Upvote Upvoted 37 Downvote Downvoted
1 2 3
CEVO Season 5 Announced
posted in News
Lange
June 11, 2014

CEVO is pleased to announce that team registration for Team Fortress 2 Season 5 will open on Tuesday, June 10th and end on Monday, June 30th at 11:59 PM CDT. The Season 5 prize pool will start with a guaranteed minimum of $8,135.00 after an absolutely amazing turnout in Season 4. As promised, we've added all league fees from Season 4 to this season's prize pool (less PayPal transaction fees). Season 5's league fee will vary by skill division and participation includes:

  • $8,135 minimum guaranteed prize pool + community crowdfunding
  • ALL matches protected by CEVO's Paladin anti-cheat technology
  • Automated TF2 Match Mod developed by CEVO|Lange
  • Complete integration of SizzlingStats for ALL matches
  • Automatic recording and archiving of STV demos for ALL matches
  • Automatic weekly matches scheduled and easy to use match scheduling thread
  • Real-time updated standings and team rankings
  • Helpful league officials available for LIVE support on ALL match nights
  • FREE access to community forums and prediction systems for every match
  • Ability to reserve FREE dedicated servers for all matches
  • Professional Playoffs on LAN @ theGXL (October 10-12)

CLICK HERE TO REGISTER FOR TF2 SEASON 5

Season Details

- 2 week preseason
- 8 week regular season
- double elimination playoffs
- 3 skill divisions (CEVO-Open / CEVO-Main / CEVO-Professional)
- 1 national conference
- Tuesday and Thursday deadline days
- 9:00 PM CDT default match time
- 6v6 game format 

Prizes

Professional Division (12 Teams) $40 per player - $5,898.00 + community crowdfunding
1st (50%) - $2,949.00 + 6x FREE GXL BYOC Seats
2nd (25%) - $1,475.00 + 6x FREE GXL BYOC Seats
3rd (15%) - $885.00 + 6x FREE GXL BYOC Seats
4th (10%) - $590.00 + 6x FREE GXL BYOC Seats

NOTE: If anyone wins that has already purchased a BYOC seat at theGXL event, we will work with theGXL to make sure that you're refunded before the start of the event.

Main Division (24 Teams) $18 per player - $1,627.00 + community crowdfunding
1st (60%) - $976.00 + automatic invite to s6 Professional Placement Tournament
2nd (27%) - $439.00 + automatic invite to s6 Professional Placement Tournament
3rd (13%) - $212.00+ automatic invite to s6 Professional Placement Tournament
4th - automatic invite to s6 Professional Placement Tournament
5th/6th - automatic invite to s6 Professional Placement Tournament

Open Divison $18 per player - $610.00 + community crowdfunding
1st (75%) - $458.00 + automatic invite to s6 Professional Placement Tournament
2nd (25%) - $153.00 + automatic moveup to s6 Main skill division
3rd - automatic moveup to s6 Main skill division
4th - automatic moveup to s6 Main skill division
5th/6th - automatic moveup to s6 Main skill division
7th/8th - automatic moveup to s6 Main skill division

In addition to the guaranteed base prize pool of $8,135 committed by CEVO, we are going to continue with our community crowd funding program that we developed in Season 4. The crowdfunding program enables players and fans of each game to help spread the word about CEVO and directly affect the prize pools of the specific games that they love. 100% of the proceeds from the community crowdfunding project will go directly towards the s5 prize pools (less PayPal transaction fees), CEVO will not keep a cent. All donations will be distributed using the percentages lsited above.

NOTE: In an effort to remove dead/inactive teams before the regular season begins, teams who forfeit both of their preseason matches will not be automatically scheduled week 1 regular season matches without contacting CEVO Support to confirm their team status.

Map Rotation & Whitelist

  • Preseason 1: cp_intermodal_rc3a
  • Preseason 2: cp_gravelpit

We'll be releasing the regular season map rotation and whitelist in the next few weeks after collecting feedback from the community. Feel free to leave us your thoughts on either subject in the comments below, we're listening.

CEVO @ theGXL Universe 2014

CEVO, North America’s largest competitive online PC gaming league, and theGXL, the East Coast’s largest and longest running BYOC LAN event, have announced today that they have entered into an agreement to host the CEVO Season 5 CS:GO & TF2 Professional Playoffs on LAN at theGXL Universe 2014 event on October 10-12, 2014 in Philadelphia.

This partnership will mark CEVO’s first foray into producing LAN events in North America and will be broadcast by CEVO’s digital media arm, CEVO-TV.

Hosting East Coast BYOC LAN events since 2004, theGXL has managed many events with attendance as large as 700 gamers. theGXL will work with CEVO to create a separate tournament area inside of the large event venue.

You can read the full press release HERE

###

Players can register their teams from Tuesday, June 10th until Monday, June 30th at 11:59 PM CDT. We're looking forward to improving after an extremely successful Season 4, and we'd love for you and your team to join us.

As always, we're open to feedback and would love to hear from you. Feel free to post your questions, comments, or concerns below, contact CEVO Support, or visit us in our public TeamSpeak3 server (cevots.gameservers.com:9366) to get in touch with us! 

###

GET SOCIAL with CEVO
Twitch - Twitter - Facebook - YouTube - STEAM

1
#1
6 Frags +

thick. solid.

thick. solid.
2
#2
7 Frags +

I'm happy to see GPit back somewhere in an official capacity.

Looking good, Lange.

I'm happy to see GPit back somewhere in an official capacity.

Looking good, Lange.
3
#3
CEVO
19 Frags +

CEVO-P?

Lan Finals?

;)

CEVO-P?

Lan Finals?

;)
4
#4
9 Frags +

this is pretty damn good stuff

i've got some minor beefs about cevo to throw out here

1) why is the site designed so poorly? It has a shitton of functionality, but the design makes it impossible to find anything relevant, which leads me to

2) why are there still no automated sourcetv for every event with easily accessible ip addresses I can just copy paste into my game? I spent like 10 minutes in a roundabout conversation with Lansky (terrible experience) on how to find STV for lb of the spring tournament so I could cast it, but we both came up with nothing

love,

a cevo champion

this is pretty damn good stuff

i've got some minor beefs about cevo to throw out here

1) why is the site designed so poorly? It has a shitton of functionality, but the design makes it impossible to find anything relevant, which leads me to

2) why are there still no automated sourcetv for every event with easily accessible ip addresses I can just copy paste into my game? I spent like 10 minutes in a roundabout conversation with Lansky (terrible experience) on how to find STV for lb of the spring tournament so I could cast it, but we both came up with nothing

love,

a cevo champion
5
#5
1 Frags +
CEVO_SpanglerCEVO-P?

Lan Finals?

;)

dont tease me adam i'll turn on my monitor

[quote=CEVO_Spangler]CEVO-P?

Lan Finals?

;)[/quote]
dont tease me adam i'll turn on my monitor
6
#6
3 Frags +

So for those not in the Spring classic, how does the match mod function? How 'hands-free' is it when a match is occurring(essentially I mean how much if at all do i need to touch the rcon)?

Any rule changes for s5?

So for those not in the Spring classic, how does the match mod function? How 'hands-free' is it when a match is occurring(essentially I mean how much if at all do i need to touch the rcon)?

Any rule changes for s5?
7
#7
4 Frags +

And no Illuminati voting for new P-class teams, huzzah!

And no Illuminati voting for new P-class teams, huzzah!
8
#8
2 Frags +

So there are 3 divisions now?

So there are 3 divisions now?
9
#9
7 Frags +
meb1) why is the site designed so poorly? It has a shitton of functionality, but the design makes it impossible to find anything relevant, which leads me to

CEVO is aware that there are usability issues with the site, but it's not like anyone set out to purposefully make a site that some people found hard to use. There isn't a lot of existing data out there on how to make a great UI/UX for a video game league website, so people gotta figure this stuff out as they go. There's such a huge amount of data to relay to users, it can be hard to learn how to best show it. Right now, all development is focused on league functionality rather than website design. At some point, resources will be freed up and the design can be looked at and tweaked again.

meb2) why are there still no automated sourcetv for every event with easily accessible ip addresses I can just copy paste into my game? I spent like 10 minutes in a roundabout conversation with Lansky (terrible experience) on how to find STV for lb of the spring tournament so I could cast it, but we both came up with nothing

This is something I cannot come up with a clever excuse for. Our STV infrastructure is non-existent and that is unacceptable. As of right now, casters have to come directly to CEVO to get STV information. We're aware that this is a big problem and it's on our to-do list.

IrishhhhSo there are 3 divisions now?

Yes. Professional, Main, and Open.

AJSo for those not in the Spring classic, how does the match mod function? How 'hands-free' is it when a match is occurring(essentially I mean how much if at all do i need to touch the rcon)?

Rcon is no longer required whatsoever, and is not even provided anymore.

AJAny rule changes for s5?

The whitelist will be tweaked based on community feedback. In addition, we plan to change scheduling so that teams can no longer safely ignore schedule proposals. A team will still be able to force the default time if they choose to do so, but it will require deliberate action from them that leaves no room for uncertainty. The default time will also be pushed back from 8:30 CST to 9:00 CST.

[quote=meb]1) why is the site designed so poorly? It has a shitton of functionality, but the design makes it impossible to find anything relevant, which leads me to[/quote]

CEVO is aware that there are usability issues with the site, but it's not like anyone set out to purposefully make a site that some people found hard to use. There isn't a lot of existing data out there on how to make a great UI/UX for a video game league website, so people gotta figure this stuff out as they go. There's such a huge amount of data to relay to users, it can be hard to learn how to best show it. Right now, all development is focused on league functionality rather than website design. At some point, resources will be freed up and the design can be looked at and tweaked again.

[quote=meb]2) why are there still no automated sourcetv for every event with easily accessible ip addresses I can just copy paste into my game? I spent like 10 minutes in a roundabout conversation with Lansky (terrible experience) on how to find STV for lb of the spring tournament so I could cast it, but we both came up with nothing[/quote]

This is something I cannot come up with a clever excuse for. Our STV infrastructure is non-existent and that is unacceptable. As of right now, casters have to come directly to CEVO to get STV information. We're aware that this is a big problem and it's on our to-do list.

[quote=Irishhhh]So there are 3 divisions now?[/quote]
Yes. Professional, Main, and Open.

[quote=AJ]So for those not in the Spring classic, how does the match mod function? How 'hands-free' is it when a match is occurring(essentially I mean how much if at all do i need to touch the rcon)?[/quote]

Rcon is no longer required whatsoever, and is not even provided anymore.

[quote=AJ]Any rule changes for s5?[/quote]
The whitelist will be tweaked based on community feedback. In addition, we plan to change scheduling so that teams can no longer safely ignore schedule proposals. A team will still be able to force the default time if they choose to do so, but it will require deliberate action from them that leaves no room for uncertainty. The default time will also be pushed back from 8:30 CST to 9:00 CST.
10
#10
1 Frags +

Is it possible for my team to get a CEVO-M roster this season without hijacking / playing open?

Is it possible for my team to get a CEVO-M roster this season without hijacking / playing open?
11
#11
0 Frags +
LangeAJAny rule changes for s5?The whitelist will be tweaked based on community feedback. In addition, we plan to change scheduling so that teams can no longer safely ignore schedule proposals. A team will still be able to force the default time if they choose to do so, but it will require deliberate action from them that leaves no room for uncertainty. The default time will also be pushed back from 8:30 CST to 9:00 CST.

What about roster locks? In S4 you could hop from roster to roster and play in a team's match and immediately jump back to your original team directly after. Or add a new player minutes before a match.

Otherwise, the new match mod and other rule changes sound awesome!!

And last question--how will patches affect the match mod?

[quote=Lange][quote=AJ]Any rule changes for s5?[/quote]
The whitelist will be tweaked based on community feedback. In addition, we plan to change scheduling so that teams can no longer safely ignore schedule proposals. A team will still be able to force the default time if they choose to do so, but it will require deliberate action from them that leaves no room for uncertainty. The default time will also be pushed back from 8:30 CST to 9:00 CST.[/quote]What about roster locks? In S4 you could hop from roster to roster and play in a team's match and immediately jump back to your original team directly after. Or add a new player minutes before a match.


Otherwise, the new match mod and other rule changes sound awesome!!

And last question--how will patches affect the match mod?
12
#12
5 Frags +

Alright... CEVO got a LAN... What is the defense for ESEA now? Weren't all the top players worried about having a LAN?

Alright... CEVO got a LAN... What is the defense for ESEA now? Weren't all the top players worried about having a LAN?
13
#13
8 Frags +

Will it be possible to have the map rotation in sync with ESEA's this season?

Will it be possible to have the map rotation in sync with ESEA's this season?
14
#14
3 Frags +

ded

ded
15
#15
3 Frags +
FanofAngelstruktrukWill it be possible to have the map rotation in sync with ESEA's this season?They tried that last season but ESEA wasn't going to tell them. So they'd have to convince ESEA to be in sync, which is pretty unlikely.

That's a shame. I think it would be good for both leagues if they just worked together on that part.

[quote=FanofAngels][quote=truktruk]Will it be possible to have the map rotation in sync with ESEA's this season?[/quote]
They tried that last season but ESEA wasn't going to tell them. So they'd have to convince ESEA to be in sync, which is pretty unlikely.[/quote]

That's a shame. I think it would be good for both leagues if they just worked together on that part.
16
#16
0 Frags +

So league fees are $40 for CEVO-P and $18 for CEVO-M and CEVO-O?

So league fees are $40 for CEVO-P and $18 for CEVO-M and CEVO-O?
17
#17
5 Frags +
botmodeIs it possible for my team to get a CEVO-M roster this season without hijacking / playing open?

Pipher and I are going to meet and discuss how we want to handle this today. Obviously if a team like Classic Mixup decides to play CEVO this season, forcing them to play Open would be silly. I'll let you know what we come up with.

AJWhat about roster locks? In S4 you could hop from roster to roster and play in a team's match and immediately jump back to your original team directly after. Or add a new player minutes before a match.

As of right now there are no plans to change the way roster locks work, but I will discuss this with Pipher in our meeting today.

AJAnd last question--how will patches affect the match mod?

Our match mod is built on Sourcemod. Only major engine updates that break Sourcemod/Metamod will cause our mod to become nonfunctional. These types of breakages are not very frequent these days, and the SM/MM teams are adept at getting patches out quickly to remedy these issues. Worst-case scenario, if we can't get our servers up and running before match time you can of course always play on your own server (if both teams agree) and report the score manually.

truktrukWill it be possible to have the map rotation in sync with ESEA's this season?

Killing and I have been discussing the logistics of this. No guarantee that we can make it work, but we are both going to try our best.

kaceSo league fees are $40 for CEVO-P and $18 for CEVO-M and CEVO-O?

Correct.

[quote=botmode]Is it possible for my team to get a CEVO-M roster this season without hijacking / playing open?[/quote]

Pipher and I are going to meet and discuss how we want to handle this today. Obviously if a team like Classic Mixup decides to play CEVO this season, forcing them to play Open would be silly. I'll let you know what we come up with.

[quote=AJ]What about roster locks? In S4 you could hop from roster to roster and play in a team's match and immediately jump back to your original team directly after. Or add a new player minutes before a match.[/quote]

As of right now there are no plans to change the way roster locks work, but I will discuss this with Pipher in our meeting today.

[quote=AJ]And last question--how will patches affect the match mod? [/quote]

Our match mod is built on Sourcemod. Only major engine updates that break Sourcemod/Metamod will cause our mod to become nonfunctional. These types of breakages are not very frequent these days, and the SM/MM teams are adept at getting patches out quickly to remedy these issues. Worst-case scenario, if we can't get our servers up and running before match time you can of course always play on your own server (if both teams agree) and report the score manually.

[quote=truktruk]Will it be possible to have the map rotation in sync with ESEA's this season?[/quote]

Killing and I have been discussing the logistics of this. No guarantee that we can make it work, but we are both going to try our best.

[quote=kace]So league fees are $40 for CEVO-P and $18 for CEVO-M and CEVO-O?[/quote]

Correct.
18
#18
22 Frags +
Knuckles_Alright... CEVO got a LAN... What is the defense for ESEA now? Weren't all the top players worried about having a LAN?

There is no defense as long as CEVO has a sustainable one.

[quote=Knuckles_]Alright... CEVO got a LAN... What is the defense for ESEA now? Weren't all the top players worried about having a LAN?[/quote]

There is no defense as long as CEVO has a sustainable one.
19
#19
9 Frags +

Time to play some Team Fortress Two.

Time to play some Team Fortress Two.
20
#20
2 Frags +

Oh my. Incentive. ANYONE NEED A PLAYER?

Oh my. Incentive. ANYONE NEED A PLAYER?
21
#21
0 Frags +
PlatinumKnuckles_Alright... CEVO got a LAN... What is the defense for ESEA now? Weren't all the top players worried about having a LAN?
There is no defense as long as CEVO has a sustainable one.

Well, except the prize pot disparity (which could also go away, eventually).

[quote=Platinum][quote=Knuckles_]Alright... CEVO got a LAN... What is the defense for ESEA now? Weren't all the top players worried about having a LAN?[/quote]

There is no defense as long as CEVO has a sustainable one.[/quote]
Well, except the prize pot disparity (which could also go away, eventually).
22
#22
7 Frags +
freakinPlatinumKnuckles_Alright... CEVO got a LAN... What is the defense for ESEA now? Weren't all the top players worried about having a LAN?
There is no defense as long as CEVO has a sustainable one.
Well, except the prize pot disparity (which could also go away, eventually).

TF2's never been about the prizepool.

Even being out of the scene for some time you can tell it's never been the incentive. The one thing ESEA had was the ability to nerd out for a weekend with some anime loving, crossdressing, trophy stealing nerds in a hotel for a weekend.

Now TheFragile and CEVO have solved this problem.

We gucci.

[quote=freakin][quote=Platinum][quote=Knuckles_]Alright... CEVO got a LAN... What is the defense for ESEA now? Weren't all the top players worried about having a LAN?[/quote]

There is no defense as long as CEVO has a sustainable one.[/quote]
Well, except the prize pot disparity (which could also go away, eventually).[/quote]

TF2's never been about the prizepool.

Even being out of the scene for some time you can tell it's never been the incentive. The one thing ESEA had was the ability to nerd out for a weekend with some anime loving, crossdressing, trophy stealing nerds in a hotel for a weekend.

Now TheFragile and CEVO have solved this problem.

We gucci.
23
#23
6 Frags +
flamefreakinPlatinumKnuckles_Alright... CEVO got a LAN... What is the defense for ESEA now? Weren't all the top players worried about having a LAN?
There is no defense as long as CEVO has a sustainable one.
Well, except the prize pot disparity (which could also go away, eventually).

TF2's never been about the prizepool.

Even being out of the scene for some time you can tell it's never been the incentive. The one thing ESEA had was the ability to nerd out for a weekend with some anime loving, crossdressing, trophy stealing nerds in a hotel for a weekend.

Now TheFragile and CEVO have solved this problem.

We gucci.

Except for the fact that traveling to LANs is expensive and I find it quite possible that traveling to Philly (of course, who knows where LANs post S5 will be) may end up being on average more expensive. Seems like the bottom three teams will come out in the red while even the 4th place team at ESEA broke even (approximately).

I believe this is a huge positive for the community but we will need a couple more seasons to see if there will always be a LAN and how much the prize pot grows. Maybe the crowdfunding will be big this season and that alone could help.

[quote=flame][quote=freakin][quote=Platinum][quote=Knuckles_]Alright... CEVO got a LAN... What is the defense for ESEA now? Weren't all the top players worried about having a LAN?[/quote]

There is no defense as long as CEVO has a sustainable one.[/quote]
Well, except the prize pot disparity (which could also go away, eventually).[/quote]

TF2's never been about the prizepool.

Even being out of the scene for some time you can tell it's never been the incentive. The one thing ESEA had was the ability to nerd out for a weekend with some anime loving, crossdressing, trophy stealing nerds in a hotel for a weekend.

Now TheFragile and CEVO have solved this problem.

We gucci.[/quote]
Except for the fact that traveling to LANs is expensive and I find it quite possible that traveling to Philly (of course, who knows where LANs post S5 will be) may end up being on average more expensive. Seems like the bottom three teams will come out in the red while even the 4th place team at ESEA broke even (approximately).

I believe this is a huge positive for the community but we will need a couple more seasons to see if there will always be a LAN and how much the prize pot grows. Maybe the crowdfunding will be big this season and that alone could help.
24
#24
5 Frags +
LangeAJWhat about roster locks? In S4 you could hop from roster to roster and play in a team's match and immediately jump back to your original team directly after. Or add a new player minutes before a match.
As of right now there are no plans to change the way roster locks work, but I will discuss this with Pipher in our meeting today.

I've received some clarification from Pipher on the way our rosters work. Rosters only lock during playoffs. A player is always free to join/leave a roster during the regular season. However, a player cannot play two matches in the same round. For example, a player can't play a week 3:1 match on Team A, then go join Team B and play another week 3:1 match. We think this is a sufficient restriction.

LangebotmodeIs it possible for my team to get a CEVO-M roster this season without hijacking / playing open?
Pipher and I are going to meet and discuss how we want to handle this today. Obviously if a team like Classic Mixup decides to play CEVO this season, forcing them to play Open would be silly. I'll let you know what we come up with.

We will be directly inviting any current ESEA-I teams that have not yet played in CEVO to CEVO-P. In addition, we will create an application process for teams that wish to be placed directly to CEVO-M. We will look at performance in other leagues (i.e., ESEA) to help us determine if we accept your team's application or not. More details on the way.

[quote=Lange][quote=AJ]What about roster locks? In S4 you could hop from roster to roster and play in a team's match and immediately jump back to your original team directly after. Or add a new player minutes before a match.[/quote]

As of right now there are no plans to change the way roster locks work, but I will discuss this with Pipher in our meeting today.[/quote]

I've received some clarification from Pipher on the way our rosters work. Rosters only lock during playoffs. A player is always free to join/leave a roster during the regular season. However, a player cannot play two matches in the same round. For example, a player can't play a week 3:1 match on Team A, then go join Team B and play another week 3:1 match. We think this is a sufficient restriction.

[quote=Lange][quote=botmode]Is it possible for my team to get a CEVO-M roster this season without hijacking / playing open?[/quote]

Pipher and I are going to meet and discuss how we want to handle this today. Obviously if a team like Classic Mixup decides to play CEVO this season, forcing them to play Open would be silly. I'll let you know what we come up with.[/quote]

We will be directly inviting any current ESEA-I teams that have not yet played in CEVO to CEVO-P. In addition, we will create an application process for teams that wish to be placed directly to CEVO-M. We will look at performance in other leagues (i.e., ESEA) to help us determine if we accept your team's application or not. More details on the way.
25
#25
4 Frags +

I hope crowdfunding is promoted strongly this season.
I think having lots of money in the game is more beneficial than sending teams to Europe for a small prizepot.

I hope crowdfunding is promoted strongly this season.
I think having lots of money in the game is more beneficial than sending teams to Europe for a small prizepot.
26
#26
7 Frags +

Will there be any change to how FFW's work or to the use gameservers.com servers?
The S4 FFW system felt like a punishment for having your team ready when the other team was not.

Also, I think we noticed that paladin didn't seem to do much. I recall a few matches where, I would tab to paladin and see clients at 5v6 or a player would have to restart and forget to launch paladin & there would be no issues. ESEA client has had a lot of issues, but you knew it was doing "something."

LangeLangeAJWhat about roster locks? In S4 you could hop from roster to roster and play in a team's match and immediately jump back to your original team directly after. Or add a new player minutes before a match.
As of right now there are no plans to change the way roster locks work, but I will discuss this with Pipher in our meeting today.

I've received some clarification from Pipher on the way our rosters work. Rosters only lock during playoffs. A player is always free to join/leave a roster during the regular season. However, a player cannot play two matches in the same round. For example, a player can't play a week 3:1 match on Team A, then go join Team B and play another week 3:1 match. We think this is a sufficient restriction.

It seems kind of odd that you can add a player to your roster mid-match. I liked the way that ESEA locks rosters once a server is assigned for the match.
We had a situation during process week (I think) where our opposing team asked to use a ringer. We declined because they had several backups on their roster. They talked to Pipher and he told them to add the ringer to the roster (& pay) - which they did. By the time this all happened, it was after our default match time. That's something that would happen in UGC, but not that should in ESEA or CEVO.

Considering how often teams die or experienced players decide to take a break & then come back to playing - I don't think it is unreasonable to want some sort of roster lock in place for regular matches.

Edit: I meant to say after our scheduled match time, not the default match time. Not that it changes anything

Will there be any change to how FFW's work or to the use gameservers.com servers?
The S4 FFW system felt like a punishment for having your team ready when the other team was not.

Also, I think we noticed that paladin didn't seem to do much. I recall a few matches where, I would tab to paladin and see clients at 5v6 or a player would have to restart and forget to launch paladin & there would be no issues. ESEA client has had a lot of issues, but you knew it was doing "something."

[quote=Lange][quote=Lange][quote=AJ]What about roster locks? In S4 you could hop from roster to roster and play in a team's match and immediately jump back to your original team directly after. Or add a new player minutes before a match.[/quote]

As of right now there are no plans to change the way roster locks work, but I will discuss this with Pipher in our meeting today.[/quote]

I've received some clarification from Pipher on the way our rosters work. Rosters only lock during playoffs. A player is always free to join/leave a roster during the regular season. However, a player cannot play two matches in the same round. For example, a player can't play a week 3:1 match on Team A, then go join Team B and play another week 3:1 match. We think this is a sufficient restriction.[/quote]
It seems kind of odd that you can add a player to your roster mid-match. I liked the way that ESEA locks rosters once a server is assigned for the match.
We had a situation during process week (I think) where our opposing team asked to use a ringer. We declined because they had several backups on their roster. They talked to Pipher and he told them to add the ringer to the roster (& pay) - which they did. By the time this all happened, it was after our default match time. That's something that would happen in UGC, but not that should in ESEA or CEVO.

Considering how often teams die or experienced players decide to take a break & then come back to playing - I don't think it is unreasonable to want some sort of roster lock in place for regular matches.

Edit: I meant to say after our scheduled match time, not the default match time. Not that it changes anything
27
#27
4 Frags +
OTLThat's something that would happen in UGC, but not that should in ESEA or CEVO.

I believe UGC even has a rule against that. Something like the player has to be on the roster for 24 hours prior to the match.

freakinExcept for the fact that traveling to LANs is expensive and I find it quite possible that traveling to Philly (of course, who knows where LANs post S5 will be) may end up being on average more expensive. Seems like the bottom three teams will come out in the red while even the 4th place team at ESEA broke even (approximately).

Also consider (in the case of GXL), a huge number of players not competing in this CEVO tournament are also attending, and the options of carpooling grows. I think nearly all players fly to ESEA LAN. For example, I'm carpooling to GXL from the same city squid lives in, whereas squid flying to dallas probably costs him $500+.

Of course this point doesn't mean much if CEVO hosts LANs where this isn't possible, like as someone brought up if they hosted at a place like Ignite.

[quote=OTL]That's something that would happen in UGC, but not that should in ESEA or CEVO. [/quote]

I believe UGC even has a rule against that. Something like the player has to be on the roster for 24 hours prior to the match.

[quote=freakin]
Except for the fact that traveling to LANs is expensive and I find it quite possible that traveling to Philly (of course, who knows where LANs post S5 will be) may end up being on average more expensive. Seems like the bottom three teams will come out in the red while even the 4th place team at ESEA broke even (approximately).[/quote]

Also consider (in the case of GXL), a huge number of players not competing in this CEVO tournament are also attending, and the options of carpooling grows. I think nearly all players fly to ESEA LAN. For example, I'm carpooling to GXL from the same city squid lives in, whereas squid flying to dallas probably costs him $500+.

Of course this point doesn't mean much if CEVO hosts LANs where this isn't possible, like as someone brought up if they hosted at a place like Ignite.
28
#28
3 Frags +
OTLIt seems kind of odd that you can add a player to your roster mid-match. I liked the way that ESEA locks rosters once a server is assigned for the match.
We had a situation during process week (I think) where our opposing team asked to use a ringer. We declined because they had several backups on their roster. They talked to Pipher and he told them to add the ringer to the roster (& pay) - which they did. By the time this all happened, it was after our default match time. That's something that would happen in UGC, but not that should in ESEA or CEVO.

What does when a "server is assigned" mean? Is that when it's initially scheduled or when whatever automated system actually sets up the server like a half hour before?

I think rosters being locked the day of a match would be reasonable (so they have to join the roster the day before a match).

[quote=OTL]
It seems kind of odd that you can add a player to your roster mid-match. I liked the way that ESEA locks rosters once a server is assigned for the match.
We had a situation during process week (I think) where our opposing team asked to use a ringer. We declined because they had several backups on their roster. They talked to Pipher and he told them to add the ringer to the roster (& pay) - which they did. By the time this all happened, it was after our default match time. That's something that would happen in UGC, but not that should in ESEA or CEVO.
[/quote]
What does when a "server is assigned" mean? Is that when it's initially scheduled or when whatever automated system actually sets up the server like a half hour before?

I think rosters being locked the day of a match would be reasonable (so they have to join the roster the day before a match).
29
#29
0 Frags +
freakinWhat does when a "server is assigned" mean? Is that when it's initially scheduled or when whatever automated system actually sets up the server like a half hour before?

This is when the automated system sets up the server, so like 15 - 30 minutes before scheduled math time. A 24 hour lock isn't necessary, but you also should not be able to add players after a match starts.

http://play.esea.net/index.php?s=content&d=league_rules_tf2
"Once a match is assigned to a server, rosters will be locked and no new players will be able to join."

[quote=freakin]What does when a "server is assigned" mean? Is that when it's initially scheduled or when whatever automated system actually sets up the server like a half hour before?
[/quote]
This is when the automated system sets up the server, so like 15 - 30 minutes before scheduled math time. A 24 hour lock isn't necessary, but you also should not be able to add players after a match starts.

http://play.esea.net/index.php?s=content&d=league_rules_tf2
"Once a match is assigned to a server, rosters will be locked and no new players will be able to join."
30
#30
4 Frags +

I remembered during the regular season of this season, teams that played matches during the later end of the week would be matched against worse teams. Will this get fixed during s5?

Also is the policy with ffws going to change?

I remembered during the regular season of this season, teams that played matches during the later end of the week would be matched against worse teams. Will this get fixed during s5?

Also is the policy with ffws going to change?
1 2 3
Please sign in through STEAM to post a comment.