WTFFS - Round 2 Fixtures | Deadline 10/02/2012

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WTFFS
Round 2

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:

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.


No class restrictions this round.

[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.
  • 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:​


Vendetta
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Sarranids
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Vs
Vaegirs
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Snowy Village
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Nords
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Vs
Sarranids
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Guard of Istiniar​

Vs​

Team Rush Rush


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Renegades​

Vs​

Refesesesesferes


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9AJB
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ARMY​

Vs​

Wolfpack


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SYNDICATE_BT_Invisible​

Vs​

Deutschritter


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Foolocracy of Fedner​

Vs​

Warsong Clan


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Court of Reveran​

Vs​

Bohemian Guard


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OK, I've swung the matchups a little bit this round and tried to make them more even, with the idea of encouraging a draw or two just to get an idea of how frequent they might be at 12 rounds. Haven't been to careful about it though, so don't anyone take it personally :razz:.

Remember, no class restrictions this round.

EDIT: Had the deadline wrong. Sorry about that.
 
Stuboi0 said:
Wolfpack 9 - 2 ARMY

I think someone else has screens... I hope anyway...

Sorry, we're not very good at this... XD

ARMY confirms result, we also forgot screens, it was too short, sorry about this.
 
Im really disgusted with my team (my best knights dont come and some players have no morale)  and im disgusted with server Germany 3 .Maybe was my ping but on other server its everything ok(before and after match) some players have problem too with G_3 so i hope next round we will play on 1 or 2 (just desire) cause this is not for first time.
I dont try looking for exuse, just knowledge from cw. And i must say too - CoR was better of course. 

Thanks for match  good luck for next rounds ,special greeting for Rambo Relax !!!
Please exuse my english i must use dictionary.  :shock:
 
I have 3 shots for the Wolfpack vs Army match.

map2round2.jpg


matchq.jpg


map2round1.jpg

We still miss 1 though.

EDIT : We had some issues with ping aswell sometimes on france_2. Disregard my ping of 700 though thats obviously not he servers fault xD
 
Hmm, opinions on the new rules.

Starting with the combat and round gold bonus. It works well. 80% seems to work well, which was to be expected with smaller teams. I don't have a problem with this.

The 12 rounds. In my opinion, its a little too short. The game is over before we realise! Its good if one team is dominated, however, more rounds in a tighter game would make things much more exiting. 20 Might have been too long, 12 is too short. I believe 16 might be optimum.

The class limits, I honestly thought they were still going on! So we used them for a couple of rounds... XD But with smaller teams and having a limit of up to half the team, I didn't really see much difference. However, I would still like to have the opportunity to adapt to certain situations and take 5 or 6 archers/infantry.

The reduced team size to 8 players. Well, I admit it was easier to manage. I might get used to it eventually, but I still prefer the 10v10's because those extra 4 players make a big difference in terms of team work.

However, the flaw is that if a team is dominant in the league and the matches rely on more personal skill, it is likely those who have the better personal skill will win, leading to more predictable results and possibly raising the problem on the weaker teams always picking other weaker teams and ditto with the dominant teams in the league.

Then again, if that's how teams want to play it, thats fine by me XD

 
GG RRush. For the last set of 3 round we switched to ENL_Germany_1 as RRush players had connection problems on the Hungary Server.

Just a few things about the rules;

8 v 8
Seems to create an atmosphere of enforced camping, each player has now become more valuable that each team (at least in out game) was hesitant to charge and risk losing someone. It also seemed to make the map more empty and less action packed, in 10 v 10 it can be useful to split off say 2-4 people as a kind of flanking/ crossfire team but in 8v8 this isn't really possible as the flanking squad would either have to be smaller (therefore reducing it's effectiveness) or say around 3-4 and just risk getting rushed and losing alot of your team. Basically from what I've seen so far I don't support 8 v 8 and would actually prefer 12 v 12, However as that probably is never going to happen again I'd be happy with 10 v 10.

12 Rounds
As above, decreasing the amount of rounds increases the value of them. This pretty much adds to the effect of forced camping as neither team is willing to risk losing even 1 round. It also makes the matches end far earlier than they need to, It felt for me at one stage as if the game had only just begun really and by that time the match was nearly over. So I'd like to see 4 rounds instead of 3.

Reduced Gold Bonus
With 3 rounds there isn't really any time to get armoured tanks unless someone gets a big amount of kills, which is harder with less people. I could understand this if it went up to 4 rounds and would even agree with that but reduced gold with 3 rounds a map is ridiculous in my opinion.

5 min round limit
A good idea, and would make the rounds more action packed and exciting if there where more players and rounds in my opinion. It stops the rounds dragging on and means any tactical maneuvers have to be done quicker.
 
Lord_David said:
GG RRush. For the last set of 3 round we switched to ENL_Germany_1 as RRush players had connection problems on the Hungary Server.

Just a few things about the rules;

8 v 8
Seems to create an atmosphere of enforced camping, each player has now become more valuable that each team (at least in out game) was hesitant to charge and risk losing someone. It also seemed to make the map more empty and less action packed, in 10 v 10 it can be useful to split off say 2-4 people as a kind of flanking/ crossfire team but in 8v8 this isn't really possible as the flanking squad would either have to be smaller (therefore reducing it's effectiveness) or say around 3-4 and just risk getting rushed and losing alot of your team. Basically from what I've seen so far I don't support 8 v 8 and would actually prefer 12 v 12, However as that probably is never going to happen again I'd be happy with 10 v 10.

12 Rounds
As above, decreasing the amount of rounds increases the value of them. This pretty much adds to the effect of forced camping as neither team is willing to risk losing even 1 round. It also makes the matches end far earlier than they need to, It felt for me at one stage as if the game had only just begun really and by that time the match was nearly over. So I'd like to see 4 rounds instead of 3.

Reduced Gold Bonus
With 3 rounds there isn't really any time to get armoured tanks unless someone gets a big amount of kills, which is harder with less people. I could understand this if it went up to 4 rounds and would even agree with that but reduced gold with 3 rounds a map is ridiculous in my opinion.

5 min round limit
A good idea, and would make the rounds more action packed and exciting if there where more players and rounds in my opinion. It stops the rounds dragging on and means any tactical maneuvers have to be done quicker.

Totally agreed ^^^

And, 3 rounds rule is the most disturbing one for me; both during and at the end of the match, I feel like somethings are left unfinished, I don't feel satisfied at all...  :???:
 
Lord_David said:
12 Rounds
As above, decreasing the amount of rounds increases the value of them. This pretty much adds to the effect of forced camping as neither team is willing to risk losing even 1 round.
I really don't buy into this at all. You seem to be implying that camping somehow absolves the chance of losing the round (obviously not true).

Lord_David said:
It also makes the matches end far earlier than they need to, It felt for me at one stage as if the game had only just begun really and by that time the match was nearly over. So I'd like to see 4 rounds instead of 3.
Well I do agree that it's important to keep some consistency across ENL cycles, as it is a persistent league system. Whilst I think the small shifts and changes in the proposed ruleset are within the bounds of acceptability, I do accept that the 12 round matches are causing some controversy and obviously that's something I'll consider.
 
captain lust said:
Lord_David said:
12 Rounds
As above, decreasing the amount of rounds increases the value of them. This pretty much adds to the effect of forced camping as neither team is willing to risk losing even 1 round.
I really don't buy into this at all. You seem to be implying that camping somehow absolves the chance of losing the round (obviously not true).
Thats not exactly what I meant, but more that less rounds adds more value to them, so teams are less willing to lose a round by charging and maybe taking other risks, and therefore the chance of teams camping and just slowly and cautiously moving forward to try and get position on the flags increases. I'm not saying it will happen, I'm just saying with the suggested rules I wouldn't find it surprising if teams just camped and didn't risk much at all.
 
Lord_David said:
Thats not exactly what I meant, but more that less rounds adds more value to them, so teams are less willing to lose a round by charging and maybe taking other risks, and therefore the chance of teams camping and just slowly and cautiously moving forward to try and get position on the flags increases. I'm not saying it will happen, I'm just saying with the suggested rules I wouldn't find it surprising if teams just camped and didn't risk much at all.
I just don't subscribe to the way you're talking about risk. If a team charges, it's because they think it will give them a better chance of winning the round. Doing it for any other reason is just moronic and I don't see how that changes with the number of rounds played.
 
captain lust said:
Lord_David said:
Thats not exactly what I meant, but more that less rounds adds more value to them, so teams are less willing to lose a round by charging and maybe taking other risks, and therefore the chance of teams camping and just slowly and cautiously moving forward to try and get position on the flags increases. I'm not saying it will happen, I'm just saying with the suggested rules I wouldn't find it surprising if teams just camped and didn't risk much at all.
I just don't subscribe to the way you're talking about risk. If a team charges, it's because they think it will give them a better chance of winning the round. Doing it for any other reason is just moronic and I don't see how that changes with the number of rounds played.
It changes it simply. In a match with RRush on Vendetta both teams were trynig to keep some areas and they were aware that every flanking manouver increases a risk to lose a round.  In 8vs8 every players counts as gold for a team not like in 10 vs 10. Loosing one or two player causes being defensive for the team with low amount of players and that's the fact not just an opinion. Also matches aren't really so tense at some point cause every team is trying to kill single players first more than doing some real tactic manouvers. 16 rounds would be much more appreciated for a reasons that David has written above  :wink:
 
Wezyk said:
It changes it simply. In a match with RRush on Vendetta both teams were trynig to keep some areas and they were aware that every flanking manouver increases a risk to lose a round.  In 8vs8 every players counts as gold for a team not like in 10 vs 10. Loosing one or two player causes being defensive for the team with low amount of players and that's the fact not just an opinion.
This has nothing to do with the number of players. This is about the number of rounds.
 
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