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Single Elimination Bracketed Tournament and Multi v Multi

 
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5/21/2013 20:52:17   
Stabilis
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I am not too busy so I thought now would be alright timing for a thorough feature suggestion. I sincerely recommend a text-to-speech for anyone uncomfortable with long reading. Google Chrome has SpeakIt!... FireFox has Text to Voice... IE has- SCREW IE... Opera has Text to Speech... Apple and Safari have VoiceOver or (command + F5) on keyboard.

You may be asking what the title means. Maybe you understand what single elimination is but are confused by "multi v multi". Disregard that confusion, as I will explain both things. I have suggested both of these ideas before so at the most I am regurgitating the details.

Single Elimination Bracketed Tournaments

This is the most basic of tournaments, and in video games, this type of tournament is most frequently used. Single elimination is best utilized with players... or contestants... numbering at a power of 2, such as having 4, 8, 16, 32, 64 or 128 contestants in a tournament. Contestants are set up in brackets where A vs B, and C vs D, where A B C D are players or teams competing with each other. In any bracket, whoever wins goes to their next match in another bracket, while the loser is removed from further tournament involvement. The tournament is set up in rounds, with each round reducing the number of contestants by half until the final match where only 2 contestants are competing with each other to claim championship.

To start the tournament, we need players to compete as contestants. A method for doing so is implementing a registrar for this purpose. As such, using a "data-themed" NPC like the NoteBot, MerchBot, or MessageBot could be a route to entering a tournament interface. Once accessed, the registrar could open a menu of available tournaments to participate in. Tournaments would differ in battle types (1V1... 2V2), and rankings (by total stats and level), for balance reasons. Any official tournaments with prizes involved will only be accessible to players who fulfill the given requirements. Tournaments are planned systematically. This states that a given tournament ends at a set, static time, the starting time is given but is made earlier for more technical reasons. If a tournament states that it will start at 6:00pm and end at 6:30pm... the tournament will start at 6:00pm no later and end by 6:30pm no later no sooner!

Now that we have a tournament, how will it execute? Alright, say we have an 8 player tournament starting at 6:00pm and ending by 6:30pm. 8 players have registered to play and it is 6:00pm. Each of the 8 players must be online. That is the only condition to participate in tournament battles. Now we have a few problems...:

Q- What if I was in a duel and my tournament starts?
A- You are removed from your current duel to be placed in the tournament. Your battle record does not change but the player you were battling wins.

Q- What if I am in the lobby but AFK?
A- You are still sent to be placed in the tournament. These are things you plan for.

Q- What if I log off before the tournament starts but I log in after it starts?
A- You were not present for the initializing of the match you were meant to be in and are systematically disqualified while your opponent advances to the next round.

Q- What if a group of players are conspiring to rig a tournament for someone to win the top prize?
A- Official tournaments are randomized and limited in information. If players somehow are discovered to be cheating in a tournament then do report them for that.

Since we have some confusions deconfused, let us go through the remainder of the tournament. As stated before we had 8 players competing in a 30 minute tournament. An 8 player single elimination tournament has 3 rounds, so each round has a maximum time limit of 10 minutes. What if 2 contestants in round 1 were stalling, lasting beyond 10 minutes? Well, their battle ends, and the winner is decided by a single calculation. The % of health remaining, done by dividing remaining health by total health. The contestant with the higher % wins. Now that the round is over, we have more problems or confusions...:

Q- I won in like 5 seconds cause ya know. What happens for the next 9 minutes and 55 seconds?
A- You are simply returned back to the lobby, which is the place where you were before your match began. If you were at a house, you are sent back to that house. If you were at a headquarters, you are sent back to that headquarters.

Q- I was in a battle for 10 minutes when the match ended and I won by a higher score, do I just go to the next round's match or what?
A- Yes, after 10 minutes round 1 ends and round 2 begins. You are automatically processed by the matchmaking system and are loaded into round 2's match. There is a 15 second delay in between rounds to do this so your first match did not start at exactly 6:00pm... it started at 5:59:15pm so that all 3 rounds would have 10 minutes of duration and 15 seconds of time per round for each match to process discrepancies like 10 minute battles.

Fine fine, imagine that we have just 2 contestants in the final round competing for the championship. In a flawless victory, Subzero defeats Scorpion. What happens? Well, in an unofficial tournament, nothing. You only know who placed what position. But in an official tournament, there are prizes. The only details of this are as such: all players earn a prize calculated by their position in the tournament. The higher the position, the higher the prize.

Advanced information:

-Tournament battles can consist of once attempted matches where the players only battle one time, or they can battle 2 out of 3, 3 out of 5, 4 out of 7, and so on. The more attempts there are, the more accuracy involved, but more time involved as well.

-Unofficial tournaments can be set up by players, the state of the tournament... and the contestants involved.

-Official tournaments are random and discreet. The requirements to participate, the planned timing, and prize is shown. Whoever else is competing is not shown. These tournaments do not even have ID so players cannot even discuss which tournament they have joined.



Multi v Multi

Can you guess what this is? If you can, good for you, you know me well. Multi v multi is another manifestation of 1V1, 2V2, or 2V1. It is a second set of battle modes based on the existing modes. The difference is, you have 3 players on your team, or 100! You may be thinking, "you idiot... 3 players on a team? Do you know how imbalanced that is or how much lag we will get? Smh... wait... did you say 100? *facepalm*"

However, as I have already stated, the scheme for players is still 1V1, 2V2, or 2V1. There will never be more than 4 players in battle at once. If I suggested that, I would be in support of animational lag, and dog piling. But I am not, I am still within the boundaries of conventional battles.

But how would this work? How? I will tell you how. Currently, we can have 2 players on a team. This is interesting because of what occurs for 1 teammate while the other teammate's turn plays out. It is his/her team's turn, but they are not in control. This is the logic for having 3 and more players on a team. Spectation. The teammates not in control, not on their turn, are simply viewing what happens. This is how we get 3+ players into a team. Using Pokemon logic, in a 1V1 battle with 6 Pokemon, 1 of the 6 Pokemon is battling while the other 5 are in reserve, waiting to be called upon when necessity demands. This is how we can make this happen. Any extra teammates unable to be in play are in the reserve, watching what happens, waiting to be placed the moment a teammate falls.

So what is the logic behind reserve players and 3+ players on a team?

For 1, we need to form the team. This can be done in multiple ways. Instead of ally linking, an extra option is given- group linking. A player must declare leadership by pressing "group link: leader". Then, he/she can click or be clicked by other players who can select each other for joining the leader's group. A non-leader group member can invite and accept other players to the group. The leader is the only 1 with the controls to disable joining, or kick group members. The maximum number of players on a team is beyond me, Titan and Rabble can determine that with tests.

Now that we have a group, let us move on to battling. When a group is formed, battle mode buttons for non-leader group members are disabled. The battle mode buttons for the leader become "multi" versions of the buttons. For a group to battle in random Multi 1V1, Multi 2V2, or Multi 2V1, all group members must be outside of battle, ready to join 1. The leader must click the desired battle mode button. A message will pop up for all affiliated group members prompting them for their approval. If any members decline or do not click accept, the battle will not begin. Whoever clicks decline will notify all other members of it with a message. As soon as all members approve of entering battle, they will be loaded as a team/group as it is in 2V2 or 2V1. If anything this can also be the challenge mode version of Multi v Multi.

What about multi battle modes without a group? There will be a button for those random battle modes. There can be a set number of players for each mode, so that waiting time is minimal. For example all random multi 1V1 must have 2 players on a team.

Now the battle itself. How could this all be executed? Well for 1, the team or group order can be fixed or randomized. Regardless of it being fixed or randomized, the first player (for 1V1) or first 2 players (for 2V2 or 2V1) will be loaded into play. Any reserve players as already mentioned are like the dormant teammate in 2V2: they are simply watching. To get things to be more tactical and sociable, ally chat and chat as a whole should be accessible to everyone at all times. Reserve players use the tag of [RES] when chatting. Now about involving reserved players in battle: reserve players are only called into battle when a teammate falls. All players would have been preloaded by the start of battle so the only task needed by the server when a player becomes an active duelist is to draw their character and be given interface control in eventListen-based "switch" logic code. When a teammate falls, they commit to their death animation but are not removed and replaced by another teammate until it is their turn. This is for minimizing lag for other players during their respective turns. When a multi battle is complete, rewards are higher per person as it is when comparing 1V1 rewards to 2V2.

Advanced information:

-When a reserved player is sent into play, they act as if their first turn counts as turn 1. Normal warmups and cooldowns are applied.

THANKS!

< Message edited by Depressed Void -- 5/21/2013 21:07:49 >
AQ Epic  Post #: 1
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