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	<title>ETF2L &#8211; Latest activity in &#8220;Rule revisions (mercs and penalties)&#8221;</title>
	<link>https://staging.etf2l.org/forum/feedback/topic-21788/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
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    	    <title>Reply by SiTeHBu0mB</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-4/?recent=391920#post=391920</link>
    	    <description><![CDATA[Solution to this is simple:

Stack your roster with every player who currently isn't in a team but near/on your skill-level. That way you have in-house not-counting-as-mercs-mercs and still got the option to request two!

There is always roughly one 'full' team that is teamless and on your div, so should be fine.

Also blabla videogames blabla hippies blabla dictator admins blabla hats.]]></description>
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    	    <pubDate>Tue, 26 Jun 2012 00:23:35 +0200</pubDate>
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    	    <title>Reply by Animal</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-4/?recent=391920#post=391894</link>
    	    <description><![CDATA[the amount of buthurtness about kids video game can be amazing]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 21:00:52 +0200</pubDate>
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    	    <title>Reply by honeymustard</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-4/?recent=391920#post=391893</link>
    	    <description><![CDATA[<i>Quoted from Farah</i>
		<blockquote>y u post if u no care</blockquote>

I do care, I don't care about the admins lame responses.]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 20:50:38 +0200</pubDate>
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    	    <title>Reply by Sketch</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-4/?recent=391920#post=391891</link>
    	    <description><![CDATA[bring back d2m]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 20:39:16 +0200</pubDate>
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    	    <title>Reply by Farah</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-4/?recent=391920#post=391885</link>
    	    <description><![CDATA[y u post if u no care]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 20:08:24 +0200</pubDate>
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    	    <title>Reply by honeymustard</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-4/?recent=391920#post=391877</link>
    	    <description><![CDATA[Just let the other team decide, if they agree to 6 mercs then why stop them? (don't answer that, I don't care)]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 19:16:44 +0200</pubDate>
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    	    <title>Reply by CannonFodd3r</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-4/?recent=391920#post=391870</link>
    	    <description><![CDATA[<i>Quoted from skeej</i>
		<blockquote>But what if you have loads of players on your roster already? Who decides who the main players are? I think being able to contact an admin to use an emergency extra merc for a single situation should be possible too, just as there is leeway in replacing a great part of your roster.</blockquote>Would you be surprised that we look at the players from the previous matches to try to recognise some kind of core roster? ;) Yes, of course this is a bit arbitrary again but you can not eliminate all arbitrariness. Teams that add many new players but do not kick any will be reviewed as well, supposing the roster additions are noticed.
<i>Quoted from skeej</i>
		<blockquote>How about making the merc rule the same as the roster hijack rule? If you need to use more than 2 mercs, contact an admin beforehand. If opponent team agrees, if admin can empathize with the circumstances, then what should be the problem? This is especially true during the catchup week where rosters are locked and wildcards disabled.</blockquote>
I think something like "up to 3 mercs are allowed from the last play week on, if the opponent agrees and on admin discretion" could work.]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 18:54:59 +0200</pubDate>
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    	    <title>Reply by skeej</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-4/?recent=391920#post=391864</link>
    	    <description><![CDATA[<i>Quoted from CanFo</i>
		<blockquote>[...]
I will counter this with pointing towards the hijack rule that does not allow to replace the majority of your team anyway. If you are so short on players that you need 4 new players you are not allowed to add them due to the hijack rule (or should at least consult an admin first to get the roster changes approved, like Crack Clan did, for example).</blockquote>

But what if you have loads of players on your roster already? Who decides who the main players are? I think being able to contact an admin to use an emergency extra merc for a single situation should be possible too, just as there is leeway in replacing a great part of your roster.


		<blockquote>As I stressed a TF2 team has to field 6 players, not only more than 1! I am not sure if it makes much sense to add highlander to this discussion as so far nobody complained that he is only allowed to use max 3 mercs but you are right that the decision is ultimately arbitrary. I think the "more than half" argument is stronger than the "anything more than 2 is a team" argument :)</blockquote>

Technically a TF2 has to field 5 players ;) . And the highlander example is valid because it's an example where the "more than half" rule of thumb is not adhered to. The "more than half" argument is just as strong as "more than 1" or "exactly half", etc. To break this discussional impasse, I say that as long as the opponent agrees, why not allow more, or if opponent agrees + admin consulted beforehand agrees?


		<blockquote>I am against a complete punishment catalogue though because a) we can not write down any possible offense and b) I do not want teams to calculate with punishments. The aim should be to play by the rules and be a good sport and not to break a rule if you can afford it without serious consequences.</blockquote>

Any rulebreak that you punish with a non-flexible punishment should be documented. If you already know which punishment a situation deserves (regardless of circumstances) then you should document it. It's how basic law and rulemaking works. 


		<blockquote>Also, we can not always take circumstances into account because we always need to expect that teams use a case where we took the circumstances into account as a precedent to justify their violation.</blockquote>

But admins do EXACTLY the same! The only justification for giving a default loss for using 2+ mercs has been: "Look at these past cases, we did it there too."

If you enable admins to take circumstances into account, making a punishment up to admin's discretion, actually enables admins to take every case seperately and ignore previous similar cases! It's the other way around, basically.


		<blockquote>There are even few cases where we consider all facts, e.g. the hijack rule is not blindly applied but teams have to consult the staff. Most of these request have been answered positively, by the way.</blockquote>

Agree. And hereby I plea to do the same for the merc rule in the future, or at least make the merc rule more lenient (as.long.as.opponent.agrees &#60;- for those jumpy people)

How about making the merc rule the same as the roster hijack rule? If you need to use more than 2 mercs, contact an admin beforehand. If opponent team agrees, if admin can empathize with the circumstances, then what should be the problem? This is especially true during the catchup week where rosters are locked and wildcards disabled.]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 18:11:03 +0200</pubDate>
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    	    <title>Reply by CannonFodd3r</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-4/?recent=391920#post=391849</link>
    	    <description><![CDATA[<i>Quoted from skeej</i>
		<blockquote>I guess this is the first valid complaint against increasing the possible mercs amount. My counter argument is that, outside of the catch-up week, any player can be added to the roster 24 hours in advance, and not count as a merc. Added players like Brego and Luzzu never pcw'd with us at all, how are they more part of the team?</blockquote>
I will counter this with pointing towards the hijack rule that does not allow to replace the majority of your team anyway. If you are so short on players that you need 4 new players you are not allowed to add them due to the hijack rule (or should at least consult an admin first to get the roster changes approved, like Crack Clan did, for example).
<i>Quoted from skeej</i>
		<blockquote>But ultimately it's just as arbitrary. More than 1 person is semantically a team, at least half the players makes a team, etc. Actually ETF2L proves how arbitrary it is, because "more than half of the players" would mean that: max mercs for highlander is 4. It is currently 3.</blockquote>
As I stressed a TF2 team has to field 6 players, not only more than 1! I am not sure if it makes much sense to add highlander to this discussion as so far nobody complained that he is only allowed to use max 3 mercs but you are right that the decision is ultimately arbitrary. I think the "more than half" argument is stronger than the "anything more than 2 is a team" argument :)
<i>Quoted from skeej</i>
		<blockquote>My point is that when a rule is undocumented, don't hand out a punishment without looking at the circumstances.
...
If you want to blindly punish a team for breaking a rule, do so by pointing to a set-in-stone rulebook. This brings me back to the start: this is why I am asking for both more rule/punishment clarification, and a change of the merc rule.</blockquote>
I linked you the rule that comes closest to this case in my previous answer. I do, however, agree with you that the rule could be rewritten into "Teams caught using an unregistered merc, a merc without their opponent’s permission or three merc at the same time will receive a default loss and a warning."

I am against a complete punishment catalogue though because a) we can not write down any possible offense and b) I do not want teams to calculate with punishments. The aim should be to play by the rules and be a good sport and not to break a rule if you can afford it without serious consequences.

Also, we can not always take circumstances into account because we always need to expect that teams use a case where we took the circumstances into account as a precedent to justify their violation. There are even few cases where we consider all facts, e.g. the hijack rule is not blindly applied but teams have to consult the staff. Most of these request have been answered positively, by the way.]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 17:47:40 +0200</pubDate>
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    	    <title>Reply by derippez</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-4/?recent=391920#post=391841</link>
    	    <description><![CDATA[want to see my 6" unbuffed?]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 17:29:21 +0200</pubDate>
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    	    <title>Reply by skeej</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-3/?recent=391920#post=391838</link>
    	    <description><![CDATA[In response to Spike (and Snyyppis): In regards to what happened with pline-decerto, you're very right about consulting an admin beforehand. I should have done that. To be honest, I actually wasn't aware of the 2 merc rule (my own fault)! As Punchline were fine with the mercs I assumed that it wouldn't be a problem (and I was not aware of the eQ - CKRAS drama a few seasons ago; someone pointed me to that match page recently and tbh that case was handled in an even more ridiculous way). 

That was 100% my own mistake of being ignorant towards the rules, but still leaves the issue of not having a rulebreak punishment documented, and the punishment being disproportional.

<i>Quoted from CanFo</i>
		<blockquote>[...]Using a lineup that greatly differs from the one you used before DOES influence the other teams as well, I would say. You perform different with different players and may win or lose a map you would not have won or lost with your other lineup (which is also what the hijack rule is for to prevent, to have equal premises for all teams that are playing you).</blockquote>

I guess this is the first valid complaint against increasing the possible mercs amount. My counter argument is that, outside of the catch-up week, any player can be added to the roster 24 hours in advance, and not count as a merc. Added players like Brego and Luzzu never pcw'd with us at all, how are they more part of the team? Like I said in my previous post:

"Having used Luzzu (who was added to our roster last minute but couldn’t play that night) instead of either solly merc (wOllie &#38; MightyMe) wouldn’t have suddenly made this a “real” team vs team game. It would only have made the game rule-compliant, which really really only is a technical difference. A technical difference for which the punishment is out of proportion and undocumented."

One can think of soooo many hypothetical situations where team-circumstances make them perform differently with each game. Teams with huge rosters can field different lineups for every game. Teams can keep adding players to their roster 24 hours in advance. Teams can switch main classes every game. Teams can agree to not even bother try winning in a game (or not? I still don't see how this is not allowed), etc etc etc. In the end, you can't force teams to play as teams in a league. It should be a thing that regulates itself. A consistent team should theoretically be a stronger team, so it's in the teams own interest to play with the same lineup every time. (yes, teams can use strong mercs to be stronger, but again here we give the opponent the chance to deny mercs)


		<blockquote>Concerning the maximum number of mercs we have to draw a line somewhere. The most convincing argument for the 4 merc proposal I read in here was "everything with more than 1 player is a team" but teams in TF2 consist of 6 players.
The best supporting argument for the current merc rule in my opinion is that a "team" should be considered a "team" if more than half of the players are on the roster which I personally find more convincing.</blockquote>

But ultimately it's just as arbitrary. More than 1 person is semantically a team, at least half the players makes a team, etc. Actually ETF2L proves how arbitrary it is, because "more than half of the players" would mean that: max mercs for highlander is 4. It is currently 3.


		<blockquote>And now for some offtopic: You claim that the PL - decerto case is a "victimless crime". Now if two teams agreed to play with sv_cheats 1, would that be a victimless crime as well? The league rules are not only to protect from abuse but also to ensure equal premises for all teams. That is why you can not edit the config or switch maps or play with cheaters, even if both teams agree. If you are allowed to modify a rule it is mentioned, by the way. For example you may allow up to two mercs or you may reschedule, if both teams agree.</blockquote>

Agreed, teams cannot make up their own rules on the spot, even if both sides agree. That is not my problem though. The problem is the undocumented punishment that is disproportional to the circumstances. Like Vlijm says, you can't equate all these offenses to the same level of severeness! It's not black and white. Were this match wildcardable, or at a time of unlocked rosters, then it would have been silly to play with mercs. My point is that when a rule is undocumented, don't hand out a punishment without looking at the circumstances. But this topic is not meant to discuss the particular decerto-punchline case. 

If you want to blindly punish a team for breaking a rule, do so by pointing to a set-in-stone rulebook. This brings me back to the start: this is why I am asking for both more rule/punishment clarification, and a change of the merc rule.]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 17:18:40 +0200</pubDate>
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    	    <title>Reply by Vlijm</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-3/?recent=391920#post=391836</link>
    	    <description><![CDATA[Had the same thing before, we had to play our last game this season and were probably gonna have to use 3 mercs, so i asked the opponent and they said they would allow 4 merc if needed, so i asked the admins and they told us that even if the other team agrees its still a default loss. We got 4 of our own team in the end thanks to our huge roster, but i still think its ridicolous that if the other team agree, the admins step in and still make it a default. 

Also, comparing this to sv_cheats? Doenst make much sense, i get your point but its out of context.

Admins should either clarify the rules concidering the merc rules (cant find anything about defaults when using 3+ mercs) or be less harsh on this certain team. Rules are rules, but if they re not clear its a bit to easy to punish a team by giving them default loss rather then having a clear discussion about it. Also i lolled at the major warning.]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 17:08:14 +0200</pubDate>
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    	    <title>Reply by Snyppsis</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-3/?recent=391920#post=391834</link>
    	    <description><![CDATA[You say you don't want to delve into your game against Punchline but that's exactly what this is about. Without that incident you wouldn't have brought up this discussion in the first place so obviously people will comment on it.

You are right in pushing for better documentation and changes to the rules, but it all stems from this one game where you feel you've been wronged, and although the punishment for the breaking of rule 2.1.2 isn't documented, it certainly isn't unprecedented. You seem like a smart guy so I'm fairly confident you were aware of the consequences when you <em>still</em> chose to play the game with three mercs.

Personally, I would not change the rule itself. I hate playing against mix teams because they play unpredictably and make it hard to employ regular tactics. It is already very unsportsmanlike to refuse mercs in higher levels so If up to 4 mercs would be allowed I'm sure some teams would ask for that, and I then would deny them and be the bad guy. :(]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 17:00:21 +0200</pubDate>
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    	    <title>Reply by Spike Himself</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-3/?recent=391920#post=391830</link>
    	    <description><![CDATA[<i>Quoted from skeej</i>
		<blockquote>True, a rulebreak usually warrants punishment. However, like I stated before, nowhere do the rules say that "type of rulebreak: 3 mercs with both parties agreeing = default loss for the party using 3 mercs". It only says that 3 mercs are not allowed, and, like stated above, according to the current rules the only thing it should warrant is a minor warning.</blockquote>

If all you're after is for the rules to be more clear, then yes, I agree. That doesn't require a thread with walls of text and discussions though; simply !admin on irc and ask for someone to add it :)

Still though, you didn't field your own team (less than the majority of it, at any rate), so I can't say I feel the default loss is too heavy a punishment.

It is your very own responsibility as a team and/or team leader to be able to actually field your team come the match date. You agree on this by signing up in the first place.

It baffles me that nobody went to consult with an admin before you played this game and on your own account went to amend the rules. The admin would've said "no you can't do that" and then nothing could've gone wrong.]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 16:42:48 +0200</pubDate>
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    	    <title>Reply by CannonFodd3r</title>
    	    <link>https://staging.etf2l.org/forum/feedback/topic-21788/page-3/?recent=391920#post=391824</link>
    	    <description><![CDATA[<i>Quoted from skeej</i>
		<blockquote>True, a rulebreak usually warrants punishment. However, like I stated before, nowhere do the rules say that "type of rulebreak: 3 mercs with both parties agreeing = default loss for the party using 3 mercs". It only says that 3 mercs are not allowed, and, like stated above, according to the current rules the only thing it should warrant is a minor warning.</blockquote>
http://etf2l.org/rules/league-rules/#1 1.4
"Teams caught using an unregistered merc, or a merc without their opponent’s permission, will receive a default loss and a warning."
While I agree that the wording could be better this rule can easily be extended to mercs that are not allowed by the league.

Using a lineup that greatly differs from the one you used before DOES influence the other teams as well, I would say. You perform different with different players and may win or lose a map you would not have won or lost with your other lineup (which is also what the hijack rule is for to prevent, to have equal premises for all teams that are playing you).

Concerning the maximum number of mercs we have to draw a line somewhere. The most convincing argument for the 4 merc proposal I read in here was "everything with more than 1 player is a team" but teams in TF2 consist of 6 players.
The best supporting argument for the current merc rule in my opinion is that a "team" should be considered a "team" if more than half of the players are on the roster which I personally find more convincing.

And now for some offtopic: You claim that the PL - decerto case is a "victimless crime". Now if two teams agreed to play with sv_cheats 1, would that be a victimless crime as well? The league rules are not only to protect from abuse but also to ensure equal premises for all teams. That is why you can not edit the config or switch maps or play with cheaters, even if both teams agree. If you are allowed to modify a rule it is mentioned, by the way. For example you may allow up to two mercs or you may reschedule, if both teams agree.]]></description>
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    	    <pubDate>Mon, 25 Jun 2012 16:37:21 +0200</pubDate>
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