1. [​IMG]
    Hey!

    Over the weekend we hosted our fifth Hypixel Tournament, Bed Wars 4v4! Here are some stats from the tournament:
    • 185,943 games played
    • 128,164 unique players
    • 3,591,185 kills and 657,968 final kills
    • 208,241 beds broken
    • 2,501,376 times players fell into the void
    • Combined playtime of 12 years and 9 months
    [​IMG]
    You may now claim your tournament rewards at the NPC
    (Right side of the Tournament Hall)
    Continue reading for the top 100!

    Top 100 Players :eek:
    #1. DoctorCleb - 3700 points - 134 Kills - 74 wins / 74 played - 04h54m playtime
    #2. BlackCheater666 - 3700 points - 104 Kills - 74 wins / 74 played - 04h14m playtime
    #3. JOLLY81 - 3700 points - 185 Kills - 74 wins / 74 played - 05h13m playtime
    #4. Wrath_Shine - 3700 points - 294 Kills - 74 wins / 74 played - 05h38m playtime
    #5. PakiCheater420 - 3700 points - 158 Kills - 74 wins / 74 played - 04h15m playtime
    #6. Ketthe - 3700 points - 172 Kills - 74 wins / 74 played - 05h37m playtime
    #7. Hurtin - 3700 points - 115 Kills - 74 wins / 74 played - 04h53m playtime
    #8. ShinXmas - 3700 points - 106 Kills - 74 wins / 74 played - 04h53m playtime
    #9. SalazarsRevenge - 3696 points - 137 Kills - 74 wins / 74 played - 05h41m playtime
    #10. MerryMatthew - 3685 points - 177 Kills - 74 wins / 74 played - 05h12m playtime

    #11. unsatisfy - 3685 points - 202 Kills - 74 wins / 74 played - 05h12m playtime
    #12. HawteyClaus - 3685 points - 198 Kills - 74 wins / 74 played - 05h12m playtime
    #13. jolyfulp - 3661 points - 115 Kills - 74 wins / 74 played - 03h48m playtime
    #14. Dogcatwhat - 3661 points - 126 Kills - 74 wins / 74 played - 03h54m playtime
    #15. unseated - 3661 points - 44 Kills - 74 wins / 74 played - 03h48m playtime
    #16. Luvonox - 3661 points - 137 Kills - 74 wins / 74 played - 03h48m playtime
    #17. meflioXMASMODE - 3653 points - 184 Kills - 73 wins / 74 played - 04h57m playtime
    #18. aHalf - 3650 points - 157 Kills - 74 wins / 74 played - 05h41m playtime
    #19. ProDucktive - 3646 points - 83 Kills - 74 wins / 74 played - 04h31m playtime
    #20. Zaknov - 3646 points - 92 Kills - 74 wins / 74 played - 04h31m playtime
    #21. Scaria - 3642 points - 233 Kills - 74 wins / 74 played - 05h57m playtime
    #22. ThatWasntMe - 3642 points - 163 Kills - 74 wins / 74 played - 05h57m playtime
    #23. kay_21 - 3642 points - 251 Kills - 74 wins / 74 played - 05h57m playtime
    #24. kysiek - 3638 points - 181 Kills - 74 wins / 74 played - 05h10m playtime
    #25. JollyProt - 3603 points - 153 Kills - 73 wins / 74 played - 05h31m playtime
    #26. JollyLazer - 3603 points - 150 Kills - 73 wins / 74 played - 05h31m playtime
    #27. JOLLYBRAIDEN - 3603 points - 152 Kills - 73 wins / 74 played - 05h31m playtime
    #28. B0mbos - 3592 points - 131 Kills - 72 wins / 74 played - 04h41m playtime
    #29. ScholarMonkey - 3588 points - 95 Kills - 73 wins / 74 played - 05h54m playtime
    #30. asiat - 3588 points - 108 Kills - 73 wins / 74 played - 06h14m playtime
    #31. BloodEffect - 3588 points - 343 Kills - 73 wins / 74 played - 06h15m playtime
    #32. JollySuze - 3588 points - 117 Kills - 74 wins / 74 played - 05h17m playtime
    #33. ohAmeer - 3584 points - 167 Kills - 73 wins / 74 played - 05h45m playtime
    #34. SammyGrinch - 3584 points - 138 Kills - 73 wins / 74 played - 04h52m playtime
    #35. _AquaRegia_ - 3580 points - 114 Kills - 73 wins / 74 played - 05h55m playtime
    #36. HaxXrayonXPro - 3580 points - 117 Kills - 73 wins / 74 played - 05h55m playtime
    #37. Renolest - 3580 points - 196 Kills - 73 wins / 74 played - 05h55m playtime
    #38. JollyKena - 3576 points - 108 Kills - 73 wins / 74 played - 05h02m playtime
    #39. SimsOver - 3576 points - 155 Kills - 73 wins / 74 played - 05h18m playtime
    #40. Lacida - 3576 points - 212 Kills - 73 wins / 74 played - 05h35m playtime
    #41. jollybies - 3537 points - 138 Kills - 72 wins / 74 played - 05h08m playtime
    #42. _okay_ - 3537 points - 206 Kills - 72 wins / 74 played - 05h08m playtime
    #43. awsa - 3531 points - 84 Kills - 72 wins / 74 played - 05h23m playtime
    #44. Heamou - 3530 points - 111 Kills - 72 wins / 74 played - 06h03m playtime
    #45. trapgodapple - 3522 points - 127 Kills - 72 wins / 74 played - 06h42m playtime
    #46. Pigicial - 3518 points - 86 Kills - 72 wins / 74 played - 05h03m playtime
    #47. LowkeyBee - 3517 points - 117 Kills - 71 wins / 74 played - 06h01m playtime
    #48. Loathe - 3506 points - 220 Kills - 73 wins / 74 played - 05h28m playtime
    #49. xLara - 3502 points - 106 Kills - 72 wins / 74 played - 05h39m playtime
    #50. ilylilianna - 3499 points - 198 Kills - 72 wins / 74 played - 06h10m playtime
    #51. Sirin - 3496 points - 314 Kills - 72 wins / 74 played - 06h34m playtime
    #52. kysiek1234 - 3491 points - 159 Kills - 73 wins / 74 played - 05h08m playtime
    #53. Opmine - 3479 points - 110 Kills - 72 wins / 74 played - 05h06m playtime
    #54. NoSDaemon - 3479 points - 165 Kills - 73 wins / 74 played - 05h06m playtime
    #55. Purpled - 3479 points - 136 Kills - 73 wins / 74 played - 05h06m playtime
    #56. MqskedPlayz - 3475 points - 188 Kills - 73 wins / 74 played - 06h05m playtime
    #57. freria - 3471 points - 192 Kills - 73 wins / 74 played - 06h21m playtime
    #58. anpanmanhakimisa - 3471 points - 165 Kills - 73 wins / 74 played - 06h21m playtime
    #59. NotKaorinko - 3471 points - 126 Kills - 73 wins / 74 played - 06h21m playtime
    #60. tetsusan - 3471 points - 149 Kills - 73 wins / 74 played - 06h21m playtime
    #61. Legendale - 3468 points - 233 Kills - 71 wins / 74 played - 07h37m playtime
    #62. Omniexe - 3467 points - 137 Kills - 73 wins / 74 played - 05h22m playtime
    #63. Sxam - 3467 points - 179 Kills - 73 wins / 74 played - 05h22m playtime
    #64. Impresso - 3467 points - 44 Kills - 73 wins / 74 played - 05h22m playtime
    #65. BabeLazer - 3467 points - 147 Kills - 73 wins / 74 played - 05h22m playtime
    #66. Lithed - 3459 points - 185 Kills - 72 wins / 74 played - 06h35m playtime
    #67. JollyWolf - 3454 points - 100 Kills - 71 wins / 74 played - 04h34m playtime
    #68. xJackalope - 3452 points - 257 Kills - 71 wins / 74 played - 08h39m playtime
    #69. yallitall - 3447 points - 185 Kills - 72 wins / 74 played - 05h57m playtime
    #70. Hawr - 3445 points - 146 Kills - 69 wins / 74 played - 06h04m playtime
    #71. xBasil - 3444 points - 195 Kills - 70 wins / 74 played - 08h44m playtime
    #72. iiFlux - 3444 points - 326 Kills - 70 wins / 74 played - 08h44m playtime
    #73. Impulsic - 3444 points - 425 Kills - 70 wins / 74 played - 08h44m playtime
    #74. SchooIV2 - 3440 points - 124 Kills - 70 wins / 74 played - 05h40m playtime
    #75. TheKane - 3437 points - 134 Kills - 69 wins / 74 played - 06h02m playtime
    #76. user169047410 - 3428 points - 107 Kills - 72 wins / 74 played - 04h58m playtime
    #77. Yeang - 3426 points - 270 Kills - 70 wins / 74 played - 05h51m playtime
    #78. DaWoodBlock - 3425 points - 183 Kills - 72 wins / 74 played - 05h10m playtime
    #79. magmazzxz - 3424 points - 212 Kills - 69 wins / 73 played - 04h54m playtime
    #80. wapaam - 3422 points - 101 Kills - 70 wins / 74 played - 05h12m playtime
    #81. Floxsa - 3421 points - 146 Kills - 72 wins / 74 played - 04h42m playtime
    #82. Decembre - 3418 points - 191 Kills - 70 wins / 74 played - 06h18m playtime
    #83. JollyZ120 - 3418 points - 225 Kills - 69 wins / 72 played - 06h54m playtime
    #84. iPhoneWifi - 3417 points - 133 Kills - 72 wins / 74 played - 04h35m playtime
    #85. Jirz - 3417 points - 146 Kills - 72 wins / 74 played - 04h35m playtime
    #86. Bokt - 3417 points - 120 Kills - 72 wins / 74 played - 04h15m playtime
    #87. SolidPrep - 3417 points - 89 Kills - 72 wins / 74 played - 04h15m playtime
    #88. Shamzo - 3417 points - 97 Kills - 72 wins / 74 played - 04h15m playtime
    #89. zetchy - 3415 points - 142 Kills - 72 wins / 74 played - 06h02m playtime
    #90. jolypot - 3415 points - 302 Kills - 70 wins / 74 played - 06h15m playtime
    #91. IcyNaia - 3414 points - 163 Kills - 70 wins / 74 played - 06h25m playtime
    #92. Manhal_IQ_ - 3413 points - 178 Kills - 72 wins / 74 played - 05h43m playtime
    #93. Katieeeeeeeeeeee - 3413 points - 189 Kills - 71 wins / 74 played - 04h33m playtime
    #94. mlelm - 3413 points - 156 Kills - 72 wins / 74 played - 05h40m playtime
    #95. Suvor - 3413 points - 158 Kills - 72 wins / 74 played - 05h43m playtime
    #96. seekingshadow - 3406 points - 162 Kills - 70 wins / 74 played - 05h48m playtime
    #97. XmasMeta - 3405 points - 142 Kills - 70 wins / 74 played - 06h07m playtime
    #98. 7nr - 3405 points - 122 Kills - 70 wins / 74 played - 06h06m playtime
    #99. Kwonos - 3404 points - 128 Kills - 71 wins / 74 played - 06h43m playtime
    #100. PigKingOuO - 3398 points - 167 Kills - 70 wins / 74 played - 06h25m playtime

    [​IMG]

    Some things we'd like to mention

    Start of tournament issues
    Something we noticed even more with this tournament is when it first started there was a lot of strain caused on our central service, MasterControl. We've seen this happen before, but on a scale where it would cause some delays in joining but then recover after a short amount of time.

    However, in this case we had over 2,500 players attempting to join at the exact moment the tournament opened. This caused immense stress even greater than we had seen before and caused issues across the whole network resulting in us having to limit both the whole server and the tournament queue. We have some improvements in mind to improve this, both in the short term for upcoming tournaments and in the long term on an overall network level.

    Some smaller issues with bracket promotion/demotion
    During this tournament the promotion and demotion of brackets were not as we expected, this was missed during our testing, and will be resolved for future tournaments of this type. We of course didn't fix anything during the tournament as we wanted to keep it fair for all players, no matter when they played. Along with these we also became aware of an issue where the final game of all players did not count, but similar to above we chose to not fix this mid-tournament to keep everything fair.

    Keep your eyes open for the next Hypixel Tournament in the near future! :cool:
     
    #1
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  2. NO I MISSED IT!
     
    #2
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  3. Tlangi

    Tlangi Well-Known Member

    Tlangi
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    #3
    Last edited: Dec 16, 2019
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  4. Thanks for the tournament host, but please, don't ever do this mode again. I literally had 0 fun while playing this tournament.

    Also, host something non-pvp next please, but not Build Battle. Just NO.
     
    #4
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  5. Mega walls tournament thanks
     
    #5
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  6. unseated

    unseated Well-Known Member

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    #6
    Last edited: Dec 16, 2019
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  7. ImTra

    ImTra Active Member

    ImTra
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    Gg
     
    #7
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  8. Tkr tourney next or bad
     
    #8
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  9. Congratulations to everyone that placed and participated! :)

    Can't wait for more tournaments in the future! :3 (quake pls <333)
     
    #9
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  10. I think there were some cheaters, idk tho
     
    #10
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  11. I hope tournaments will happen more often in the future (or at least last slightly longer, so everyone has enough time to play in them).
     
    #11
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  12. Congrats everyone!
     
    #12
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  13. you missed like 10 people
     
    #13
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  14. 136.gif
     
    #14
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  15. HolidayPlaty

    HolidayPlaty Active Member

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    Grinch Simulator Tourney next please. Update Watchdog there were a lot of hackers
     
    #15
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  16. gg

    Thoughts:

    I really enjoyed that tournament and the devs did a great job overall. I'd love to see another similar tournament in the near future.

    There were a few hiccups along the way, in addition to the ones mentioned, as quite a few blatant cheaters slipped through the cracks at the start but during and near the end, there weren't as many as I expected. However, many managed to survive the ban wave. There is still room for improvement and we can all agree that any number of cheaters is unacceptable in a competitive event. I will discuss solutions and improvements in a later post.

    4v4 itself:
    Problem:
    When your bed is destroyed, it is far too hard to clutch due to smaller game sizes and lack of possible escape routes.

    Solutions:
    Add additional island between diamond generator and base.
    Automatically give buffs to teams without a bed, possibly even scaling as members of that team are lost (highest buffs to last remaining survivor). E.g. team upgrades, effect boosts (speed, regeneration, resistance, etc).
    Increase respawn delay for the team that broke their opponent's bed.
    If a player is bedless and the rest of his team has died, he should gain resistance and regeneration upon breaking the other teams' bed unless at least 2 of them have been disconnected for over 3 minutes.


    Legacy ban support:

    If a player is banned for cheating within 60 days of the tournament, their tourney stats should be wiped and they should be removed from the tournament's leaderboards. If a player moves up a reward bracket because of this, they should be able to claim the difference in rewards.

    Additionally, there should be a tournament GUI accessible across all lobbies that allow players to view all previous tournament stats and claim rewards past the tournament hall being taken offline again. Rewards should expire 60 days after they are made available (rewards from ban-caused bracket promotions should expire 60 days after the ban was issued that caused their promotion) and if their rewards are not claimed, players below them should move up, ensuring all rewards are claimed.

    (Additions below edited in 17/12/19)

    Matchmaking:
    The bracket system can be expanded and strengthened with some further improvements that I will describe below.

    There can also be more complex conditions for movement between brackets, the ones I suggest below scale to make moving up brackets increasing harder and making it harder to move down brackets at the lower end.

    Additionally, player-grouping, an idea I will explain in the anti-queue-dodging section, teams can be matched as closely as possible, further increasing the competitive value of the event.

    After a grace period (e.g. 5 games), players should be matched according to their average points gain per game rate (APPG) and some more complex data that can project a general trend to factor into an average (i.e. if a team has been winning a lot more recently, this should factor into their matchmaking). The players they are pitted against should be within a maximum range of 25% of their APPG rating, with the idea of the synchronised timings (explained later in this post), allowing the system to attempt to minimise the average APPG difference (skill gap) between teams in games.

    Concept
    Starter (Demote: N/A | Promote: Win 1 game)
    Iron (Demote: Lose 7 games | Promote: Win 2 games)
    Gold (Demote: Lose 6 games | Promote: Win 3 games)
    Diamond (Demote: Lose 5 games | Promote: Win 4 games)
    Emerald (Demote: Lose 4 games | Promote: Win 5 games)
    Master (Demote: Lose 3 games | Promote: Win 7 games)
    Grandmaster (Demote: Lose 2 games | Promote: Win 10 games)
    Leaderboarder (Demote: Lose 1 game | Promote: N/A)



    Anti-queue-dodging and boosting
    A large issue with any competitive event is queue-dodging, and this tournament was no exception. To prevent both of the issues mentioned in the title, players should not be able to identify other players in the pregame lobby. To counter these, I have a number of ideas that can be added, with the most complex ones likely added to the top brackets, and the lower brackets needing less of these measures as this is much less of an issue at the lower end:

    1. NS - Name scrambling - IGNs are completely scrambled into fake IGNs of random lengths.
    2. SS - Skin Scrambling - Skins are scrambled to be the exact same for each player.
    3. SL - Separate Lobbies - To avoid players signalling each other, they are placed into completely isolated mini servers, completely unaware of who else is in their server, if a new player joins, how many players are in their game etc. The server automatically runs a check on if the other members of your party were successfully warped, and if they are not, the server re-attempts to warp them. If that doesn't work, the server automatically kicks you to the lobby unless you type /confirm within 5 seconds. If a member of your party leaves the queue, you are immediately notified and the game will automatically kick you all to the lobby unless you type /confirm within 5 seconds. The same will work even if the player leaves your party before they leave, it simply checks if the player was in your party when you joined. The server also notifies you if your party size is smaller than the squad size of the game unless it was the same last game too.
    4. ST - Synchronised Timings - To prevent players from using the countdown timer to work out if they are in the same lobby as another team, all games in each bracket will countdown and begin in a synchronised manner. 5 seconds after the final player joins, the server waits for the next synchronised countdown. The server will check if there are at least a minimum number of servers that are also using this countdown too, and also if the minimum player count is met. If these conditions are not met, the countdown will still take place, however, the game will simply display 'Cancelled, requirements were not met. Waiting for next countdown.' straight after the countdown. This will make it even harder for players to evade this system.
    Concept
    Starter - NS,
    Iron - NS, SS,
    Gold - NS, SS,
    Diamond - NS, SS, SL,
    Emerald - NS, SS, SL,
    Master - NS, SS, SL, ST (countdown every 20 secs)
    Grandmaster - NS, SS, SL, ST (countdown every 60 secs)
    Leaderboarder - NS, SS, SL, ST (countdown every 180 secs)


    I completely agree that the game limit was low for a lot of players. Many people can play long hours, but many also can't. I would suggest a relatively larger game limit but to balance it out, a larger tournament duration too, otherwise if someone had something to do on either day of the weekend, they simply wouldn't be able to fully take part. I also believe that there could be soft cap on games, where there are options to play more games, but they get riskier (gain less points and lose more), the higher you go. This could work for players going for top leaderboard spots, but there should also be a hard upper limit too to limit the soft cap from going too far.
    Agree, see matchmaking suggestions and anti-queue-dodging suggestions above.

    I also completely agree, I stated that any number of cheaters in a competitive event is unacceptable because it puts certain players at a highly unfair disadvantage. Staff should also not be allowed to spectate specific games or for certain people, as I have heard of reports that staff would spectate YT's or friends' games if they /msgd them about a cheater. The anticheat system should not be biased unfairly. On your other point, I think that, at the very least, players should be compensated for points lost to cheaters. Games with proven cheaters should be scrapped and invalidated, and the other team should receive an Average Points Per Game estimate for that game (an estimate of what they would have gotten if they were able to play that gain, calculated by taking all valid games into account and using their Average Points Per Game). This would be much fairer, as it would provide a tournament with results closer to one without cheaters skewing them in the first place.

    Agree.

    Again, a lot of this is true.

    Thanks again for the tourney admins,
    10ARaj
     
    #16
    Last edited: Dec 17, 2019
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  17. Quake tournament next!
     
    #17
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  18. Hopefully we can have some tournaments for older games in the near future :eek:
    (Although reconfiguring the network to run em with the older standards might yield severe coding issues)
     
    #18
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  19. Congratulations to everyone who played it :D
     
    #19
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  20. lol
     
    #20
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