UnFreeZe Super League 2023
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Re: UnFreeZe League 23/24
GGs for all, cool games that are already behind us. thanks also for organizing the tournament @adminless. It's nice that this time we were positive about the entire environment of our games from the very beginning to the very end. that's what counts the most, good atmosphere, a little laughter, a little sadness and the game is the last couting thing that ties it all together ! see you next time ( maybe, probably)) )
Camaradas Iks De
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Re: UnFreeZe League 23/24
ok, everything updated now as expected nothing remarkable changed only that with this result ass finally takes the second place of the second leg. for other than that I already added now the best eight I picked as usual based in a mix of stats and appreciation which is as follows olc, ami, heero, ricky, blaze, fau, ironmonkey and NoobsHunter with olc as the best player of the second leg (I think that this time he finally delivered, no bullshit) and NoobsHunter obviously as a guest again as to give some visibility to the Double Trouble guys as well there. for the overall season best and mvp so nobody come back as crazy claiming that I give those titles at random, to my friends or whatever later as I'm gonna put these games together in a stats site once I do this time I'll give that to whoever comes out from that ranking which I just can't anticipate (though I can already anticipate that there can be surprises so we'll see).
anyway, on the balance topic as I said in the next days I'll complete all that but what I can already do is post here the output of the balance tracking teams database function I use to oversee the teams that again some people think/claim that I just pick those at random and/or simply with mean intentions based in personal preferences. now that the thing has finished and is more or less uniform see for yourself (which is just the full output of what you have noted on each team description btw nothing new just the full raw output). although I insist beside all those metrics at the end of the day what really matters and should really be accounted for are the in-game results.
and before this started it was pretty much the same or very similar (although to be honest not even that close, for example, heero wasn't nearly as good as he is now in this mode/server). obviously that works assuming that if not everybody is gonna play exactly the same as that's unreasonable/unrealistic at least overall in the long run there's gonna be a fair amount of players rotation on each team and not that only the top five or six of each team are the ones that are gonna really play. clearly if that's finally gonna be the case then the balance will have to account for that as that's then a very different story as can be seen there so as said we'll see how it plays out for another edition.
@everyone sure no problem ggs and thanks for participate.
anyway, on the balance topic as I said in the next days I'll complete all that but what I can already do is post here the output of the balance tracking teams database function I use to oversee the teams that again some people think/claim that I just pick those at random and/or simply with mean intentions based in personal preferences. now that the thing has finished and is more or less uniform see for yourself (which is just the full output of what you have noted on each team description btw nothing new just the full raw output). although I insist beside all those metrics at the end of the day what really matters and should really be accounted for are the in-game results.
Code: Select all
+------------------------+------+------+------+------+
| team | ppd | ppg | deff | acc |
+------------------------+------+------+------+------+
| ^7M^1ir^7osl^1a^7v | 1.58 | 19.8 | 56.1 | 31.3 |
| ^2eX^2y^1I^7sn1 | 1.54 | 20.2 | 53.3 | 23.0 |
| fau | 1.39 | 19.3 | 53.4 | 33.7 |
| ^3^^0>!<^3KF | 1.37 | 17.5 | 53.5 | 27.5 |
| ^1[ILM]^7^^0ORGI^169 | 1.23 | 15.8 | 50.0 | 18.3 |
| ^1o^4K^1o^2*Mag | 1.21 | 17.0 | 50.3 | 25.1 |
| ^1[ILM]^7^^7Mike_uk | 1.21 | 15.2 | 51.7 | 17.9 |
| MyWifeHatesQ3 | 1.16 | 17.2 | 46.9 | 18.0 |
| ^7^^0over30^7|^^0noobz | 1.12 | 16.4 | 46.8 | 22.4 |
| Team Masters (avg) | 1.31 | 17.6 | 51.3 | 24.1 |
| Team Masters (std) | 0.16 | 1.7 | 3.0 | 5.5 |
+------------------------+------+------+------+------+
+-----------------------------+------+------+------+------+
| team | ppd | ppg | deff | acc |
+-----------------------------+------+------+------+------+
| ^7M^1ir^7osl^1a^7v | 1.58 | 19.8 | 56.1 | 31.3 |
| ^1^^0>!<^1HEERO-2B | 1.58 | 18.8 | 54.6 | 32.7 |
| ^6^^0>!<^6olc | 1.46 | 19.3 | 54.9 | 29.4 |
| ^3^^0>!<^3KF | 1.37 | 17.5 | 53.5 | 27.5 |
| ^2^^0>!<^2Shantu | 1.31 | 17.0 | 49.2 | 28.8 |
| ^2^^0>!<^2Viper^7++ | 1.07 | 13.2 | 45.7 | 21.7 |
| ^6^^0>!<^6SQUID | 0.94 | 12.1 | 36.1 | 21.9 |
| ^4^^0>!<^7Fra^4G_M^7asiN^4? | 0.87 | 12.4 | 40.2 | 20.1 |
| Diamond Clan (avg) | 1.27 | 16.3 | 48.8 | 26.7 |
| Diamond Clan (std) | 0.26 | 3.0 | 7.0 | 4.5 |
+-----------------------------+------+------+------+------+
+----------------------+------+------+------+------+
| team | ppd | ppg | deff | acc |
+----------------------+------+------+------+------+
| aimer | 1.42 | 18.1 | 50.8 | 26.1 |
| fau | 1.39 | 19.3 | 53.4 | 33.7 |
| snek | 1.30 | 16.2 | 54.0 | 33.4 |
| ^3Semisek48 | 1.28 | 16.7 | 48.5 | 22.4 |
| ^6p^6k^6s | 1.17 | 17.2 | 44.3 | 19.3 |
| MyWifeHatesQ3 | 1.16 | 17.2 | 46.9 | 18.0 |
| ribx | 1.15 | 17.0 | 49.4 | 20.8 |
| lee | 1.01 | 15.0 | 47.5 | 16.3 |
| Team Community (avg) | 1.24 | 17.1 | 49.4 | 23.8 |
| Team Community (std) | 0.13 | 1.2 | 3.1 | 6.3 |
+----------------------+------+------+------+------+
+------------------------------+------+------+------+------+
| team | ppd | ppg | deff | acc |
+------------------------------+------+------+------+------+
| ^1[ILM]^7^^7Blaze | 1.47 | 19.4 | 54.8 | 28.2 |
| ^1[ILM]^7^^7vrt^1x | 1.31 | 16.1 | 53.3 | 31.3 |
| ^1[ILM]^7^^0i^1r^3o^7nmonkey | 1.30 | 19.2 | 52.0 | 24.7 |
| ^1[ILM]^7^^7Fus1on | 1.29 | 17.0 | 51.9 | 22.4 |
| ^1[ILM]^7^^0ORGI^169 | 1.23 | 15.8 | 50.0 | 18.3 |
| ^1[ILM]^7^^7Mike_uk | 1.21 | 15.2 | 51.7 | 17.9 |
| ^1[ILM]^7^^7MAKAVELI | 0.88 | 12.3 | 40.3 | 14.9 |
| ILM Clan (avg) | 1.24 | 16.4 | 50.6 | 22.5 |
| ILM Clan (std) | 0.17 | 2.3 | 4.4 | 5.5 |
+------------------------------+------+------+------+------+
+------------------------------------+------+------+------+------+
| team | ppd | ppg | deff | acc |
+------------------------------------+------+------+------+------+
| ^1o^4K^1o^2*^2W^2ho^2A^2m^2I^4?^1! | 2.04 | 22.3 | 57.4 | 29.0 |
| ^1o^4K^1o^2*Mag | 1.21 | 17.0 | 50.3 | 25.1 |
| ^1o^4K^1o^2*^3Mango | 1.21 | 14.0 | 49.0 | 21.8 |
| ^1o^4K^1o^2*cTh | 1.11 | 16.6 | 50.6 | 29.4 |
| ^1o^4K^1o^2*^1Rotten | 1.09 | 14.0 | 48.8 | 18.9 |
| ^1o^4K^1o^2*cacahuete | 1.05 | 15.3 | 46.8 | 27.8 |
| ^1o^4K^1o^2*yUb | 1.00 | 13.1 | 43.1 | 16.6 |
| oKo Clan (avg) | 1.24 | 16.0 | 49.4 | 24.1 |
| oKo Clan (std) | 0.33 | 2.9 | 4.0 | 4.7 |
+------------------------------------+------+------+------+------+
+-----------------------------+------+------+------+------+
| team | ppd | ppg | deff | acc |
+-----------------------------+------+------+------+------+
| ^1^^0>!<^1HEERO-2B | 1.58 | 18.8 | 54.6 | 32.7 |
| ^6^^0>!<^6olc | 1.46 | 19.3 | 54.9 | 29.4 |
| ^3^^0>!<^3KF | 1.37 | 17.5 | 53.5 | 27.5 |
| ^5^^0>!<^5crm* | 1.32 | 15.9 | 51.6 | 21.2 |
| ^2^^0>!<^2Shantu | 1.31 | 17.0 | 49.2 | 28.8 |
| ^2^^0>!<^2Viper^7++ | 1.07 | 13.2 | 45.7 | 21.7 |
| ^6^^0>!<^6SQUID | 0.94 | 12.1 | 36.1 | 21.9 |
| ^4^^0>!<^7Fra^4G_M^7asiN^4? | 0.87 | 12.4 | 40.2 | 20.1 |
| Immortal Clan (avg) | 1.24 | 15.8 | 48.2 | 25.4 |
| Immortal Clan (std) | 0.24 | 2.7 | 6.5 | 4.4 |
+-----------------------------+------+------+------+------+
+------------------+------+------+------+------+
| team | ppd | ppg | deff | acc |
+------------------+------+------+------+------+
| pride.ixsy | 1.62 | 20.4 | 56.2 | 35.6 |
| pride.odin | 1.50 | 18.2 | 53.3 | 28.0 |
| pride.blck | 1.33 | 18.9 | 54.6 | 23.4 |
| pride.vyaz | 1.17 | 15.0 | 48.1 | 22.2 |
| pride.ixaa | 1.14 | 14.1 | 50.4 | 22.1 |
| pride.Labr | 0.93 | 12.1 | 45.2 | 15.6 |
| pride.ntwk | 0.80 | 10.4 | 41.0 | 16.9 |
| Team Pride (avg) | 1.21 | 15.6 | 49.8 | 23.4 |
| Team Pride (std) | 0.27 | 3.4 | 5.0 | 6.3 |
+------------------+------+------+------+------+
+-------------------+------+------+------+------+
| team | ppd | ppg | deff | acc |
+-------------------+------+------+------+------+
| ^5Danger^7 | 1.36 | 17.0 | 51.8 | 23.1 |
| Plumse | 1.28 | 17.0 | 53.3 | 36.2 |
| ouu^4n^1p | 1.20 | 19.1 | 48.0 | 22.7 |
| -OfC-...jutuli... | 1.18 | 17.9 | 46.3 | 19.4 |
| ^5P^7UFF | 1.04 | 15.2 | 46.6 | 26.2 |
| ^3Salty^5Peanut | 0.95 | 13.9 | 41.4 | 19.6 |
| Team Forza (avg) | 1.17 | 16.7 | 47.9 | 24.5 |
| Team Forza (std) | 0.14 | 1.7 | 3.9 | 5.7 |
+-------------------+------+------+------+------+
+-----------------------------+------+------+------+------+
| team | ppd | ppg | deff | acc |
+-----------------------------+------+------+------+------+
| ^1^^0>!<^1HEERO-2B | 1.58 | 18.8 | 54.6 | 32.7 |
| ^5^^0>!<^5crm* | 1.32 | 15.9 | 51.6 | 21.2 |
| ^7^^0over30^7|^^0d4widoV^7* | 1.21 | 17.8 | 51.2 | 29.8 |
| ^7^^0over30^7|^^0noobz | 1.12 | 16.4 | 46.8 | 22.4 |
| ^7^^0over30^7|^^0Cybra^7* | 1.06 | 14.6 | 47.1 | 34.9 |
| ^7^^0over30^7|^^0xo^7* | 0.94 | 12.6 | 47.3 | 22.0 |
| ^7^^0over30^7|^^0srl^7* | 0.87 | 13.1 | 43.0 | 15.8 |
| Team Over30 (avg) | 1.16 | 15.6 | 48.8 | 25.5 |
| Team Over30 (std) | 0.22 | 2.1 | 3.6 | 6.5 |
+-----------------------------+------+------+------+------+
+------------------------------------+------+------+------+------+
| team | ppd | ppg | deff | acc |
+------------------------------------+------+------+------+------+
| ^5-^3=^1ASS^3=^5-^^0Infi^7n^1!^7ty | 1.50 | 17.1 | 54.8 | 33.4 |
| ^5-^3=^1ASS^3=^5-^2RICKY!!! | 1.41 | 19.0 | 54.9 | 34.5 |
| ^5-^3=^1ASS^3=^5-^7ang3lfish | 1.28 | 16.0 | 50.3 | 30.9 |
| ^5-^3=^1ASS^3=^5-^4^^2W^7ALNUT | 1.20 | 15.7 | 47.5 | 31.1 |
| ^5-^3=^1ASS^3=^5-^7^^0Ric0^7_ | 1.14 | 14.9 | 51.4 | 34.5 |
| ^5-^3=^1ASS^3=^5-^1CLIFF | 0.99 | 14.1 | 45.7 | 26.1 |
| ^5-^3=^1ASS^3=^5-^7o^5a^7b | 0.85 | 11.1 | 42.1 | 25.2 |
| ^m-^c=^aASS^c=^m-^a^^uTox^ai^uc | 0.70 | 8.9 | 43.7 | 20.2 |
| ASS Clan (avg) | 1.13 | 14.6 | 48.8 | 29.5 |
| ASS Clan (std) | 0.23 | 3.1 | 4.2 | 4.9 |
+------------------------------------+------+------+------+------+
+-----------------------------+------+------+------+------+
| team | ppd | ppg | deff | acc |
+-----------------------------+------+------+------+------+
| ^6^^0>!<^6olc | 1.46 | 19.3 | 54.9 | 29.4 |
| *^1S^3oO^1*^7xpow | 1.30 | 11.7 | 57.1 | 21.5 |
| *^1S^3oO^1*^7Devarezz* | 1.19 | 14.6 | 48.5 | 22.6 |
| *^1S^3oO*^1CCCP.l^7!^1ve | 1.16 | 14.8 | 51.3 | 25.4 |
| *^1S^3oO^1*^7def | 0.95 | 12.3 | 44.0 | 31.6 |
| *^1S^3oO^1*^3Mi^6ll | 0.85 | 11.3 | 50.0 | 25.8 |
| *^1S^3oO*^7BIV ^4MOC^1KBA^7 | 0.74 | 10.7 | 36.4 | 21.7 |
| Soobshchestvo (avg) | 1.09 | 13.5 | 48.9 | 25.4 |
| Soobshchestvo (std) | 0.24 | 2.8 | 6.4 | 3.6 |
+-----------------------------+------+------+------+------+
+-----------------------+------+------+------+------+
| team | ppd | ppg | deff | acc |
+-----------------------+------+------+------+------+
| *DT*NoobsHunter | 1.06 | 13.4 | 46.7 | 25.1 |
| ^6*DT*^3OfC-^4maczus | 0.99 | 13.0 | 43.7 | 26.8 |
| *DT*Tubylec | 0.91 | 11.9 | 42.2 | 24.1 |
| *^4DT^7*^4Ed^7version | 0.79 | 10.6 | 44.4 | 24.8 |
| ^7*^1DT^7*^1Franni | 0.78 | 10.5 | 42.1 | 17.7 |
| ^6*^6DT*^7REDRUM | 0.58 | 8.6 | 34.8 | 15.7 |
| *^4DT^7*^1Rozp!erdol | 0.54 | 8.4 | 33.3 | 17.4 |
| ^3*DT*^4Abo^3ba | 0.39 | 5.4 | 29.1 | 15.9 |
| Double Trouble (avg) | 0.76 | 10.2 | 39.5 | 20.9 |
| Double Trouble (std) | 0.22 | 2.5 | 5.9 | 4.4 |
+-----------------------+------+------+------+------+
@everyone sure no problem ggs and thanks for participate.
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Re: UnFreeZe League 23/24
Interesting, but also not many surprises there. Are these stats calculated on this tournament games (or the most recent X games maybe)? As you have noted, performances vary over time so more recent games should weigh more than 1-2 years old games to reflect the current state
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Re: UnFreeZe League 23/24
GGs everyone, good event as always Thank adminless.
We didn't get second place this time but we had no 0:2 loss, this counts for something too!
I think map tier system and drops were great ideas. If I'm not mistaken we didn't really get any new maps into actual rotation this season, but my team had no time to practice new maps like we usually did.
Second ranked server was very useful at times.
I missed long bo5 games a bit personally. bo3 was often short for my liking and there wasn't as much comeback potential or at least getting your hopes up with 1:2 score. If you want to stay with this 2-legged system, I would make all 3 maps mandatory and count them towards end result rather than making it "best of" 3.
Besides immortal-msk superfight, do you have any community event planned? Maybe invitational game or draft during christmas break?
Or something opposite - invite some players from public server but exclude tournament players or at least top tournament players. I wonder if there would be enough interested in that. Didn't really think it through yet. Probably all good public players who still haven't joined tournaments events simply have no time or interest for that like last time, but maybe for one-off event?
We didn't get second place this time but we had no 0:2 loss, this counts for something too!
I think map tier system and drops were great ideas. If I'm not mistaken we didn't really get any new maps into actual rotation this season, but my team had no time to practice new maps like we usually did.
Second ranked server was very useful at times.
I missed long bo5 games a bit personally. bo3 was often short for my liking and there wasn't as much comeback potential or at least getting your hopes up with 1:2 score. If you want to stay with this 2-legged system, I would make all 3 maps mandatory and count them towards end result rather than making it "best of" 3.
Besides immortal-msk superfight, do you have any community event planned? Maybe invitational game or draft during christmas break?
Or something opposite - invite some players from public server but exclude tournament players or at least top tournament players. I wonder if there would be enough interested in that. Didn't really think it through yet. Probably all good public players who still haven't joined tournaments events simply have no time or interest for that like last time, but maybe for one-off event?
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Re: UnFreeZe League 23/24
@aimer no those are taken from the whole ranked historic stats. as said, in the afternoon or tomorrow I'll just compile and put together just the ones for the entire thing and I'll post them here.
@fau I know as a interesting stat about your team you won all your five fights 2:0 while you lost all your five fights 2:1 meaning that indeed you had room to improve there as shown also by the stats. well as you started saying, this is not the champions league for real (i.e. meaning money, for a living) so overall there must be a compromise between playability and complexity. obviously the proper "professional" (i.e. complete) way to do it would be to make it all best of five fights, with tie-breakers included, and to account for the picks in-between legs for the direct match ups as brought before. just as I commented in my opinion that would be just too heavy and hardcore of a format that would overall undermine a bit the experience outside paid professional events (ex. clearly if you were to sale the broadcasts you're not gonna get anybody pay anything for less than one hour of content so it's like there would be really no choice there) and that at the end of the day I don't think it would even really make a significant difference to the overall outcome. of course, for cups or single legged events the classic regular best of five format will stick (ex. immortal vs moskva) however for regular seasons/leagues or legged events like this I assume this should stick from what I saw just with some different map tiers or others. think that although not strictly "mandatory" at the end of the day it was non binding implicitly agreed to play the third maps anyways for that reason and everyone honored that so all 90 games were finally played. that was also a downside of best of five that in the case of 3:0 outcomes (which were by no means rare) most often than not it meant the night ended there leaving the b sides in a receiving loss frustrated about their picks however now instead everyone gets to play the same and the entire thing gets played in full not to mention about better schedules and compatibility with other activities. as for the rest, initially not, as I said, I believe that virtually every league fight was pretty much like a all-star/top community game then with the exception of the immortal-moskva superfight that it's something else I don't really see a reason as to setup yet another fight more so I won't promote/dig that myself. that said as usual if people is really up/interested in that they can perfectly just bring it here and/or across the forum and it can be organized given there's meaningful interest in that, no big deal. next plans I think that after the Christmas may be a small ctf cup or at least another ctf event can be setup and/or may be also some duels/masters tournament that the previous one was left kinda undone so as usual we'll see about that. I don't think I'll run another UnFreeZe event at least until spring/summer or so by now.
@fau I know as a interesting stat about your team you won all your five fights 2:0 while you lost all your five fights 2:1 meaning that indeed you had room to improve there as shown also by the stats. well as you started saying, this is not the champions league for real (i.e. meaning money, for a living) so overall there must be a compromise between playability and complexity. obviously the proper "professional" (i.e. complete) way to do it would be to make it all best of five fights, with tie-breakers included, and to account for the picks in-between legs for the direct match ups as brought before. just as I commented in my opinion that would be just too heavy and hardcore of a format that would overall undermine a bit the experience outside paid professional events (ex. clearly if you were to sale the broadcasts you're not gonna get anybody pay anything for less than one hour of content so it's like there would be really no choice there) and that at the end of the day I don't think it would even really make a significant difference to the overall outcome. of course, for cups or single legged events the classic regular best of five format will stick (ex. immortal vs moskva) however for regular seasons/leagues or legged events like this I assume this should stick from what I saw just with some different map tiers or others. think that although not strictly "mandatory" at the end of the day it was non binding implicitly agreed to play the third maps anyways for that reason and everyone honored that so all 90 games were finally played. that was also a downside of best of five that in the case of 3:0 outcomes (which were by no means rare) most often than not it meant the night ended there leaving the b sides in a receiving loss frustrated about their picks however now instead everyone gets to play the same and the entire thing gets played in full not to mention about better schedules and compatibility with other activities. as for the rest, initially not, as I said, I believe that virtually every league fight was pretty much like a all-star/top community game then with the exception of the immortal-moskva superfight that it's something else I don't really see a reason as to setup yet another fight more so I won't promote/dig that myself. that said as usual if people is really up/interested in that they can perfectly just bring it here and/or across the forum and it can be organized given there's meaningful interest in that, no big deal. next plans I think that after the Christmas may be a small ctf cup or at least another ctf event can be setup and/or may be also some duels/masters tournament that the previous one was left kinda undone so as usual we'll see about that. I don't think I'll run another UnFreeZe event at least until spring/summer or so by now.
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Re: UnFreeZe League 23/24
I just put together now the stats for the second leg along with the dedicated forum for it as usual and as can be seen there unfortunately this time the first place hasn't been as competitive as in the first leg and as I would have liked it to be and the stats definitively show a significant difference that probably depending on the circumstances it will have to be accounted for in future events. overall that's what really should matter/be looked for, if you're not actually losing anything (5:0) or virtually anything (10:3) then it's just not competitive enough at the end of the day. but in any case, I repeat, the results are far from being a absolute disgrace or anything. other than that another conclusion that can be draw from them is that the second leg appears to have been played a lot more aggressive and offensively than the first one. overall there was so far only 22 eliminations (i.e. one every other match on average approx) so it was nothing dramatic as expected then I guess that probably means that the thaw cap instead had a impact more in the choice of play style. anyways, at least from what I saw it played a lot of smoother and without the usual deadlocks/chokes that often occurred specially in the decisive and top competitive fights.
ok, now I'll do the same with the whole season results instead and put together a separate stats ranking for it later today or tomorrow and then that should be it with this. in the mean time I also made my own best eight list as usual after reviewing this which is as follows now without guest ami, olc, heero, blaze, ricky, fau, infinity, ironmonkey and obviously with ami as once again mvp of the season. as said since I'm gonna put a stats site just for this to avoid controversies this time I'll give that list based in what comes out from that and then we'll see how it differs and how it plays out.
ok, now I'll do the same with the whole season results instead and put together a separate stats ranking for it later today or tomorrow and then that should be it with this. in the mean time I also made my own best eight list as usual after reviewing this which is as follows now without guest ami, olc, heero, blaze, ricky, fau, infinity, ironmonkey and obviously with ami as once again mvp of the season. as said since I'm gonna put a stats site just for this to avoid controversies this time I'll give that list based in what comes out from that and then we'll see how it differs and how it plays out.
contact: https://contact.fpsclassico.com
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Re: UnFreeZe League 23/24
finally uploaded now the season overall team stats to the league thread along with the season totals in case someone wants to review that, overall now all complete pretty fair results so I guess that nobody should have any concern about the final positions for each team. additionally I also remade this evening the opening community-ilm first leg fight with the special render as finally one of the deciding moments of the season (had ilm took that fight and they would have ended runner-up showing how crazy thigh this really was, we talking about that the opening fight result ended up becoming decisive) and as for the historic records tracking, no surprises, only a individual one of accuracy by walnut that shot over 51% on average against dt has been broken. ok, for the rest tomorrow I'll put the stats together in a site and from that will come out the final best eight list and mvp (let's how that plays out for this time) and then that will be it with this now just at the wait to schedule and set the Christmas super fight between immortal and moskva.
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Re: UnFreeZe League 23/24
ok https://ranked.fpsclassico.com/SL23/ there you have it now go and teach me some math to show me with actual figures that indeed your effective real team performance/skill was more or less on average with the rest of teams excluding Double Trouble as you put it, go ahead. in the mean time as it seem you liked that "skill" metric and even despite as people told out of all the metrics there that's probably the less relevant of them all in what follows I'll summarize that for you anyways and then we'll see if even that's really the case.Heero-2b wrote: βFri Dec 08, 2023 18:05 [...]I think we have a lot of data, or admin, and it can be really good to work from. Now we have data from other events mixed in, but I think that can be sorted. I think this is a really good opportunity to make future events more transparent and set really clear rules for everyone.[...]
awesome then beside that we're finally all done as can be seen there the final official best eight of the season is ami, olc, heero, ironmoneky, infinity, kf, fusion and aimer then with ami as mvp of the season for the second time in his career and in that order, congrats to all them. as said, despite the order is probably not that different from the one I had given previously. kf as brought before although I wouldn't put him directly in the top eight for a variety of reasons (not just personal you also have to account for the people these guys play with as that also plays a major role in ultimately their final performance) I'd nevertheless rate him in the top 10 so the only significant differences there are the inclusion of fusion in place of blaze and of aimer in place of fau that it appears they did some better in this specific period of time along with the notorious absence of Ricky (came ninth there) that probably missed a few games to make it there (btw that rewards activity) and that probably didn't shine as much as other people did during this period of time. anyways, terrific games.
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Re: UnFreeZe League 23/24
ok and here you now have that teams "skil" metric breakdown that you were talking about:
as said obviously when I organized this it would have been overzealous and just unreasonable to anticipate this just like that however if it has been proven for a fact that that's really gonna be the case time and time again then clearly for the next time I'll have to account for that and not assume that it will just balance itself out as it happens with the rest of the teams (i.e. availability, life circumstances etc etc). as can be seen there their top five (now flat) average skill becomes somewhere between 945.3 and 930.8 even without one of olc/heero/kf which is already even more than the rest of teams current real average so unless something significant changes for another edition (ex. miro join team community, someone leaves etc etc) I assume that under normal circumstances that's what should happen then.
- Immortal Clan:
- olc: 1043.6 points in 24 games
- heero: 1028.9 points in 23 games
- kf: 970.9 points in 22 games
- shantu: 920.5 points in 22 games
- crm: 889.9 points in 9 games
- viper: 844.2 points in 12 games
- masin: 817.6 points in 4 games
- squid: 786.8 points in 4 games
- average (fair): 912.8 points
- average (real): 957.3 points
- ILM Clan:
- iron: 983.7 points in 24 games
- fusion: 953.8 points in 18 games
- blaze: 933.1 points in 19 games
- orgi: 905.9 points in 18 games
- vrtx: 888.7 points in 19 games
- mike: 862.8 points in 14 games
- maka: 801.8 points in 8 games
- average (fair): 904.2 points
- average (real): 918.2 points
- oKo Clan:
- ami: 1075.5 points in 22 games
- cth: 922.4 points in 21 games
- mango: 898.3 points in 17 games
- cachuete: 880.7 points in 17 games
- mag: 879.7 points in 11 games
- rotten: 866.5 points in 15 games
- yub: 808.7 points in 13 games
- average (fair): 904.5 points
- average (real): 917.7 points
- ASS Clan:
- infinity: 981.3 points in 21 games
- ricky: 942.5 points in 19 games
- walnut: 912.6 points in 21 games
- angel: 911.2 points in 15 games
- rico: 885.6 points in 18 games
- cliff: 878.1 points in 14 games
- oab: 809.1 points in 9 games
- average (fair): 902.9 points
- average (real): 913.3 points
- Team Community:
- aimer: 953.7 points in 19 games
- fau: 941.4 points in 24 games
- ribx: 891.1 points in 17 games
- mwhq3: 877.6 points in 19 games
- pks: 868.3 points in 13 games
- semi: 862.8 points in 15 games
- snek: 847.5 points in 8 games
- lee: 811.0 points in 6 games
- average (fair): 881.6 points
- average (real): 895.9 points
- totals:
- average (fair): 901.0
- average (real): 920.5
as said obviously when I organized this it would have been overzealous and just unreasonable to anticipate this just like that however if it has been proven for a fact that that's really gonna be the case time and time again then clearly for the next time I'll have to account for that and not assume that it will just balance itself out as it happens with the rest of the teams (i.e. availability, life circumstances etc etc). as can be seen there their top five (now flat) average skill becomes somewhere between 945.3 and 930.8 even without one of olc/heero/kf which is already even more than the rest of teams current real average so unless something significant changes for another edition (ex. miro join team community, someone leaves etc etc) I assume that under normal circumstances that's what should happen then.
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Re: UnFreeZe League 23/24
I am not gonna comment on the skill levels of each team as that has been discussed enough already and i am not too bothered by it anyway, but one thing that is very clear is the distribution of the games played in each team (how many games each player has played in this season).
It seems like only oKo has all players with double digits games at least which is remarkable and shows that most of their players are still quite active and can rotate fairly easily (there is no stat for DT but i would expect that to also be similar).
For team community, our distribution is not as varied as we had hoped like in previous tournaments and often we struggled to just get enough players to play on any given date due to real life priorities.
I wonder if increasing the upper limit of players in a team could have improved this.
For new players that want to participate but feel like they don't have enough experience the choice was almost forced to form a new team with equally inexperienced players rather than reinforce an existing team (since most were at limit already). Playing in a more experienced team would have been a bit more rewarding perhaps (and more balanced overall)?
It seems like only oKo has all players with double digits games at least which is remarkable and shows that most of their players are still quite active and can rotate fairly easily (there is no stat for DT but i would expect that to also be similar).
For team community, our distribution is not as varied as we had hoped like in previous tournaments and often we struggled to just get enough players to play on any given date due to real life priorities.
I wonder if increasing the upper limit of players in a team could have improved this.
For new players that want to participate but feel like they don't have enough experience the choice was almost forced to form a new team with equally inexperienced players rather than reinforce an existing team (since most were at limit already). Playing in a more experienced team would have been a bit more rewarding perhaps (and more balanced overall)?
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Re: UnFreeZe League 23/24
All these teams have too high average skill level. The barriers for new players are too high. Who are the new players this season? Only Shantu and snek. And they are still relatively low both on heero's blood test and dmg efficiency. Will anybody pick noobshunter or macsuz or Edversion to their team? Obviously not (because they depreciate team skills and not many spots are left). And they are good players on public servers. There are also Evildave, saltypeanut, dimmonium, puff, sonic, smoke, xo, marlboro, ares, lubaka. If such players are not needed then how is it supposed to enchance activity? Or is it played to satisfy needs of a closed group of ppl?
I do not know how to split clans. Previously, I suggested making 1 4v4 tournament. There might be other ideas. For example, adminless can kick Heero from IC, Heero takes 1 person from Oko (oko can protect Ami), 1 person from community (they can protect 2), 1 from Ass (can protect 3) etc. But teams need to be weaker for the tournament to be more competitive, popular, unpredictable.
I do not know how to split clans. Previously, I suggested making 1 4v4 tournament. There might be other ideas. For example, adminless can kick Heero from IC, Heero takes 1 person from Oko (oko can protect Ami), 1 person from community (they can protect 2), 1 from Ass (can protect 3) etc. But teams need to be weaker for the tournament to be more competitive, popular, unpredictable.
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Re: UnFreeZe League 23/24
As I been saying all these clans need to be split lol ideally DT players and others joining them will be much better level playing teamsLiza wrote: βSat Dec 16, 2023 22:43 All these teams have too high average skill level. The barriers for new players are too high. Who are the new players this season? Only Shantu and snek. And they are still relatively low both on heero's blood test and dmg efficiency. Will anybody pick noobshunter or macsuz or Edversion to their team? Obviously not (because they depreciate team skills and not many spots are left). And they are good players on public servers. There are also Evildave, saltypeanut, dimmonium, puff, sonic, smoke, xo, marlboro, ares, lubaka. If such players are not needed then how is it supposed to enchance activity? Or is it played to satisfy needs of a closed group of ppl?
I do not know how to split clans. Previously, I suggested making 1 4v4 tournament. There might be other ideas. For example, adminless can kick Heero from IC, Heero takes 1 person from Oko (oko can protect Ami), 1 person from community (they can protect 2), 1 from Ass (can protect 3) etc. But teams need to be weaker for the tournament to be more competitive, popular, unpredictable.
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Re: UnFreeZe League 23/24
@aimer I think the data and the experience clearly tells otherwise. the data and the experience clearly shows that lesser players (ex. squid/masin, toxic that doesn't even appear in the list wtf etc etc) get completely neglected instead by their top teams and that's even considering that any top team would take anything bellow a top 10 player to begin with that as people pointed out before that's not even the case so in reality that would just backfire big time instead (i.e. nobody would really end up playing). basically you only have two options to really balance this (to some extend of course there's no such thing like perfection) you either get rid of the olc/heero/kf combination as shown or you bring more top players to the rest of the teams (ex. miro, nastia, ixsy, odin, mirage etc). anything else I can already tell you that it's not gonna work out. a perfect solution that would work out of the box by analyzing that data it would be for one of olc/heero/kf to join community for example, that should more or less balance the thing out.
@liza I know that's what I was talking about but there's no much you can really do about it so yeah as said I guess that the next time I open another tournament (btw the immortal-moskva thing will be done as is needless to say) we'll think more closely about it and we'll see how it turns out depending on the specific circumstances at play at that moment.
@pacman not as ez as it sounds
@everyone but anyway whatever the case is one thing I want to make clear here because I was accused of doing this at random/out of the blue or directly out of bad faith to damage some specific team/player or another because I do not like them and to straight up benefit others is that as can be seen I did reasonably analyze/calculate all this and it was more or less realistically balanced. that said, I did obviously computed the full squads as shown assuming (incorrectly) that despite like it or not in general terms there was going to be a fair amount of rotation due the different life circumstances as it's the case for all the teams so the final real actual effective difference from the "fair" (flat) mean shouldn't vary much as once again it's the case for all the rest of the teams. I obviously did not account/calculate (or even anticipate just like that as that then would have been uncalled) for these guys to play basically olc, heero, kf, shantu and then viper or crm virtually every single game as although I insist that that's not strictly against the rules so I repeat props to them for pulling that off as that definitively takes a lot of passion and dedication that's not even the spirit of this to begin with. then now that it has been show for a fact (i.e. not a anticipation/assumption) that indeed that's exactly how it's going to be obviously I will have to make the calculation and act accordingly to the reality and I would like to remark that even without one of olc/heero/kf these guys will still have a edge (ex. they would still retain a majority in the current top six players or basically just as shown the Thursday against oKo) and be favorites let alone to remain a top contender and competitive team so it's clearly not ripping anybody off.
@liza I know that's what I was talking about but there's no much you can really do about it so yeah as said I guess that the next time I open another tournament (btw the immortal-moskva thing will be done as is needless to say) we'll think more closely about it and we'll see how it turns out depending on the specific circumstances at play at that moment.
@pacman not as ez as it sounds
@everyone but anyway whatever the case is one thing I want to make clear here because I was accused of doing this at random/out of the blue or directly out of bad faith to damage some specific team/player or another because I do not like them and to straight up benefit others is that as can be seen I did reasonably analyze/calculate all this and it was more or less realistically balanced. that said, I did obviously computed the full squads as shown assuming (incorrectly) that despite like it or not in general terms there was going to be a fair amount of rotation due the different life circumstances as it's the case for all the teams so the final real actual effective difference from the "fair" (flat) mean shouldn't vary much as once again it's the case for all the rest of the teams. I obviously did not account/calculate (or even anticipate just like that as that then would have been uncalled) for these guys to play basically olc, heero, kf, shantu and then viper or crm virtually every single game as although I insist that that's not strictly against the rules so I repeat props to them for pulling that off as that definitively takes a lot of passion and dedication that's not even the spirit of this to begin with. then now that it has been show for a fact (i.e. not a anticipation/assumption) that indeed that's exactly how it's going to be obviously I will have to make the calculation and act accordingly to the reality and I would like to remark that even without one of olc/heero/kf these guys will still have a edge (ex. they would still retain a majority in the current top six players or basically just as shown the Thursday against oKo) and be favorites let alone to remain a top contender and competitive team so it's clearly not ripping anybody off.
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Re: UnFreeZe League 23/24
Cmon Liza you know my spam power puts me on that list
Although puff xo di belong kinda to teams I think
@admin lol
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Re: UnFreeZe League 23/24
Maybe we need like a united nations of clans who sit round a table representing no one and make up new rules for games and clans
And of course the dreaded veto which admin can have lol Hungarian stylee
And of course the dreaded veto which admin can have lol Hungarian stylee