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Tournament bracket idea.

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#7
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aka.Ward3n
What makes this better than a tournament with a dynamic bracket? The only thing is, a dynamic bracket tournament is less of a hassle to calculate. And the downside is that some people work, some don't; some people can play from work, some can't. As a result, those with more free time to play get a huge advantage. Plus, "average" players can easily exploit "newbies" and thus advance, while the "pros" will naturally play against each other because they're not interested in playing against players who are significantly weaker. In the end, what do we have: Disadvantages: - Those who can play almost any time of day get a huge advantage. - Exploitation of "newbies" is possible. - The tournament timeframe also introduces uncertainty. Judging by this format, specific deadlines should be set, like 6 months, and after 6 months, a "final four" should be held. Advantages: - Everyone won't have to wait for one or two people. - The ability to choose an opponent "to their liking." Conclusion: The idea is sound, but there are some drawbacks.
Well, let me try to argue: - I agree that the "quality" of the game is least related to the number of games played and, rather, increases with the number of games, making it a more indicative measure. That is, a weak but capable player who plays non-stop will play 10 games and remain "where they are," while a strong player will score their points in two or three matches and move forward. It should be understood that each game can either "add" or "subtract." Look at the Player Rating - the picture is indicative when a player with 10 games is significantly higher than a player with 50... - "Exploitation of newbies" already exists in tournaments. For example, I might be matched against Javdet, and I can't refuse the game. If he doesn't lose, I'll likely "go" to the lower bracket with a 90% probability. And there, I might randomly get matched against a loser from the "The vs Twaryna" pair. And the most important thing here is not that I lost (learn to play, and then try), but that someone "got a free pass" past me. In the "scheme" I proposed, a weak player can simply refuse to play, waiting for a more "suitable" player. Thus, the "blindness" of the draw is compensated by the "diplomacy" of the players. And we are all a community, and if in the old "schemes" a strong player, after defeating three obvious newbies, at most causes a surge of "what a freeloader you are," implying that he didn't contribute, then in the proposed version, there will be phrases like "what a sly fox you are," clearly not out of envy, but rather out of reproach. - The timeframe introduces variety: - There will be no delays. - Constant monitoring of the game situation. - No need to withdraw from the tournament or find replacements. - All sorts of coalitions are possible, such as "he's getting too far ahead, let's take a bite out of his 2000" or "I need to get moving, Fedya, Senya, and Yegor have already moved on." - More "close" communication between players - as soon as even a newbie reaches 2000, they will receive more offers to play. - I'm sure that communication within the tournament will become noticeably more lively. The problem with the difficulty of calculating the scores is solvable. The only question that arises is with the "make-up" games: If the scores are calculated based on the result of the game, a situation may arise where a player played hoping to earn 1000, but in reality, they will only get 250 because the opponent has already lost to someone else. Or the option of "deducting" points as if into a "game fund": 1vs2 2000/1000 1vs3 1000/1000 1vs4 500/1000 Personally, the first option seems simpler and more interesting to me.
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