You are exaggerating against an exaggerated issue when there really is no problem.
First argument- Defining Efficient Play vs. Farming: As soon as quality of reffing and of competitive play drop below tower standards (e.g. flavor given, all RNG Rolls and calcs shown, no deliberate match-throwing), it is farming. A 10-minute match is efficient play on a very poor match-up. A 10-minute match where only one side used a move other than Leer is Farming.
The problem with the underlined part is that there is no way to judge how much flavor constitutes "flavor given"; how does one know when their flavor is enough for a reffing? For example, we can obviously see that
this reffing has more flavor than
this reffing which has more flavor than
this reffing (not meaning to offend anyone by linking to reffings), but there's absolutely no way to tell somebody that "there is not enough flavor given." Obviously this is present outside of flashmatches, but it's probably something that needs to be addressed as a whole.
Changing Payout for Reffing Matches
Onto another point that I've been mulling over for a while. This is the current RC payout for reffing matches:
Code:
1vs1 Single Battle: 3 Ref Tokens
2vs2 Single Battle: 5 Ref Tokens
2vs2 Double Battle: 5 Ref Tokens
3vs3 Single Battle: 7 Ref Tokens
3vs3 Double Battle: 7 Ref Tokens
3vs3 Triple Battle: 7 Ref Tokens
4vs4 Single Battle: 11 Ref Tokens
4vs4 Double Battle: 9 Ref Tokens
4vs4 Triple Battle: 9 Ref Tokens
5vs5 Single Battle: 13 Ref Tokens
5vs5 Double Battle: 11 Ref Tokens
5vs5 Triple Battle: 11 Ref Tokens
6vs6 Single Battle: 15 Ref Tokens
6vs6 Double Battle: 13 Ref Tokens
6vs6 Triple Battle: 13 Ref Tokens
Melee Battles: Number of Pokemon + 2 Ref Tokens
Brawl Battles: Number of Pokemon + 2 Ref Tokens
Why exactly is it that refs who undertake the challenge of reffing more complex difficulties and/or more total Pokemon end up getting the short end of the stick? The easiest format to ref, a 1v1 Singles, has the highest RC:Pokemon ratio, at 1.5. If you look at a 6v6 Doubles, it's not even 1.1. As a person that has been reffing for quite a while, I know for certain that higher complexities take much longer to ref, even if they end sooner (which afaik is the reason why Singles gives more than Doubles); for this reason, I believe that Doubles and Triples Formats should reward more RC for referees. Furthermore, since long battles take more dedication on the part of the ref (this is especially true for complex formats), I think that longer battles should have a higher RC ratio than short battles that usually finish really soon. My suggestion is something like this:
Code:
1vs1 Single Battle: 2 Ref Tokens
2vs2 Single Battle: 4 Ref Tokens
2vs2 Double Battle: 4 Ref Tokens
3vs3 Single Battle: 7 Ref Tokens
3vs3 Double Battle: 8 Ref Tokens
3vs3 Triple Battle: 8 Ref Tokens
4vs4 Single Battle: 10 Ref Tokens
4vs4 Double Battle: 11 Ref Tokens
4vs4 Triple Battle: 11 Ref Tokens
5vs5 Single Battle: 13 Ref Tokens
5vs5 Double Battle: 14 Ref Tokens
5vs5 Triple Battle: 14 Ref Tokens
6vs6 Single Battle: 16 Ref Tokens
6vs6 Double Battle: 17 Ref Tokens
6vs6 Triple Battle: 17 Ref Tokens
Melee Battles: Number of Pokemon + 2 Ref Tokens
Brawl Battles: Number of Pokemon + 2 Ref Tokens
Rewards for Melees and Brawls are unchanged due to the usual short duration of each one. This change makes reffing larger battles more worth it in the long run, rewarding referees who actually dedicate themselves. This is a rough draft and can be changed, but I do think that while the +1 RC given to all reffings was a welcome benefit, it unbalanced the rewards system we had for referees.
RE:
Athenodoros said:
The reason that was changed to be like it is now was that no one was reffing Singles matches, because they wanted the quick counters from Triples and Doubles which the old scheme, like yours, provided. Although I agree that it could be tried again now that everything is a bit more even again.
That's why 2v2 Dubs are the same as 2v2 Singles here; usually anything surpassing that goes past the boundary of "quick match for counters," which is why more complex formats are rewarded only after that threshold.