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Wednesday, October 04, 2006 

RZJPL Recap

Filed under: RZJPL

9-Volt has just written this on the Pro League forums:

Another great week of RZJPL testing. The game took a bit longer to get started. Remember Tuesdays at 9PM Est! The game took about one hour and a half. Good match. I thought the settings were pretty much optimal. However I think bursts need to be lowered again. They are pretty rare as it is. Maybe I just need to lower the greens some more. Seemed like there are still a ton of greens. Comments about the repel strength? Anything? I think we are getting close to starting the league up! I'm thinking also of putting up a REAL jackpot. If anyone is interested in donating. I'll probably donate like 100 dollars. Maybe charge an entry fee to get a real nice Jackpot up there that would be fun.

He asked for some feedback. here's what I wrote in reply:

I was only able to play the first half hour, but the settings played fine for me the way they are. I don't think greening is too much of a problem, you need a lot of specials to make the games interesting, although too much allows the games to go on too long and people will start to drop out. I didn't really play long enough to say whether you've gotten the balance right.

I like the idea of a cash jackpot, but if you do that you're going to need stricter rosters than past leagues. If people can just play by ?squadjoining like CZL then the final match will just see monster stacking. Stable rosters through a regular season would help that a little. I don't agree with an entry fee, at least not yet. I think that would hurt building up a pop. I think people would donate some money though. the WDT prize money certainly brought back some interest to dueling tourneys.

The biggest problem I found with the old RZJPL back when I hosted some games for Low was that over time freqs would drop out leaving just same one or two left to dominate the games . The first two seasons my squad made the finals purely because I kept people on the freq through the whole game and over time out-scored the more talented squads who started to drop out. With the incentive of a cash prize and static rosters people would be more inclined to play out the whole game.

One way to run a jackpot cash event is to have it seperate from RZJPL. Run the league as it has been in the past; anyone allowed to play as long as they're all ?squadjoined to the same squad name on a priv freq, play for 10 or how many regular season games you want and then the top five (or top 25% of squads) qualify for a two round final.

Then after that have an invitational-only event with a cash prize. Players can only play if they played a certain number of RZJPL games (5 out 10 reg season games or whatever you want). you could even offer a chance for non-qualifying players to compete if they contribute to the prize fund.

All this is just off the top of my head, but it could work. Anyway, keep up the good work 9 and I'll do my best to make next Tuesday's event.

You can read the thread in full here, although right now the whole thread is in this post. I'm sure there will be more feedback up there soon.



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