ARTICLE II: MATCH RULES
[quote author=Rules]
11. Team's will not be allowed to call for a "Reset" if all their players have spawned for that round. Additionally, a player cannot switch to Spectator in an attempt to force the reset.
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I don't see a reason for this. Let them have as many resets as they want, just don't stop the timer until it's actually live. If time goes beyond the allowed amount because of resets, take away the rounds from the resetting team. All I see happening with this rule is one player on the team goes naked great hammer because he assumes there will be a reset (because there's always a reset), and then he's forced to play live and the round is not an accurate reflection of who was playing better, but of which team had the least amount of 'trolly' players.
[quote author=Rules]
13. Tied rounds must be replayed.
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Must they? How do you reset the money and equipment so it's the same as the previous round? Or are you saying that tied rounds don't count toward the score? Well of course they don't, tied rounds give 0 points and we play first to 4. Unnecessary and confusing rule.
ARTICLE III: ROUND ROBIN RULES
[quote author=Rules]
2. Teams will face an opponent each week and will have exactly one week from the posting of the weekly thread to complete it. Delays will be granted on a case by case basis. If a team is defeated in this stage, the move on to the next match, if there is any.
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Small typo, should be "if a team is defeated in this stage, they move on to the next match, if there is any.
[quote author=Rules]
2. Rankings will be determined by the number of match wins.
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The number 2 is repeated in this section. And the "what happens if match wins are tied" rule should go here, not tacked on to the next rule:
[quote author=Rules]
3. In the event of a tied match, the teams will not compete any further. Their scores will be calculated as is. In the event of tied match wins, round win/loss ratio will be the breaking factor.
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Also, what happens if round win/loss ratio is tied? Oh, it's in the next rule, again...
[quote author=Rules]
4. In the event of a tied ranking , the team with the highest win/loss ratio will be the deciding factor. If the match wins are tied, then the team with the best round win/loss ratio will be chosen first. If all of this is tied then they'll have a special tiebreaker match.
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What is a special tiebreaker match? What happens if that is a tie, which is allowed by the rules.
ARTICLE IV: SINGLE ELIMINATION RULES
[quote author=Rules]
4. In the event of a tied match, the teams will compete on a third map. A new duelist for each team will be chosen to duel for the map choice. The duel will be first to five. Faction picks are reset for this map. This map will be played as if it was any normal map.
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As I believe was first argued by Mad Dawg at the first ever UNAC meeting, why is dueling such an important factor in these battle tournaments? The duel for first choice was sort of let go specifically because the other team would get a choice anyway. With this rule, the team with the better duelist gets to pick the tiebreaker map? The duel is now first to 5 instead of 2, which is much closer to an actual duel tournament match, and there's a possibility of 9 total duels. Between 2 relatively equally skilled duelists, 9 duels can take a long time.. AND this imbalances the number of maps picked by each team. If a team gets into a tie, they can win the duel and pick a map that lets them win, but at the cost of a map that no one else had to play. So that team will have less options when it comes to semi-finals and finals and what have you. AND this tiebreaker map is played like any normal map, which can end in another tieWhat happens then? This rule seriously needs to be looked at.
Oh wait, again the rule is clarified by a later rule:
[quote author=Rules]
5. In the event of a tie on the third map, the match will need to be rescheduled.
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No, find a condition where one team will win. Rescheduling usually means an entire week later, which tends to mean means different players, different maps, and two teams that are an entire week behind the schedule. Again this imbalances the whole map pick thing, and is very possible in ending in a tie again. Will it be rescheduled a second time then?
[quote author=rules]
6. Teams may not have player additions or substitutions in this stage.
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I would just say "may not have player additions to their roster" and leave it at that. This makes it sound like you can't substitute players from your roster during a match.
ARTICLE V: PROMOTIONS
[quote author=Rules]
2. If a team is eliminated during the Round Robin, players of that team cannot compete in the Promotion bracket.
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Unnecessary
[quote author=Rules]
4. In the event of a tied match, the teams will compete on a third map. A new duelist for each team will be chosen to duel for the map choice. The duel will be first to five. Faction picks are reset for this map. This map will be played as if it was any normal map.
5. In the event of a tie on the third map, the match will need to be rescheduled.
6. Teams may not have player additions or substitutions in this bracket.
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Same problems as as the Single Elim
ARTICLE VI: TEAM RULES
[quote author=Rules]
1. Each team must represent at least one official NA clan, International (including NA) clan, or a reasonable organization. An official clan is one that has a TaleWorlds thread located in the Clan Hall and one that has an active member base (essentially, if the clan is not dead). A reasonable organization is, but not limited to, a country, a team from a previous tournament, a Free Agent team, and a group of casual players. There may be multiple teams representing one clan but only one vote will be rewarded for captain's meetings.
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Is there anything that constitutes an unreasonable organization? Because if there isn't, this rule is unnecessary.
[quote author=Rules]
4. Teams can add or remove players until the final day of the Round Robin stage. When doing so, a team must wait 24 hours after posting the change before the changes take effect.
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I personally think removing the 24 hour thing would solve all the "free agent/mercenary" problems we were arguing about before, although the argument against removing it was that opposing teams had a right to know who was on the roster they were facing.
ARTICLE VII: RULE VIOLATIONS AND DISRUPTIONS
[quote author=Rules]
3. Violations and Cheats:
-The exploitation of maps will result in the forfeiture of all rounds within the current set by the offending party (4-0). Said exploitation will include the abuse of mechanics to see through walls. Any rounds that were won within the set prior to this violation will be discarded.
-Any unfair altering of game files, joining of another team's voice communication to gather information, or any other severe forms of cheating will result in the expulsion of the offending player from the current and future seasons.
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As I've said before, if you edit the maps to remove wallhacks, this wouldn't be a problem. I still find it very difficult to believe that one person watching the match will be able to identify all of the times when people are wallhacking, especially when you consider how often people tend to simply hug walls on closed maps because it's safer.
And what counts as unfair altering of game files? I don't use the Native targeting reticle, is that cheating? Is altering the coloration of players heads to make them easier to shoot cheating? Is using a bannerpack with distinct banners cheating?
And who is expulsed (exploded?) if a team captain orders a player to cheat. The player or the captain or both?
CREDITS:
[quote author=Rules]
Credits: Kherven, Calamity, and Ghaern for most of the core rules from Season 1 and Season 2.
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Small typo, should be "Credits: The Entire NA community for core rules from Season 1 and 2. Big thanks to administrators of previous seasons for keeping things running", or something along those lines.