Moderator: Community Team
This.shoop76 wrote:Its clearly no a rule in this tourney and many don't wait. I always wait out of respect for my opponent and I know the people I play regularly do the same. But clearly there is a bunch that don't. So I would say its your call.mookiemcgee wrote:12 hour fog rule in Great War tourneys?
Almost no one I've played with seems to wait 12 hours (or for my ok) when these games start, so I assumed that the 12 hour fog rule wasn't in place for these tourneys.
However I was just reprimanded by an new opponent for not waiting (the games were only up for about 10-15 min before I started taking my turns), he has asked I share the info on my turns , which i did out of respect.
Frankly it puts me off quite a bit that my respectfulness puts me at a competitve disadvantage in this set, while I'm getting run over in other sets with other players that don't wait. I'm personally not comfortable asking others to share their first turn info, its part of the game as far as I am concerned...
What is the main intent regarding this rule in 'great war' tourneys per you "the management". I would like to have some clarity moving forward. Again i understand its not an enforceable rule, but do you intend on people obeying this or not? Should I say tough luck to the next opponent that asks when i dont wait? My opinion is this rule has a place in clan war games, but in tourneys where many people arent in clans and may not even know there is such a informal rule it seems out of place to ask people to obey this.
just auto-tournaments, click on the tournaments tab on top of your screen and you'll see what you're looking for.sm8900 wrote:hi. how does this work exactly? do the maps shown actually correspond to the battles that they represent? just want t make sure I follow this. thanks.
It would be lovely if CC had 5,000 maps and we had one of every battle! Unfortunately, no. We have to work with what we have.sm8900 wrote:hi. how does this work exactly? do the maps shown actually correspond to the battles that they represent? just want t make sure I follow this. thanks.

Thanks, stealth! You have been one of our biggest supporters, and I appreciate that. Military history is one of my passions; conquer club tournaments are another, the Great War series brings them both together. Still, it's the compliments I get from you and people like you that keeps me going!stealth99 wrote: I am one of the biggest supporters of this Great War Venture and I commend the people who are volunteering their time to bring me this enjoyment. Thanks so much guys and I hope this helps you make it even bigger and better.
On behalf of the Great War team, I thank you..Captn B wrote: Thanks to all the vols and management who provide an excellent experience for us!
Well, it does happen sometimes in non-automated tournaments, depending on how their tie-breaking rules are written. Still, I'll grant you that it happens less often.stealth99 wrote: THE ISSUE - Players are being eliminated from too many Great War Tournaments, with identical win/loss records as player(s) who are advancing to the next round.
BIGGER ISSUE - When the problem occurs in the final round, players are eliminated with identical records as the player who outright wins the entire event.
This does not happen in non-automated tournaments.
Short answer: No. We lose some flexibility, but we gain volume and a lot of efficiency. There's a cost, but relative to the benefit, it's not too high.stealth99 wrote:Are we not paying a huge price for this automation?
How do you think anybody feels when they play really well and come really close, but not quite close enough? How do you think a hockey team feels when they play to a perfect tie, and then it comes down to a shootout and one wacky shot that should have gone in but took a crazy spin along the way? How do you think a soccer team feels when they have an identical record as someone else but are just one less in their goal differential, probably because of some flukey against-the-wind miss that should have been a goal?stealth99 wrote: http://www.conquerclub.com/player.php?m ... y_id=12457
How do you think Coors1 feels about things? His record was identical to the record of all four finalists!! This cruel tie would have been broken by round speed OR by who joined first; believe it or not.
stealth99 wrote: [The latter part of the Masurian tournament has the exact same problem but much, much worse. The 2 player final is a best of 4?? How can this be? Why an even number? Are we setting up for disaster before we begin?
stealth99 wrote: We know before this one even starts, that the winner may be declared based simply on who joined first.
Captn B wrote:I also fully agree that the CC's Tie-breaking Rules for Automated Tournaments need to reflect skill by winners, rather than by an arbitrary time of who may have stumbled onto and joined a tournament first.
Here’s how FIFA will break group-stage ties, lifted straight from the organization’s book of regulations.
1. Greatest number of points obtained in all group matches.
2. Goal difference in all group matches.
3. Greatest number of goals scored in all group matches.
4. Greatest number of points obtained in the group matches between the teams concerned.
5. Goal difference resulting from the group matches between the teams concerned.
6. Greater number of goals scored in all group matches between the teams concerned.
7. Drawing of lots by the FIFA Organizing Committee.
Captn B wrote:That gives the TO the best advantage if he joins it just after he posts it. lol Not very fair.
You've identified the problem perfectly. A higher number of games leads to more statistical robustness in the result, but many people do not want to play a huge number of games. We try to provide a good variety of large and small tournaments, so that everyone can find something they like.waauw wrote:I absolutely love the great-war series. It's a lot of fun but these guys do have a point about tie-breakers. Now, I'll admit that I haven't read your entire text just now dukasaur. The size of it scares me off. So my appologies if I repeat something already mentioned.
But there are methods to lower chances of tie-breaking rules having to operate:For instance in the tournament "Raid on the Suez", there are 4 games in round 1 and 8 players getting eliminated out of 24. I feel like 4 is not enough and will almost certainly lead to a tie-breaker. Though I do realize that it's a fine line between avoiding tie-breakers and making the gamecount too overwhelming.
- Use more direct 50% elimination rounds like most ordinary tournaments do
- in round robin tournaments, play as many games as possible. The higher the number of games, the lower the chances of ties.
Being able to score by kills instead of by wins is one of the things on the wish list that I've given BW. There's no guarantees, but I'll get it eventually. Not telling how long. The ways of BW are mysterious.waauw wrote:btw, is it possible to have terminator auto-tournaments where kills are counted and not wins? I'm in a tournament right now called "Givenchy" where I lost 4 out of 5 games already, but the games are terminator and I did succeed in taking with me quite a number of kills. I've been thinking of putting this in the suggestions-topic, but I wasn't sure whether this was a mistake or whether it's truely not implementable.
Thank you!mookiemcgee wrote:I just wanted to give a shout out to the great war organizers also, I really like the format and all the effort your putting into this has not been overlooked by "us" the masses.
This is an option we hope to have. It's not supported by the current auto-tournament engine, but like everything else on this site, that's a work in progress, and I think we will eventually have this option.mookiemcgee wrote:I've been reading the Great Tie debate of 2015, and while I have been both "screwed by" and "saved by" the current tie-break rules personally I don't think the wheel needs to be re-invented. I submit there is no perfect way to break a tie short of 'sudden death'.
Here would be my solution:
Anytime there is a "bubble" amongst prize positions, a new game could launch featuring only the bubble players on a small map for a hopefully "quick" game. It could be the exact same map/rules anytime there is a tie in any auto-tourney that affects advancement or prizes. I include the caviot that I have no idea if this would even be possible given the current game system... I'm sure someone has thought of this already, and thats probably why it isnt in use now so just disreagard if this has already been beaten to death.
That sounds like a change with no technical hurdels. I'll definitely send that one upstairs...mookiemcgee wrote:The one thing that really does bother me about the tiebreaker rule is that there is no way to view who joined a tourney first after it's started (at least that i can tell)... I won't know until all games are complete if I will be moving on or not. Would it be possible to include this info on the tourney page? Right now you have 5 catagories of info on the tourney page: "players, record,active,score,status" Could you add one that reads Joined/Win rounds, and have it display info the same way- example - 4/15 - meaning (joined 4th/won in 15 rounds)... At least that way you know where you stand so you can adapt your play along the way to try and secure a position (maybe by trying finish in fewer rounds).
BigWham devised a way to do this, I have tested it on the Beta site, and it works. Let's hope it reduces some of the problems with deadbeats giving some people a free pass through the tourney. There's no guarantees, of course, but it may help.shoop76 wrote:Can't we make a restriction that a player must have a certain percentage of turns taken? Probably 97%. There are organizers that ask for this in the community tournaments. This would considerably reduce this problem.
Thanks for the hard work duk and listening to what we ask for. I know its not realistic to make all changes that are brought forward, but at least we see that you take us seriously.Dukasaur wrote:Four iterations of the First Siege of Przemysl ran. They were a gruelling challenge with 17 concurrent games on the Siege map. The Second Siege of Przemysl, which will launch tomorrow, will be grueling in its own way, but very, very different. An elimination bracket, mostly Poly, on the Stalingrad map. Behold:With the Second Siege of Przemysl, we will be trying a new policy. We will be filtering out players with a turns-taken percentage less than 96. This is a suggestion first made by Shoop76 back in January:second siege of przemysl may 12th to 19th
After the failure of the first siege, the Russians resumed on Nov 9th. This time the situation was much more in their favour. The Austrian army had still not recoverd from the disaster of Galicia, and now the German army was also reeling back after the defeat at Lodz. Very little help was available for Przemyśl. A relief force was sent, but failed to reach the city. The Russian artillery never stopped, and in addition to combat casualties there were many losses to disease, starvation, and frostbite. On March 22nd the garrison capitulated.
Account of the siege on wikipedia
Reading about Przemyśl is very much like reading about the debacle at Stalingrad, which is why the Stalingrad map has been chosen to represent this battle. Nuclear spoils represent the constant losses to Russian artillery. No forts represent the failure of the relief force to reach the garrison. Observation was somewhat unreliable, but not entirely, so I have chosen a mixture of sun and fog.
The tournament is a straightforward elimination bracket straight out of Dullsville, so nobody will be offended by use of tiebreaking rules. Most of the rounds are Poly, to reduce the impact of the fairly strong first-turn advantage.
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Simple elimination bracket. 32 players start, 31 die.
All rounds feature Nuclear spoils and No Reinforcements.
Round one, 1 x Poly(4) game, sunny
Round two, 3 x Poly(2) games, all foggy
Round three, 5 x 1v1 Standard games, random sun and fog
Round four, 7 x Poly(3) games, alternating sun and fog
Round five, 9 x Poly(4) games, random sun and fog
-- DK
Subject: The Great WarBigWham devised a way to do this, I have tested it on the Beta site, and it works. Let's hope it reduces some of the problems with deadbeats giving some people a free pass through the tourney. There's no guarantees, of course, but it may help.shoop76 wrote:Can't we make a restriction that a player must have a certain percentage of turns taken? Probably 97%. There are organizers that ask for this in the community tournaments. This would considerably reduce this problem.

