically "fair" than just letting the loser switch. But keeping everyone happy is far more important (to me, in a game about fun) than punishing the winner in the name of fairness. A subjective notion perhaps - and I originally felt the same way as you - but that's why I feel the test of time seems so important in this discussion.
Really great reasoning and explanation here, Beylon. Thanks.
One of the reasons I love Deck Format is because–unlike the regular format where you are locked into one choice made in secret for the entire BeyBattle–it allows for losers to respond to their opponent. In Deck Format you should never run into a situation where every round feels insurmountable; you usually have at least some glimmer of hope if you've constructed your deck properly and can execute your strategy, even if you're down a couple points in the BeyBattle (I've even seen 4-0 comebacks LOL). But your point about how winners should also receive some sort of positive psychological reinforcement is great, and your explanation of how to implement something like that without taking away the ability for the losing player to respond in a meaningful way is great. I'd love to try this.
(Sep. 10, 2016 2:39 AM)Beylon Wrote: I appreciate the idea of making switches dependent on the loser - but I think your notes on the consequences of that system illustrate how it might get messy. You basically just end up with double-blind again. The beauty of the deck rotation seems to be in revealing new layers of strategy for the game - which perpetual double-blind would negate. Particularly if you were facing a sore loser.
Completely agreed. I think we want to avoid double-blind scenarios beyond the initial selection phase of a Deck Format BeyBattle.