Re: Another proposal

Shawn:
<< I find it a cold reward indeed
to be able to get a tossup ahead of another and to
bagel the bonus. Now with bouncebacks, I can even get
outgunned for my quicker knowledge. Chances of upsets are
reduced, GREATLY. Why don't we just decide tournaments
ahead of time via computer simulations?
>>

Well, I disagree that the chances for upsets are
reduced that much. The PACE NSC data don't suggest that,
provided that the teams play up to their potential. Tell
me you weren't at least shocked with Aiken HS's
performance at PACE NSC last year when they lost to a
"second" team from Troy MI, and this was on reboundable
bonuses too. Computer rankings and simulations certainly
couldn't have predicted for us how the PACE NSC wound up
with the quarterfinal rounds tiebreaker rounds with 6
teams vying for 3 semifinal spots last
year.

Voicing Samer's opinion as well, whether having a larger
probability for upsets is good is arguable, but that's also
not the point for playing either. Sure, some of us
play to pull the upset, but thinking in this vein
already supposes that you are already on the weaker
team.

If a team is outscored on bonus questions than on
tossups, there is to me no difference in how you recall
that information, just the rules in how the team must
play to recall it. If a team knows more stuff than
another team, it ought to win the game. It's not about
winning the tossups though getting more tossups is
certainly a significant factor in playing.

As for
the other game format (50 consulting tossup) matches
so that everyone competes on the same questions, I
personally haven't tried it, but there will be many people
who would scream about having consulting tossups
simply because you'd render individual stats obsolete.
Which is fine with me. :)

The only problem is
that allowing consultation on tossups doesn't
necessarily reward team play. It can reward a team with one
dominant uberplayer to win over the proverbial
well-balanced team. Nothing necessarily wrong with that except
that many of us don't consider that to be
cricket.

As for dynamic one: one team gets easier boni than
the other... one can argue that already happens
though not intentionally. In a packet, there are varying
degrees of difficulty in each series of bonuses. We've
all been in matches where at least in our perception
the other team got the easier bonus while we got
screwed.

I think in the end we are just saying we have
different views for what the "point" is in playing the
game, and hence, this is the rationale one must have
when deciding upon or formulating a game format. Do
you reward individual play over team play or vice
versa? How do you change that emphasis by introducing
reboundable boni, consulting tossups, a written-worksheet
round... etc.?

If the question is how to keep
weaker teams interested in competing longer in a matchup
in which they are potentially blown out, then I'm
not sure if any improvement to the game would do
that. I do say that upsets will happen based on what
the questions cover in a said packet; in any given
match, who knows.

--- etc.

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