Registration (+ details): https://rgl.gg/?a=1596&r=40
Registration (+ details): https://rgl.gg/?a=1598&r=24
Registration (+ details): https://rgl.gg/?a=1597&r=1
Div-1 and Advanced are special cases for sandbagging restrictions, as they are the divisions below Invite, which is at the top and has a fixed size. In an ideal world, the restrictions here would be much lighter as Invite will be filled with the best players and those who play in the division below were unable to make Invite that season. However, the restrictions can also be much heavier. For example, in Div-1 and Advanced 6s, if Invite only has 6 teams out of an 8-10 team capacity, heavier restrictions will be applied to Div-1 and Advanced.
In RGL 6s anyway, Invite has been the healthiest that it has ever been because there are often 2-4+ teams trying to qualify for a spot in Invite. It’s also relevant that a lot of old faces are returning in 6s, and LAN is coming back so a lot more players want a chance to compete at LAN. As a result, the 6s admin team is being laxer with restrictions to accommodate for the number of players that quite simply won’t make the Invite cut.
The HL team can also apply these more lenient guidelines here assuming Invite is healthy.
A fairly close split on the skill range for the divisions. 48% of players felt the skill range was appropriate, while 52% believed it was at least a little bit too large.
Main had a 74% result that the skill range was at least a bit too large. This may be due to a couple of Advanced level offclass teams playing in the division.
Overall, players felt their division was the correct size, except for…
…Advanced, which had an almost even split on it being too big and just the right size. While I personally agree 14 team Advanced was too big, it is interesting to see that some Advanced players also thought it was an appropriate size.
Most players felt their interactions were positive. Nothing really of note here.
Players still felt like it was easy to get a hold of their division admin.
Overall players felt the decisions of our admins were reasonable. Again, nothing really of note here.
Interestingly, an even split of players felt we were effective in curbing sandbagging and at the same time we were too lax regarding sandbagging. 3 divisions stuck out in terms of being too lax regarding Sandbagging:
Newcomer felt like we were too lax regarding sandbagging. This is odd to me, as Newcomer is the division with the most strict sandbagging rules. If you played in Newcomer this past season and felt we were too lax on sandbagging, please open a ticket in the RGL discord or DM me (WiLLmaTiC#0777) or Kitty (Kitty#5889) on discord, as I would love to find out more information.
Amateur also felt we were too lax on sandbagging. After reviewing the playoff teams in Amateur there was definitely 1 team that should not have been placed in Amateur, however the remaining teams all seemed fine overall.
Main was the last division that felt we were too lax with sandbagging. As stated in regards to the skill range, I believe this may be due to the couple of Advanced offclass teams that made playoffs in Main. Looking at the remaining playoff teams, they all seemed to be placed appropriately.
Vigil is the second most enjoyable map, and is still going strong with 78% of players enjoying the map. This is down very slightly from last season, by 3%.
Ashville gets the distinction of being the highest rated map this season, with a whopping 83% of players enjoying the map. This is actually an increase of 2% from last season.
Upward was rated the 3rd most enjoyable map this season, with a rating of 76%. This is a small 4% increase in enjoyability compared to last season.
Lakeside was NOT enjoyed, with a rating of only 36%. Compared to Cascade last season as well as the last time Lakeside was played, this is a 6% drop in enjoyment rating. Lakeside will not be making a return for Season 11.
Swiftwater had an enjoyability rating of 61%, a small 2% decrease compared to last season. This is about average for the map.
Product had a tiny bump in enjoyability, up to 68% from last season’s 67%. Nothing to see here.
Steel ended the season with a rating of 73%. This is a 1% decrease from last season.
Players unanimously voted to use the “Refresh” version of maps, provided there are no major gameplay changes to the maps. We will continue to use the Steel Refresh, and may use the Upward Refresh version. You can find a full list of the Upward Refresh changes in this TFTV thread.
In addition a thread has been created to discuss if the Upward Refresh version should be used. You can find it HERE.
Unban Cup Results
Unfortunately, the only weapon that had a remotely close vote to wanting to be tested was the Crit-a-Cola. Since players do not want to test out unbanning weapons the Unban Cup will not be happening.
The majority of players voted to include a 1 week break between Week 7 and the start of playoffs. Originally, this was to be included in Season 11, due to originally having scheduling conflicts with Prolander it was removed. However, since the Prolander scheduling conflict has been removed, we will add this in for Season 12. Holding off until Season 12 is primarily due to the dates for Season 11 having already been announced.
1 Extra Match A Week
56% of players voted in favor of not adding an extra match on Sunday 930 EST, so it will not be added. This may be repolled in future seasons to see if opinions have changed.
An even 50% of players voted they would like to add 1-2 more weeks to the HL season. While this change will not be in effect for Season 11, we will look into if adding an extra 1-2 weeks to the HL schedule is feasible. Since HL no longer has scheduling conflicts with Prolander, the main issue preventing this is the limited map pool HL has to offer.
According to the Season 10 Highlander Survey, players shown they want to continue using “Refresh” versions of maps, provided there are no major gameplay changes.
The Refresh team has release a final version of their Upward Refresh, so I would like to open a discussion about whether it should be used or not for Season 11.
The biggest change the Refresh version of Upward has is the blocking of the box spot from the tiles hold on last. A full changelog can be found on the tf.tv thread.
You can also download the map: Here