
With Most Wanted having finished a couple of days ago I thought I'd make a thread where people can freely share their opinion on the format of Most Wanted, what they seemed to like and dislike overall or compared to the previous iteration of the tournament. This also functions as a place where you can dump all the teams you built and are willing to share with the rest of the community. If you're gonna post a complaint, do try to give us a possible solution that's also realistic.
- Sign up with 3 tiers of your choosing SS / USM / ORAS / BW2 / DPP / ADV. - These tiers are LOCKED all tournament. Choose wisely what you want to offer to a team. You cannot play any other tiers. - High activity is a requirement to play in this tournament because you can only be benched once every 2 weeks. - Draft occurs via a snake method. Player value (starting bounty) is based on draft position. Drafted earlier = higher bounty. - Captains and players decide what tier they play each week (only 1). - Your opponent will be someone in the same tier that week with a similar bounty to you. - If you win, you take 50% of your opponents bounty. Vice versa if you lose. - Upon a third loss you are assassinated. When assassinated, your final opponent takes all your remaining bounty. - Work with your team to get the total bounty across all members before week 7 ends. That number is 275,000. - Teams can nominate an assassin to freely pick any opponent in their tier when they reach a certain number of total wins. - Additional progress toward assassin status is earned via wins in "cold" tiers, or by sweeping a week.
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Victory: • The first team to achieve 275,000 bounty by the end of a given week is the winner • If two teams manage to achieve 275,000 bounty by the end of the same week, the team that exceeds by a higher margin is the winner • If no team achieves 275,000 bounty by the end of Week 7, the team with the highest bounty upon the conclusion of Week 7 is the winner Team Formation: • Teams will be formed though a snake draft • Draft order is randomly assigned Bounty: • Bounty is held by each player and a team’s bounty is equal to the sum of all its player’s bounties • A player’s initial bounty is determined by draft position • All captains have an initial bounty of 25,000 Team & Player Quantities: • There will be exactly six (6) teams • Each team will have exactly eleven (11) players • The total number of initial players will therefore be sixty-six (66)
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Tier Support & Registration • All battles will be best of one • At signup, players will register for exactly three (3) of the supported tiers • Captains may not submit lineups with more than three (3) players in a given tier per week • Players may freely change tiers every week, but may only play tiers that they registered for at signup • The tier or tiers that receive the lowest number of matchups in a given week will be declared “cold” for the following week. Players who win a match in a “cold” tier will earn a two (2) game progression for their team’s assassin status Benching: • A team may bench no more than one (1) player per week • A player may not be benched for consecutive weeks, or forcibly benched due to lack of matchups for consecutive weeks • Players who must be benched due to lack of a matchup do not count as a team’s bench and receive no penalty • Activity losses are treated the same as normal losses • Players in a "dead game" will not lose bounty, but will lose a life. A player killed by a dead game will have their bounty split between the highest valued players that are not on their team • Players who "no show" or similarly become inactive will be considered illegal benches and will have their bounty split between the highest valued players that are not on their team
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Matchups: • Weekly matchups are determined by a player’s bounty at the start of the week • Players in a given tier are sorted by bounty and matched against their closest neighbor from top to bottom • Two or more players with equally close neighbors will be randomly determined • Two players will not be paired against each other in consecutive weeks • In the event that an odd number of players register for a tier, the lowest bounty player must select another tier in which they are registered. If no alternate tier with an odd number of entrants is available, said player must be benched that week Assassin Status: • Assassin Status is held by teams, and can only be achieved upon a team’s twentieth (20th), twenty-eighth (28th), and thirty-sixth (36th) win, and is effective the following week • A team that has achieved Assassin Status may select one of their players to challenge any player within the tier they play that week • This status is optional and does not have to be taken advantage of by the potential assassin • A win in a “cold” tier counts as two (2) wins toward assassin status • Additionally, a team which sweeps a week (lossless) will earn an additional three (3) wins toward assassin status
Bounty Transfer and Player Lives: • The winning player takes 50% of their opponent’s bounty • Bounty will not be split into denominations lower than 500, rounded up • The minimum bounty transaction is 1,000 • Players start with three (3) lives • A life is lost for every game a player loses • Players that lose their third life are eliminated for the remainder of the tournament • When a player eliminates another player, they receive 100% of their remaining bounty Trades and Administration: • Trades will not occur under any circumstances • Captains may replace those designated as "team cancer" prior to the posting of Week 1 with any player remaining from the draft pool • These replaced players will be set at the same initial bounty as the removed "team cancer"
[02:46]
Victory: • The first team to achieve 275,000 bounty by the end of a given week is the winner • If two teams manage to achieve 275,000 bounty by the end of the same week, the team that exceeds by a higher margin is the winner • If no team achieves 275,000 bounty by the end of Week 7, the team with the highest bounty upon the conclusion of Week 7 is the winner Team Formation: • Teams will be formed though a snake draft • Draft order is randomly assigned Bounty: • Bounty is held by each player and a team’s bounty is equal to the sum of all its player’s bounties • A player’s initial bounty is determined by draft position • All captains have an initial bounty of 25,000 Team & Player Quantities: • There will be exactly six (6) teams • Each team will have exactly eleven (11) players • The total number of initial players will therefore be sixty-six (66)
[02:46]
Tier Support & Registration • All battles will be best of one • At signup, players will register for exactly three (3) of the supported tiers • Captains may not submit lineups with more than three (3) players in a given tier per week • Players may freely change tiers every week, but may only play tiers that they registered for at signup • The tier or tiers that receive the lowest number of matchups in a given week will be declared “cold” for the following week. Players who win a match in a “cold” tier will earn a two (2) game progression for their team’s assassin status Benching: • A team may bench no more than one (1) player per week • A player may not be benched for consecutive weeks, or forcibly benched due to lack of matchups for consecutive weeks • Players who must be benched due to lack of a matchup do not count as a team’s bench and receive no penalty • Activity losses are treated the same as normal losses • Players in a "dead game" will not lose bounty, but will lose a life. A player killed by a dead game will have their bounty split between the highest valued players that are not on their team • Players who "no show" or similarly become inactive will be considered illegal benches and will have their bounty split between the highest valued players that are not on their team
[02:46]
Matchups: • Weekly matchups are determined by a player’s bounty at the start of the week • Players in a given tier are sorted by bounty and matched against their closest neighbor from top to bottom • Two or more players with equally close neighbors will be randomly determined • Two players will not be paired against each other in consecutive weeks • In the event that an odd number of players register for a tier, the lowest bounty player must select another tier in which they are registered. If no alternate tier with an odd number of entrants is available, said player must be benched that week Assassin Status: • Assassin Status is held by teams, and can only be achieved upon a team’s twentieth (20th), twenty-eighth (28th), and thirty-sixth (36th) win, and is effective the following week • A team that has achieved Assassin Status may select one of their players to challenge any player within the tier they play that week • This status is optional and does not have to be taken advantage of by the potential assassin • A win in a “cold” tier counts as two (2) wins toward assassin status • Additionally, a team which sweeps a week (lossless) will earn an additional three (3) wins toward assassin status
Bounty Transfer and Player Lives: • The winning player takes 50% of their opponent’s bounty • Bounty will not be split into denominations lower than 500, rounded up • The minimum bounty transaction is 1,000 • Players start with three (3) lives • A life is lost for every game a player loses • Players that lose their third life are eliminated for the remainder of the tournament • When a player eliminates another player, they receive 100% of their remaining bounty Trades and Administration: • Trades will not occur under any circumstances • Captains may replace those designated as "team cancer" prior to the posting of Week 1 with any player remaining from the draft pool • These replaced players will be set at the same initial bounty as the removed "team cancer"
As far as my personal opinion goes:
Strengths:
- The "cold tiers" replacing "dead tiers" incentivises old gens players as well as flexible slots
- The bounty goal of 275,000 seems approachable and not overblown
- Snake Draft format makes for an interesting draft from start to finish where captains can target specific pools but can't completely remove the player pool
- Bounty-based match-ups make for pretty close matches in most cases
- Teams can be competitive all the way till the end even if they start a later week at the bottom of the rankings with good play
- Players being eliminated makes things feel fresh from your standard, run of the mill round-robin team tournaments
Weaknesses:
- Assassins feel very underwhelming, being neither able to force someone off the bench nor having the ability to kill someone immediately
- Unmotivated players and/or "team cancers" get very harshly punished
- Players picked up early in the draft can snowball a lead very quickly and carry their team all by themselves
- Being able to be benched with a high bounty, get picked as an assassin to snipe someone who you don't see as a threat and then be benched again so you do not risk losing bounty can be abused to hide a team's large bounty if it's collected on a single person
- 6 day weeks feel awkward, where Mondays are neither a period of rest nor one where you can prep
- Large player pool lead to multiple matches which felt like they barely mattered in the grand scheme of things
Overall, the positives far outweigh the negatives, but the assassin being severely crippled when compared to their MW I status felt like it was merely a formality, as we saw multiple match-ups where high bounty players went after other high bounty players who they could have hit without expending their assassin status. I believe that the uniqueness of this tournament can lead into an eventual evolution of it that is as close as to perfect as possible. I'd like to see all of your suggests and teams.