SGL Hyper Scape Tournament presented by HPC

 

With a NEW SGL Tournament, we are introducing our brand spanking new SGL Tournament Format with Hyper Scape!

 


Hyper Scape is a new Battle-Royale FPS set in the distant future. It's the latest entry in a long list of fantastic tournament games held under the SGL banner, and we've made some changes this time around.

One of the main issues that emerged from doing FPS tournaments (Apex Warzone, Apex Legends: Run and Gun...etc) is that certain players rose to the top of the ranks not on their own gaming merit, but simply due to they had more time to grind during a tournament. In some instances, this phenomena became not based on skill as much as it was rooted from having an exhaustive amount of time to play compared to their competition. The SGL has identified the problem and in this new experimental format, we have solved these issues in a multi-faceted approach.




Gone are the days of one person versus the entire field of players in a tournament. Instead of the 1 vs. 100 approach we’ve used with tournaments like Apex Warzone, we’ve now replaced it with targeted head-to-head match-ups so that every person that is competing in a tournament will be going against a specific opponent instead of the entire playfield.

Whether the tournament size is 8, 16, 32, 64, or even 128 -- each person will be going up against a single person in a classic tournament bracket system. It just so happens that this Hyper Scape Tournament will be capped at 8 people.



We’ve also implemented a completely new match round format within the tournament. In theory, even if players were going head-to-head, it would solve the problem of the ‘free for all’ issue, yet it does not inherently solve the problem of certain players grinding with time that their opponent may not have.

This is why we’ve developed a ‘Best-of-Three’ Round format with limited gameplay time for each round.



Rounds help us balance the issue of gameplay availability and gives freedom to players that may be ahead two rounds in the best of three match-up and would like to take it easy in the third round.

In this new Tournament Round structure, each round will occur on seperate days and with a limited time duration to play.

Each player selects one of four time slots available on each day. Each player will compete in Hyperscape against random competition during this four-hour period. Stats will be evaluated and analyzed by SGL officials after each round.

(Round 1) Friday - 8:00am - 12:00pm PST / 12:00pm - 4:00pm PST / 4:00pm - 8:00pm PST / 8:00pm - 12:00am PST (4 available time slots)

(Round 2) Saturday  - 8:00am - 12:00pm PST / 12:00pm - 4:00pm PST / 4:00pm - 8:00pm PST / 8:00pm - 12:00am PST (available time slots)

(Round 3) Sunday  - 8:00am - 12:00pm PST / 12:00pm - 4:00pm PST / 4:00pm - 8:00pm PST / 8:00pm - 12:00am PST (available time slots)

The head-to-head winner of a best-of-three match will automatically advance deeper into the tournament brackets.

Each week, a new collection of rounds will begin on the tournament bracket. For example, this tournament will have 8 initial players, after the first week of head-to-head match-ups, the playing field for the second week will be the 4 successful players that advanced. In the third week, the top two players will compete to see who’s crowned the champion.



When it comes to the criteria of tournament attributes that will be judged, we have expanded from the basic kills/wins format to include a total of nine judging gameplay elements that will be judged (this applies to Hyper Scape, when applied to other FPS games, the criteria will obviously change but still will be varied).

Every player will be judged on these nine gaming elements. Keep in mind, a player just needs to win the majority of these nine elements compared to their opponent to advance.

For example, Player A is going up against Player X.

Player A plays Hyperspace solo, so their ‘Solo - Wins’ and ‘Solo - Showdowns’ score will most likely be higher than Player X.

However, Player X mostly plays Hyperspace in squads, so their ‘Squad - Assists’ and ‘Squad - Revives’ will be higher than Player A.

That leaves the remaining five judging criteria to be evaluated on, and these five criterias are not dependent on Solo or Squad. It encompasses both Squad and Solo. For example, ‘Damage Done’ applies to both Solo and Squad.

To advance, a player needs to have a higher score in at least five of these nine tournament elements in order to win a round. All stats will reset in the next round -- so your kills from the first round do not carry over from the first round. It is not cumulative.

For example. In the first Round (Friday) Player A beats Player X with a 7-2 score (that means the player had a higher score in 7 of the 9 judging criteria). Let’s say in one of these criterias, Player A had 22 Weapon Fusions while Player X only had 17. In Round 2, the number of Weapon Fusions (and all other criteria) reset to zero. What you do in the first round does not carry over to any of the other rounds.

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