WTFFS - Round 1 Fixtures | Deadline 05/02/2012

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WTFFS
Round 1

This thread is for any discussion related to the fixtures of the related round. Any comments, predictions or reactions are fully welcome here.

This thread may also be used for Scheduling but it's advised that teams schedule matches using the contacts, listed in the Team Contacts and Rosters thread. All server booking should be done in the Server Booking thread. Note: Please use the "General Booking Form" which includes the updated timeslots.

Match Results should be posted here, along with screenshots.

Verifying your roster*:

It is advised that you have a member of your team install the ENL Admin Mod client to perform additional ID checking functions on the official servers. With that client installed, on the official servers, the "Print IDs" function is available, allowing you to view the IDs of all the players in the server. Press 'L' to keep them on screen by viewing recent logs.

Check these IDs against the IDs in your roster, here: http://forums.taleworlds.com/index.php/topic,177649.0.html

The rest is already written:
Teams found to have been using anyone with a game ID that is not on their roster, will forfeit all the rounds in which that player (or those players) played.

Don't forget to check the IDs of any players that join during the game.

If there is a player, who is on your roster by name but not by ID, they must change to whatever other game installation they previously used. Remember, ID is tied to the serial number of the game.

There are no excuses for mistakes. You agreed to the rules and it's your responsibility to play by them.

*Rosters are going to be fairly slack for WTFFS. Obviously you can use the listed mercenaries and it's also ok if you take a few liberties. However, try to keep it within the competitive spirit and I expect matches to be taken seriously.

[quote author=Match Rules]
  • Combat Speed: Medium, Friendly Fire: 100% (melee and ranged), Round Duration: 5 minutes, Game type: Battle, Gold: Starting gold set to 100%, Round and Combat gold both set to 80%, Respawn Time : 8 sec , Spectator Settings: Locked to team members view. No bots and no polls.
  • Matches will be 12 rounds long, played over two maps. Each map will be 6 rounds, with teams swapping sides and factions after 3 rounds.
  • Rounds resulting in a draw will count as normal, with no points awarded to either team.
  • Matches will be 8 a side. If both teams agree, matches may be fought with more players but as far as the league is concerned, no support will be offered for this.
  • In matches, teams may not use more than 4 of any class. This will be limited by the ENL Admin mod, which must be kept in "ENL Mode" for the duration of the match. There will be no equipment restrictions beyond the class limits and players are free to exchange equipment at will.
  • All matches should be played on the official tournament servers named: "ENL_France" (servers 1&2) and "ENL_Germany" (servers 1-4). Book timeslots on these servers, in the Server Booking thread, in this sub-forum. If wish to play your match on any other server, you must request permission from me (captain lust) via PM. The password, for these servers is "enl20" and should always be reset to "enl20" after use, so people can register players and test pings.
  • The winner will be the team with the most rounds won, at the end of the match.
  • Teams may make 2 substitutions during each 3 round leg. When making a switch, the outgoing player should leave the server. At no point should teams spawn more than 8 players.
    • If "no spectators" has been agreed by the teams, the joining player should respect that and make sure to join late in the round. If spectators have been agreed and allowed by both teams then neither team should take up more than half of the spectator spots.
  • Teams are permitted to make as many changes as they like in between each 3 round leg (i.e. at spawn and map switches).
  • If the match ends in an overall draw, then it will be considered a tie and both teams will get 1 point.
  • Each map must be reset, after 3 rounds, when the teams switch.
  • Typically, matches will be played without a referee. There are simply too many matches to expect a referee to be present most of the time, so take frequent screenshots and even video recordings, if you can.
  • Unless team captains decide otherwise, team 1 will always start at spawn 1 on the first map and and spawn 2 on the second map and vice versa for team 2.
  • Special versions of the Warband maps will be made for the tournament. They will fix map bugs and remove ways to glitch, removing the problem of glitches entirely. A log of the changes made to the maps will be kept and the maps will be made publicly available.
  • If a team cannot show out with 8 players, for a match, the other team should continue with 8 anyway. If however, a team cannot make 7 players or more, the other team will be offered a default win, provided they have shown up with at least 8 players. If neither team has shown up with 8 players, the match should be rescheduled. Teams should allow 15 minutes, after the scheduled match time, for players to arrive on the server, before any of these rulings are put into practice.
  • The above notions of shown players are defined by attendance on the agreed server alone. Players must be eligible, ready and willing to start the match.
  • It is only by explicit agreement by team reps from both teams or by ruling from an event admin that a match can be rescheduled.
    • An event admin may only make such a ruling if there is a reason that the match cannot be legitimately played, through no fault or misdoing of the teams and express consent to reschedule cannot be obtained from both teams. Basically unforseeable, unavoidable circumstances. Situations that do not warrant the usage of this power include (but are not limited to): one team can't get enough players, there is a national holiday in the country where one the teams is based, there is another event taking place at the time.
[/quote]


Maps and Factions:​


Port Assault
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Vaegirs
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Vs
Nords
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Field by the River
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Swadia
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Vs
Vaegirs
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Wolfpack​

2-10​

Team Rush Rush


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Bohemian Guard​

8-4​

Deutschritter


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ARMY​

2-10​

Warsong Clan


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Foolocracy of Fedner​

2-10​

Renegades


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Refesesesesferes​

6-6​

Court of Reveran


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SYNDICATE_BT_Invisible​

4-8​

Order of Malta


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captain lust said:
sammac said:
And where do 'Mercenaries' come into it?
You will pretty much have to make arrangements yourselves. Basically you can play for any team you want but it's a case of them agreeing to take you on. I'm sure you could get 10 rounds or so out of a few teams.
Okay, I'll try.
Which of the above speak english?
 
In matches, teams may not use more than 4 of any class. This will be limited by the ENL Admin mod, which must be kept in "ENL Mode" for the duration of the match. There will be no equipment restrictions beyond the class limits and players are free to exchange equipment at will.
Hmm, is this option present in the current ENL client?
 
Goker said:
In matches, teams may not use more than 4 of any class. This will be limited by the ENL Admin mod, which must be kept in "ENL Mode" for the duration of the match. There will be no equipment restrictions beyond the class limits and players are free to exchange equipment at will.
Hmm, is this option present in the current ENL client?
Hoping to roll out a temporary update for WTFFS tonight. I'll install this on all the servers that have the updated Timeslots on the server booking thread. *IF* you happen to play a match before the update is released then you'll just have to impose the restrictions yourselves. This is testing, after all so hopefully no one will try to bypass the limits.
 
captain lust said:
Goker said:
In matches, teams may not use more than 4 of any class. This will be limited by the ENL Admin mod, which must be kept in "ENL Mode" for the duration of the match. There will be no equipment restrictions beyond the class limits and players are free to exchange equipment at will.
Hmm, is this option present in the current ENL client?
Hoping to roll out a temporary update for WTFFS tonight. I'll install this on all the servers that have the updated Timeslots on the server booking thread. *IF* you happen to play a match before the update is released then you'll just have to impose the restrictions yourselves. This is testing, after all so hopefully no one will try to bypass the limits.

Good job to have it directly on the server  :smile:
 
Thanks for good match.
ill will post some objection about one point of new rules later but i need someone with better english from our clan :grin: 

Good night and good luck for next battles
 
I've sent a message to SoE via Taleworlds forum with a proposal to arrange our match for Sunday, but have got no reply so far. I've added a couple of contacts in Steam, hope I'll be able to reach them there and finally make the final agreement.
 
Al-Ishtirakiya said:
I've sent a message to SoE via Taleworlds forum with a proposal to arrange our match for Sunday, but have got no reply so far. I've added a couple of contacts in Steam, hope I'll be able to reach them there and finally make the final agreement.
I've spoken to Baron and SoE won't be able to play this week. I've said it would be fine for you to find a random opponent willing to test the rules with you.



Boh vs DR

8vs8 and class restrictions

I liked it. Vaegirs defending Port Assault, even against Nords, you'd expect them to win but at 8vs8 the imbalances become more subdued. I think the Nord team was able to come out on top in both legs because pushing with infantry simply provides more unity. At 8vs8, I think it's more important that all players are, if not together, at least within supporting range of each other. We did feel the class restrictions on Port Assault. I think we probably would have had more infantry when attacking if we could but as the scores show, it's not something that made Nords unplayable on the map.

On Field by the River, we mainly suffered at the hands of the Bohemian Cavalry. I think both teams took 3 throughout... and theirs was probably just of a higher quality. Bohemians went to Ruins every round as Vaegirs and kept 4 archers throughout (don't know if they would have taken more, we didn't take more than 3 of any class on the map). When we went Vaegirs, we tried to push... which went really badly. I think that was down to us being horrible at pushing and perhaps missing some of our stronger players, rather than any intrinsic reason related to 8vs8 or the class limits. Although, there probably is something in the idea that smaller numbers place less emphasis on faction strengths and weaknesses.

We had an early version of the class restrictive admin mod in place, which worked fine. I'll try to arrange for it to be installed on the servers for today's matches.

As for negatives... I suppose it's down to opinion. I expect some people will always prefer 10vs10 but I think this will show those people, at least, that 8vs8 is competitive and fun. For those on the fence... I'm interested to see where their opinion falls. Personally, one problem I might consider is that 8vs8 differs in comparison to 10vs10 more than I predicted. That brings into question the league placements which were found under 10vs10. It's not necessarily a dealbreaker but certainly the most significant problem I can see.

12 rounds

The best way of looking at the impact this has will be to look at the match results as a whole. However, even from that match I can say that it's just much much better. Match length was around 40-50 minutes (incl. breaks), which is way more comfortable. 3 round legs are signficantly more challenging and it's extremely important to make sure you can take a round in any situation (i.e. every leg), or the pressure really piles on. It doesn't make the match feel random whatsoever and if anything, just makes 20 rounds look like easymode for teams (like us :razz:) who weren't able to adapt tactics fast enough. Obviously, on top of that, it has the added benefit of making 2 or 3 matches a night perfectly viable.

To be honest, I don't know why we've been playing 20 rounds for so long and I really think 12 is the way forward.

Gold (80% for combat and round)

I barely noticed this... which I guess is a good thing. I think in hindsight it probably did make a difference and there's no question about what that difference would be (less tanks). Since I agree with the theory of the change and didn't feel a negative impact, I'm all for it.

Round length (5 minutes)

Well we didn't have any draws, so I guess it didn't really have an impact on our match. Although, when the Bohemians went to the Ruins as Vaegirs, flags spawned every time and I think the combination of this shortened wait and the fewer rounds did help it to feel less like a campy grindfest. Still undecided on this one. The theory behind it is that the team with an advantage (either through sneaking a few early kills or having the stronger faction/spawn) is forced to attack more, thereby making individual rounds more interesting. We'll have to see how it pans out.
 
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