TL;DR
- Timelimit 30, Winlimit 5, and Round Timer 5 should be implemented by all leagues/tournaments ASAP
- The impact of Continuous Overtime was not as severe on scheduling as planned, but an indefinite match time for all standard matches is very risky in time-sensitive competitions.
- Continuous Overtime should replace Golden Cap
I think that the viewpoints of players and spectators are very important, yet I would like to give my feedback based as an organiser/TA.
I believe that we should be playing the same game, regardless of whether its a PUG, Official, League or LAN. It's been something I've advocated for a while now and so that I why I was very keen to help admin this Unity Cup. So I'll quickly put down my thoughts about the ruleset.
Short thoughts:
- There is no reason that everyone shouldn't be using Winlimit 5, leagues and tournaments should make this change ASAP. Windifference is fine, but at the point where WD would come into play Winlimit does that far easier and much quicker.
- Leagues and tournaments should use Round Timer 5, theres still some debate on it but I think that it is an improvement on the game by removing 10min stalemates. In the vast majority of settings round timer has no impact (on average, rounds in the Invite Groups & Playoffs Bracket lasted around 5 minutes total) and in the cases where it does I'd imagine teams would be stalemating regardless of whether its 10 or 5 minutes, but that's just me.
- A combination of Winlimit 5, Timelimit 30, and Round Timer 5 should be the standard across all leagues in all regions, and this should be done soon.
Continuous Overtime
The more complicated part of this discussion from a TA/Organiser point is the use of the continuous overtime (+1 round) rule. For LAN and Weekend Cup competitions, like iSeries and Community Clash we have blocked out 1 hour for a BO1 and then a 15 minute 'break'. This is incredibly generous and in 90% of cases most matches end way before the next round is due which tends to create a fair amount of downtime, much to the dismay of players. But this is by design for 2 key reasons:
- Health and rest for Staff & Players
- Scheduling and preventing delays
We block out more time than the match is expected to take because we expect delays. Be technical issues, players being late to contact one another, pick/bans, a late start, or just a long match. Because right now under the old ruleset a match has a finite timepool from which we can confidently construct a schedule that runs pretty much on time, as its a schedule that expects things to go wrong. A continuous overtime presents a risk of a match running beyond our expectations and delaying the entire tournament, in the case of a Swiss setup.
What we found in this Unity Cup is that on average (for Invite & Playoff Matches), matches that went into continuous overtime (AKA past 30 mins) only went on for another 10 minutes with the most extreme case being NOOBPANZER vs Witness going for 50+ minutes. Under the schedule setup we've used at LAN/Weekend Cups we can likely do a BO1 within an hour, BO3 within 2 1/2 and a BO5 within 4 hours using the Unity Cup rule set as is. I was surprised that the tournament ended up running pretty much on schedule or even ahead of it, so I can say that its possible.
The other side of me though thinks that its risky to assume that it will be the case in future events. To this end, I think that the overtime should only activate at a draw or at most a 1-round deviation (1-0, 2-1, 3-2,4-3), and only in matches where there must be a Win or a Loss (things like Playoffs etc.). Basically, removing Golden Cap for a Continuous Overtime rule. Ending a match and then re-execing stuff and re-readying up actually takes quite a lot of time so in this case an overtime rule would actually probably end up saving time. If garbage time is really a problem for teams/players, then I'd recommend implementing the GG plugin again, just with tighter restrictions on when it can be used (3 mins left on match, only by losing team).
In summary, this format has promise and there are parts I definitely feel have value and should be implemented straight away, but the use of Continuous Overtime in standard matches would likely cause massive headaches from an Admin/Organiser's perspective, particularly in time-sensitive tournaments like Weekend Cups and LANs.