The Observatory feedback megathread!
Posted: Mon Jan 30, 2017 11:18 am
First of all, thanks a ton for making the first "season" of The Observatory fun. If you had half as much fun as I did, it was a success. The goal was to create a competitive yet relaxed environment where anyone could come in and play whenever they wanted, and those who were truly competitive could compete in a format that I hope they found challenging and refreshing.
With that said, I wanted to go down some of the issues that cropped up during the season, and reach out to the community on how best to resolve them. I have some ideas of my own, and will add them here as we go.
The season consisted of 3 Swiss qualifiers of 4 rounds each, giving each player a chance to play up to 12 games. Participation in each round was optional, and season points were given based on wins and how well your defeated opponents did. The final tournament consisted of a wildcard with players who were on the playoff "bubble", followed by the finals tournament which was an 8-player, single-elimination knockout bracket where players played two matches, one each in their home level of choice, with the winner being determined by final score. Players chose home levels per qualifier throughout the season, and another home level in the finals tournament.
Some issues that became apparent during the course of the tournament:
* Swiss system - The system was meant to be handled via a bot. Unfortunately the bot was less than stable, and I had to manually run a bunch of the tournaments manually. Given this, I'm hesitant to talk about whether the system worked or not, but am open to feedback on it. The plus of a Swiss is that everyone gets to play... it's an inclusive system that lets players on the low end get games, and not just let people on the top end have all the fun.
* Home levels - Let's get straight to the point... players angled HARD on their home levels. Levels that I would include in that list are Faster, Niknak, Megathena, Mega Nysa x4, Ostrich Farm, Xenocide, and Wrath no vulcan x5. There are probably more but I can't really think of them at the moment. However, out of this list of 7, pilots went undefeated in 4 of these levels (Faster, Niknak, Mega Nysa, Wrath no vulcan). We also had two mega missile games, and neither of them were particularly fun to watch, as the first one was a "run and hide and chuck missiles" and the other was Jediluke doing Jediluke things.
The intention was to give players a home level that they feel comfortable in, and give the "away" pilot something to adjust to. This seems to have turned out to have quite the negative effect however, where instead of adjusting to the level, pilots either gave up or played the level in a way they didn't feel comfortable doing. With that said, we did see a few interesting new levels, including Faster, Niknak, and Xenocide (although that one didn't get much air time, sadly).
There seems to be as many ideas on how to improve this as there were people watching, and as of right now I am not sure how to go forward with this. Three ideas I am leaning towards (and some of these can be combined) are no modifications from the original levels, having players pick a level and stick with it throughout the entire season, and restricting levels to a core list (that would likely be significantly larger than DCL core). I'm also not against allowing players to submit levels that would be vetted in advance, and anything too extreme could be booted.
* Finals Tournament format - The Finals was awesome, but let's be real... it went six and a half hours. We can definitely cut this down, and I'm thinking of reducing the field from 8 players to 6, giving seeds 1 and 2 a bye to the semis (and sparing viewers from the 25-4 thrashing we saw in the first round). If 9 players is the number of players we would expect on average to attend the tournament, then we would also get an actually anarchy game for the Wildcard, which I think would be amazing fun for viewers.
* Finals Tournament scoring - I found the way that the Finals Tournament progressed was extremely interesting... Cyrus's comeback on Melvin was about as awesome as his meltdown against Sirius, and Jediluke playing damage control in his first game against Sirius as opposed to trying to outright win it was absolutely the right way to take advantage of the scoring system. I personally enjoyed having a different format for the finals, but I am interested in getting feedback of both viewers and the pilots who played.
* Anything else? - These are the big points I had, but I want to hear from the competitors and the viewers. What did you like most about it? What did you dislike?
With that said, I wanted to go down some of the issues that cropped up during the season, and reach out to the community on how best to resolve them. I have some ideas of my own, and will add them here as we go.
The season consisted of 3 Swiss qualifiers of 4 rounds each, giving each player a chance to play up to 12 games. Participation in each round was optional, and season points were given based on wins and how well your defeated opponents did. The final tournament consisted of a wildcard with players who were on the playoff "bubble", followed by the finals tournament which was an 8-player, single-elimination knockout bracket where players played two matches, one each in their home level of choice, with the winner being determined by final score. Players chose home levels per qualifier throughout the season, and another home level in the finals tournament.
Some issues that became apparent during the course of the tournament:
* Swiss system - The system was meant to be handled via a bot. Unfortunately the bot was less than stable, and I had to manually run a bunch of the tournaments manually. Given this, I'm hesitant to talk about whether the system worked or not, but am open to feedback on it. The plus of a Swiss is that everyone gets to play... it's an inclusive system that lets players on the low end get games, and not just let people on the top end have all the fun.
* Home levels - Let's get straight to the point... players angled HARD on their home levels. Levels that I would include in that list are Faster, Niknak, Megathena, Mega Nysa x4, Ostrich Farm, Xenocide, and Wrath no vulcan x5. There are probably more but I can't really think of them at the moment. However, out of this list of 7, pilots went undefeated in 4 of these levels (Faster, Niknak, Mega Nysa, Wrath no vulcan). We also had two mega missile games, and neither of them were particularly fun to watch, as the first one was a "run and hide and chuck missiles" and the other was Jediluke doing Jediluke things.
The intention was to give players a home level that they feel comfortable in, and give the "away" pilot something to adjust to. This seems to have turned out to have quite the negative effect however, where instead of adjusting to the level, pilots either gave up or played the level in a way they didn't feel comfortable doing. With that said, we did see a few interesting new levels, including Faster, Niknak, and Xenocide (although that one didn't get much air time, sadly).
There seems to be as many ideas on how to improve this as there were people watching, and as of right now I am not sure how to go forward with this. Three ideas I am leaning towards (and some of these can be combined) are no modifications from the original levels, having players pick a level and stick with it throughout the entire season, and restricting levels to a core list (that would likely be significantly larger than DCL core). I'm also not against allowing players to submit levels that would be vetted in advance, and anything too extreme could be booted.
* Finals Tournament format - The Finals was awesome, but let's be real... it went six and a half hours. We can definitely cut this down, and I'm thinking of reducing the field from 8 players to 6, giving seeds 1 and 2 a bye to the semis (and sparing viewers from the 25-4 thrashing we saw in the first round). If 9 players is the number of players we would expect on average to attend the tournament, then we would also get an actually anarchy game for the Wildcard, which I think would be amazing fun for viewers.
* Finals Tournament scoring - I found the way that the Finals Tournament progressed was extremely interesting... Cyrus's comeback on Melvin was about as awesome as his meltdown against Sirius, and Jediluke playing damage control in his first game against Sirius as opposed to trying to outright win it was absolutely the right way to take advantage of the scoring system. I personally enjoyed having a different format for the finals, but I am interested in getting feedback of both viewers and the pilots who played.
* Anything else? - These are the big points I had, but I want to hear from the competitors and the viewers. What did you like most about it? What did you dislike?