Nations Cup 2015

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BlackTide

Duke
WB
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We're back with a team of far better looking administrators and a couple of tweaks to the rules. There were a couple of issues with last years tournament that we're going to address further on in this post and that we've all learnt from. Notable changes are our new draft of administrators, ID linked server admin powers and a tweak of the behavioural rules. Commencing from the 1st of January each nation will able to officially pick its captain and embark on the road of training to be the Nations Cup Champions. A sign-ups thread will be open in due course. We're looking forward to seeing how our new way of running things turns out and we sincerely hope that you all enjoy the tournament experience.

Any disputes over captaincy should be settled internally, or if this is not possible a captain will be chosen by the admin team. Captains do not need to be the best player, the team's leader or such, their role is strictly administrative: picking the team; organising the team; arranging matches and handling disputes. This requires an active, sensible and ideally, well connected member. Once a captain has been selected, they may start a recruitment and information thread for their nation in the appropriate sub-forum, where people may apply to join the team. It is up to each nation how they recruit and whilst admins can be used to settle disputes; it would be preferable if each nation was able to deal with problems internally.

The administration team has carefully considered the arguments for and against a punishment for the players involved in cheating in last year's NC (details of the cheating can be found here).

The decision is that both R1ch and Grifon will be banned from play for 2 matches from their respective teams.

The Administration has decided that as the cheating was proved only at the end of the tournament there was no time last year for a suitable punishment to be applied, that some sanction is applicable to convey that cheating is a serious offence, that only the principal participants in the cheating should have a sanction apply to them, that the sanction should, in this case, be relatively mild and in no way provide a precedent for the severity of future sanctions.

Below is the provisional rule set. Some rules are still in discussion but rules will be confirmed before the start of the tournament. Rules that are currently in discussion are the map pool, nations cup system, tiebreaker map, and roster substitutions (2.:cool:


Administration

NOTE:
Executive administrators have voting rights.
Non-executive administrators have no voting right, unless in the event of an executive administrator holding a vest interest they are co-opted to replace an executive admin in a vote.



§ 1 Behaviour Rules
1.1 Players are asked to be respectful and polite to their opponents. If one player does not like what another player is saying then they are advised to mute them. The administrators reserve the right to take action where reasonable steps have been taken to prevent communication with another player but where that player has persisted to the extent of harassment, especially if that attitude has been brought onto the Nations Cup Forum Board. Captains are required to act in a manner that their correspondents  would consider amenable and pleasant.
1.2 Modifying any texture files in order to gain an advantage is strictly prohibited. Any player or team that is found to have modified textures in order to gain an advantage will immediately face severe punishment, the severity of the ban is up to the admins' discretion.
1.3 Players that attempt to utilize any kind of autoblock, aimbot or any other game modification that gives them an advantage will be permanently banned from the tournament.
1.4 Should admins receive repeated complains about a team wasting time, the situation will be investigated and the team could face punishment. This includes waiting for lengthy times between sets and map swaps, being extremely difficult to schedule with, etc.


§ 2 Team Regulations
2.1 The signups open 1st of January. The deadline for team submissions is the 22nd of January.
2.2 Teams must be made up of players from one nation, where possible. However, if you want to form an alliance you must send a PM to an admin stating team name, the roster (ID's included) with nationalities and reasons behind the formulation of said team.
2.3 Each team should consist of a minimum of 10 players and without a maximum cap. Matches will be 8 vs 8.
2.4 Since this is a nations cup, and not a clan competition, teams should include members from different clans, or no clan at all as the case may be. In some cases, where the majority of players from a country are in the same clan, it's understandable that complying to this rule might not be possible.
2.5 Teams should be finalized by the submission deadline.
2.6 After the deadline, teams that wish to add players to their roster must do so using the Team Information thread. Nations are allowed to make as many additions to their roster as they like.
2.7 A captain's role is largely administrative: picking the team; organizing the team; arranging matches and handling disputes.
2.8 Should a player not be on a roster and play for a team, then the player will be treated as a member of that team and will be added to their roster.
2.9 It is strictly prohibited for a player to play for more than one team at any given point during the tournament. If a player is found to play for more than one team then the player will be suspended for the rest of the tournament and depending on the stage of the tournament the punishment for the team will go as follows:
  • Group Stage: 3 points deduction
  • Post Group Stage: Disqualification


§ 3 Tournament Rules
3.1 Every captain and vice-captain will receive an admin through an ID system.
3.2 The Nations Cup consists of a group stage followed by a single elimination bracket with two teams (1st and 2nd) qualifying from each group.
3.3 The groups will be determined during a Draw Night Special. Teams competing will be put into different pots, depending on their seeding. A team from each pot will fill a group, meaning that teams will not be fighting the other teams in their pot until the knockout stage. The selection will be done using a random number generator and each selection will be announced individually. The order of proceedings will begin with pot 1 and work our way upwards to pot 4.
3.4 To determine placements within the groups a format of round robin will be used.
3.5 As stated, after the group stage will be a single elimination bracket. This will be organized such that the 1st and 2nd teams from each group do not meet each other again until the final (provided they aren't knocked out).
3.6 Each group will have four nations in. Due to potentially having an odd number of teams, one or two of the groups may have 5 teams in instead.
3.7 Teams will gain 3 points for a win, 1 point for a draw and 0 for a defeat. Should teams have the same number points by the end of the group stages then round difference will be used as secondary option, rounds won as a third, rounds lost as a fourth. If all of these fail then two teams must play again to determine the outcome of the group.
3.8 The winner of the final will be titled the "Nations Cup Champions".
3.9 Factions and maps will be determined using a random number generator and they will all be selected in advance. Each fixtures will contain one open map and one closed map.

  • [list type=decimal]
    [*]Fort of Honour
    [*]Mountain Fortress
    [*]San'di'boush
    [*]Vendetta
    [*]Verloren
[*]
[list type=decimal]
[*]Inconclusive
[*]Frosty Battle
[*]Reveran Village
[*]Ruins
[*]Inconclusive
[/list]
[/list]


§ 4 Match Rules
4.1 Combat Speed: Medium, Friendly Fire: 100%, Round Time: 240 seconds, Game Type: Battle, Re-spawn time: 8 sec, Gold: All set to 100%, Camera: team member’s view, forced MoF spawn on 2 minutes.
4.2 Every match will be 16 rounds long and will have 2 maps. For each map 8 rounds will be played. After 4 rounds, spawns and factions will be switched.
4.3 Due to the nature of the tournament, matches may end in draws. Should the match be a draw after the final round has been played then a symmetrical map will be used. The setup will be the following:
[list type=decimal]
[*]The map used is Winterburg.
[*]Teams choose their own faction with a 1000 denar limit.
[*]First to 3, no spawn change.
[*]In case of home/away (i.e. USA vs UK) the map will be played on the away server and then the same set up will be played on a home server. The winner will be determined total won between total rounds won.
[*]Rounds won/lost will not count on tie-breaker maps
[/list]
4.4 All matches are eligible for live-streaming and recording. Streamers and Channels do not need permission to stream matches.
4.5 Due to scheduling constraints and the paucity of servers, you have 20 minutes to gather your players on a server and begin the match. Teams are not obliged to wait more than 5 minutes between maps and 3 minutes between sets. If a team fails to turn up to the server 20 minutes after the scheduled match team then the team present may leave the server and be awarded a default win.
4.6 If a team wishes to claim a default win then they must do so as soon as possible. It is not acceptable to wait several hours or days. If your opponent fails to turn up after 20 minutes then you should immediately contact an admin via Steam, TaleWorlds private message to let them know or post a screenshot in the acceptable thread. Failure to do so jeopardizes a teams right to a default win.
4.7 Team size is 8 vs 8. matches should not be played lower than 8 vs 8. A team that can only field 7 players must play the match, the other team is expected to continue with 8 players. Any team that fields 6 or less players is not allowed to continue playing.
4.8 Substitutions are only allowed between each 4 rounds, i.e: Half way through the match. If a player crashes on game, substitutions can be done after the round has ended though this is limited to one substitution.
4.9 All matches must be played on dedicated "NC_" servers.
[list type=decimal]
[*]Servers outside of the EU may be permitted, for matches involving American teams. For these teams, an event admin will be on hand to decide which servers are used, on a case by case basis. A potential match between an American team and a Turkish or Russian team will likely have to take place on a server in France or at best the United Kingdom. It's doubly important in this case that teams make sure they have checked out the server they plan to use beforehand.
[*]In the event of a home/away system being in place, the advised system to use is a 4-4-4-4 system; this would mean that a team plays four rounds on an away server as the map 'defenders' (second spawn), then plays four rounds on a home server as the map 'attackers' (first spawn), then plays four rounds on an away server as the next map's 'defenders' and finally plays four more rounds on a home server as the map's 'attackers'. If both teams agree, they may deviate from this system.
[*]The availability of servers will rely on donors. If there are no donors that are able to provide American servers the American team must play on the European servers.
[/list]



We'd like to thank all of the admins who have kept the tournament running since its creation in 2010, as well as DatFrog! for this year's logo.
 

Scar

Prussian Immortal
Marquis
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Why Vendetta and not Nord Town? Vendetta is a very unbalanced map whereas Nord Town is at least sort of balanced. Will Forsty Battle get fixed regarding the mapedges?

Good luck to the admins and happy new year.
 

Dasvi2018

Grandmaster Knight
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Scar said:
Why Vendetta and not Nord Town? Vendetta is a very unbalanced map whereas Nord Town is at least sort of balanced. Will Forsty Battle get fixed regarding the mapedges?

Good luck to the admins and happy new year.
Wait, on what points is Vendetta unbalanced? (besides one-way ladders and staircases)

Also why no Desolation Valley? (the new version)
 

Scar

Prussian Immortal
Marquis
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The defenders can controll all the highpoints on the map right from the start without doing anything.
 

Arys

Baron
NW
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Scar said:
Why Vendetta and not Nord Town? Vendetta is a very unbalanced map whereas Nord Town is at least sort of balanced. Will Forsty Battle get fixed regarding the mapedges?

Good luck to the admins and happy new year.
Dasvi2018 said:
Wait, on what points is Vendetta unbalanced? (besides one-way ladders and staircases)

Also why no Desolation Valley? (the new version)
The map pool is still being discussed. We'll be reaching a verdict on a map pool shortly, we appreciate your feedback though!

Thanks mates, have a happy new year as well.



RobinWar said:
''Round robin'' yes man
Named it that just for you :smile: 
 

Rhade

Master Knight
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Still using that archaic static ruleset of only playing a set number of rounds instead of first to and counting overall wins?

gl hf
 

LeRoux

Grandmaster Knight
WBWB
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Rhade said:
Still using that archaic static ruleset of only playing a set number of rounds instead of first to and counting overall wins?

gl hf
What's that English expression? Is it:"Never change a winning team."?
 

Lord Rich

Grandmaster Knight
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Vendetta's not much fun, lots of camping because the interior team has a massive positional advantage and attackers nearly always flag gamble on the outside one. Frosty is much worse though, the hills are pretty abusive and once again it often has large amounts of camping with a major advantage for one side. I would definitely take the new version of FBTR over Frosty any day.

I have a new version of Nord Town I have been working on based on the previous one without spawns. Adds some new positions which restore a bit of vertical play (without being anywhere near as abusable or silly as before), also adds a new alley at the lower spawn leading to the wall which should help make the map more fluid and let the lower spawn team move out to the right more safely.

Additionally Stronghold is available as a potential closed map, it's been tested in at least one US tournament and has been played on IG without any major issues being brought to my attention.

Finally both Castellum (by Mitchell) and Desolation Valley have been played succesfully in the previous WNL.

Other maps to consider would be:

Harton Keep (Mitchell), could be a pretty solid competitive map with some minor changes (mostly the spawn locations).

Riverside (Noxx), this could also be pretty good if the water was sorted out (where its really deep) and maybe if there was a little more elevation.

Breziliad (Sphere) was quite nice as well, if Sphere can ever find the most updated version of it anyway :wink:.

Ravens Nest (Thunderon) could also potentially be good if some changes were made. Main issues here is the wall at the back, since access to the tower and single route through for cav. If you add an extra alley to get through the middle wall, close off the tower and back wall it could be pretty good.

Images of the maps mentioned can be found here (or in the archives section):

http://forum.guardofistiniar.org/index.php?board=190.0
 

Kragen

Grandmaster Knight
WB
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Yay :smile:)) I like the map pool except for Frosty Battle, missink fbtr and Inconclusive is listed twice. Happy Newb Year !
 

Dyktator

Sergeant Knight
NWWF&SWBM&BVC
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Lord Rich said:
I have a new version of Nord Town I have been working on based on the previous one without spawns. Adds some new positions which restore a bit of vertical play (without being anywhere near as abusable or silly as before), also adds a new alley at the lower spawn leading to the wall which should help make the map more fluid and let the lower spawn team move out to the right more safely.
Yes, add NT please.
 

Dasvi2018

Grandmaster Knight
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Since we are all expressing our map needs

Take out Vendetta (I have to admit, it got old), add Harton's Keep, Desolation Valley and Riverside (With some tweaks)
 

Grenade

Baron
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Frosty Battle is far better than FBTR and Desolation Valley, but it needs some fixes. I agree with other people about Vendetta, it should be removed.
 
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