Cheers, all ^.^
So, Old Gens Tour Nights will be starting up again soon, but using a new point system with 10-week seasons followed by top 8 playoffs. GSC OU live tours will be featured in this, but they can be rather grueling. We've had games in the past last for hours, which is really difficult for live tours. Six-to-eight-player tours tend to take about 2 to 3 hours, so I'm uneasy about kicking off tours with higher turnouts.
I think having some sort of time limit in place would be good. My first instinct is to say 30 minutes, as even 64-player tours would only be 3 hours. I don't foresee us hitting that high of numbers for live GSC OU (16-32 range seems more likely), but keeping these moving along at a decent pace is important (there are 3 tours each night, so two more still have to happen after GSC OU.)
That said, I'm open to different times. Keep in mind we want players to have enough time to get reasonable-length battles completed, but for the sake of other players, we can't just allow them to go on for hours. If you think 40 minutes, or 20 minutes, or some other number is for whatever reason inherently better than 30, feel free to pitch it.
The next problem is how exactly a game is called. Obviously, there are times when one side has a huge advantage, in which case, the game can just be called for the sake of timeliness. However, if both sides seem to have a fairly even match-up, what's the best way to proceed?
We can use hard numbers, like highest % of total Pokemon health, but that can get tricky. A player might opt to stall out the timer if they have the edge with health % and there's not much time left. Players will also potentially start making "worse" moves, like healing up with Rest for no strategic reason outside of gaining an edge before time runs out.
On the polar opposite side, we can just use a coin flip. Again, this can greatly affect how a player actually plays. Perhaps their best shot at beating X user is just stalling for half an hour and hoping the 50/50 goes their way. They might actively avoid somewhat-risky plays that would be beneficial if their goal was to win, since their goal has changed to just comfortably surviving.
I'm not really sure what the best option here is, or if there even is one. That's why I figured I'd ask you guys, since I'm sure there are possibilities I've overlooked and some of you might already have experience with effectively hosting GSC live tours. So, to sum up the questions that need to be answered here:
So, Old Gens Tour Nights will be starting up again soon, but using a new point system with 10-week seasons followed by top 8 playoffs. GSC OU live tours will be featured in this, but they can be rather grueling. We've had games in the past last for hours, which is really difficult for live tours. Six-to-eight-player tours tend to take about 2 to 3 hours, so I'm uneasy about kicking off tours with higher turnouts.
I think having some sort of time limit in place would be good. My first instinct is to say 30 minutes, as even 64-player tours would only be 3 hours. I don't foresee us hitting that high of numbers for live GSC OU (16-32 range seems more likely), but keeping these moving along at a decent pace is important (there are 3 tours each night, so two more still have to happen after GSC OU.)
That said, I'm open to different times. Keep in mind we want players to have enough time to get reasonable-length battles completed, but for the sake of other players, we can't just allow them to go on for hours. If you think 40 minutes, or 20 minutes, or some other number is for whatever reason inherently better than 30, feel free to pitch it.
The next problem is how exactly a game is called. Obviously, there are times when one side has a huge advantage, in which case, the game can just be called for the sake of timeliness. However, if both sides seem to have a fairly even match-up, what's the best way to proceed?
We can use hard numbers, like highest % of total Pokemon health, but that can get tricky. A player might opt to stall out the timer if they have the edge with health % and there's not much time left. Players will also potentially start making "worse" moves, like healing up with Rest for no strategic reason outside of gaining an edge before time runs out.
On the polar opposite side, we can just use a coin flip. Again, this can greatly affect how a player actually plays. Perhaps their best shot at beating X user is just stalling for half an hour and hoping the 50/50 goes their way. They might actively avoid somewhat-risky plays that would be beneficial if their goal was to win, since their goal has changed to just comfortably surviving.
I'm not really sure what the best option here is, or if there even is one. That's why I figured I'd ask you guys, since I'm sure there are possibilities I've overlooked and some of you might already have experience with effectively hosting GSC live tours. So, to sum up the questions that need to be answered here:
- What's a reasonable length of time to give for each round of a GSC OU live tour?
- What's the best way to call a close game after the time limit has been reached?