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Summer is bearing down on us quickly, and with it comes Goultarminator 2011!
It’s time to unveil the secrets of this new edition. We’ve made a lot of changes to the basic formula of our largest inter-server community event since last year, primarily based on the many suggestions and comments from the communities, but also, because DOFUS has changed a lot in the last year!

Let’s review the major relevant changes…



Integrating Rogues and Masqueraders

The biggest development this year was the arrival of two new characters classes, Rogues and Masqueraiders, bringing the total number of classes up from 12 to 14. The impact of this change is quite significant for the tournament.

The first edition of the Goultarminator divided the participants from each server into 4 teams of 3 classes (one participate per class per server), and the second Goultarminator swapped this system out for 3 teams of 4 characters. These were the most interesting iterations available for a tournament of this magnitude (teams of two didn’t offer enough opportunities for team synergies, teams of 6 or 12 could create battles that were far too long and not necessarily more exciting tactically than other combinations).

This problem has reared its ugly head again now that we have a total of 14 classes – teams of 2 are too small, teams of 7 or 14 are too large, and any other combination would be uneven, making the organization more difficult. Several different solutions were proposed to deal with this issue, and after considering them all, finally decided to alter the number of total participants per server: Every server will have two Rogues and two Masqueraiders per team, raiding the total number of participants per server to 16.
Having 16 players per server allows us to subdivide each server into 4 teams of 4, each team containing either one Rogue or one Masqueraider.
This configuration allows for balanced teams, and allows us to highlight these new classes, which have not yet revealed all their tactical options and provides fresh new combinations between the classes.

New criteria for team composition

Speaking of team composition, this is a good time to mention the second of two major restrictions for building teams this year. The first restriction, as we have just mentioned, is the addition of one Rogue or one Masqueraider per team. The second restriction is in a similar vein to the major team restriction from last year’s Goultarminator (this past restriction prevented Sacriers, Eniripsas, and Osas to be placed on the same team) and is as follows: Sacriers, Eniprisas, Osas and Pandawas must be placed on separate teams.

This double restriction prevents class combinations which are too powerful, and establishes a common basis between teams.



Battles will be measured by turns

Our two new classes are not the only changes which have arrived in DOFUS this year. We now have a clearly visible Turn Counter in the battle timeline. This addition has allowed us to complete revolutionize how we manage the duration of tournament fights.
In the past, we used a stopwatch to determine how long a battle could be, and to establish boundaries for landslide victories and tie matches. This mode of operation was effective in most respects, but it also raised serious concerns. Classes that depend on summons, for example, were more dangerous in a tournament match, because they could bring a team that much closer to a draw. And, some who were not invested in good sportsmanship pushed their turns to their limits attempting to artificially prolong a fight in order to convert a possible loss into a tie.

This year, we will use a maximum number of turns to manage ties and landslide victories. This means that players can freely use their summons, or take their time before casting a spell without damaging their team, the fight will only be over when the turn count limit has been exceeded.

Overhaul of the point system

Several changes have been made to the point system for this year’s Goultarminator.
In the first place, points gained from fights have been fully reassessed. Not only do the winners earn points, but the losers too! Naturally, the winning team always gets more points than the loser, but the gap between the two can be closed if the losing team manages to kill several opponents prior to losing. This system gives us more accuracy when tracking the time investments of the teams, even when they are losing. It also penalizes absenteeism and team forfeits (forfeiting a fight will result in losing points).

Also, points gained in the tournament have been clearly differentiated from those won via community events. This means that the teams which qualify for the finals will not be influenced by the performance of their server in the community events, but only by the results of their fights. However, teams will continue to add the points they win in the tournaments to their server’s totals for the purposes of server rewards.

International and French servers to have separate selection phases

During the selection phase last year, the tournament server struggled with handling the simultaneous load of fighters and official spectators for both the French and international servers. Separating these two groups into their own servers during the selection phase gives us more flexibility when organizing this phase of the tournament, and allows the CCM of each community to focus more on the fights for their community’s servers!

Battle of the runners-up

Conspicuously absent from the first two editions of the Goultarminator, but strongly requested by the participants, a fight will be arranged between the runners-up in the semi-Finals to determine the 3rd and 4th place winners, and a special award will be created for this third step in the winner’s podium.


Registration and qualification

Now we will put aside the subject of the tournament itself to discuss the system of tournament registration and qualification.
First of all, we welcome back the “Test of Spirit” which was present in the first Goultarminator, but missing from the second, and loudly demanded by the participants! This simple introductory text, an open letter of greeting to the entire community, is no longer a full test of qualification, but is now part of tournament registration, and will be used during the Test of Popularity to help players make their choices when voting.

Now we come to the Test of Speed. This year, we will finally say farewell to the system of the last two years, when players were required to beat certain dungeons. This year, Goultard is picking up his sword and will be visiting each server to evaluate the strength of their candidates. The principle of speed remains the name – each potential candidate tries to complete the fight in the quickest possible time – but this time the fight will be against none other than Goultard, in person!

The fight will be the same for all classes, will be easily accessible, and encourages repeated attempts to improve upon past performances. The fight is designed to be accessible for those who are level 150 and higher, defeat will be almost impossible (to make life sweeter for candidates from the Heroic Server), but the mechanism of the fight has been designed to reward timeliness.

Calendar

The complete schedule of events, including the community events, will be announced later, but here are the important dates to remember.

  • Mid-June to July 14, 2011: Registration begins, Test of Speed is held
  • July 15 to July 21: Test of Popularity
  • July 22 to July 25: Team Composition
  • July 26, 2011: Backups taken for tournament server during the usual weekly maintenance.
  • August 1 to August 19: Selection Phase
  • August 22 to August 27: Finals
  • September 3, 2011: The Final Battle
 
Category: Community