MephistonAG wrote:
If objectives are a tie breaker then a player that could win 2-0 in turn three, but has his opponent in so much trouble that a 5-0 is nearly guaranteed with another turn would back off, not win in turn three, and batter his opponent in turn four.
This has happened to me before the UK adopted the sliding score system, and it really isn't any fun for the poor player getting beat up to improve another players tie break. I welcome any system that tries to discourage such gamesmanship.
Yes I agree it's good to factor this in which is why my "football" mechanism would add bonus tiebreak goals for winning in earlier turns. This effect is still present in the EpicUK system as I described previously (and the example you give even), it's just much less likely to actually affect peoples' behaviour.
The thing about the football system is that wins would still be the most important thing, but as you say this is not granular enough which is why the cumulative tiebreakers are needed (goal difference, goals scored). With this you can actually make it capture exactly the same things as the EpicUK system (e.g. +2/-2 for third turn), it's just there is an extra element awarded for the actual win. For me this would incentivise all the right things, and should provide even more granularity than the Epic UK system (I think...).
By the way, I was only giving the W/L/L vs W/W/W example purely as that, an example, which was a bit unfair as it's unlikely to be that bad. In actual fact it does have a real effect though - just as you were affected by someone deliberately delaying a win until a subsequent turn, you must have experienced games at the end of the tournament where your opponent plays for the draw? I have, and I haven't been to
that many events. It's not a big deal, I'm just saying it's my personal preference for a system that encourages people to play to win. Or anti-gamesmanship, as you say. Pretty minor overall though.
Ulrik wrote:
I dislike any system which affects how you play the game, which any system that tries to quantify something beyond win or lose does.
I find this interesting, surely any scoring method does that? It's just a matter of what you count as the "default" for how one should play. As the examples above illustrate, the whole reason for having a more elaborate system is because the natural consequences of "let's just play a game and see who wins"
do affect how people play the game, e.g. they play more conservatively and don't try for a big win. The only difference is that you take a particular view on how people
should play, i.e. that they shouldn't try any harder than necessary to achieve a minimum winning score. Others with a different view would say that it is the "all wins are equal" system that is affecting how you play the game compared to how you "normally" would.