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  1. For Organizers

FAQ

PreviousEnding EventNextLive Game Data Feed for OBS & vMix

Last updated 4 days ago

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If you still hesitate to start using for your next (and all future) tournaments/leagues/hat events, we are here to answer your questions and address any concerns you may have.

It is important for you to know that we have already run over 100 tournaments on the platform, and that our developers and designers have played in over 150 tournaments in 8 countries around the world. Ultie is made by organizers and players for organizers and players.

If you have any other questions, please feel free to ask us on , , or .

Why do players need to register in the system?

This approach was borrowed from other sports. In fact, our current registration system is a simplified KYC system, similar to the ones used by soccer or ice hockey federations in your country.

Here are the advantages that it offers over the traditional (tabular) data entry used in some older systems:

Player’s convenience

In just , a player’s profile is ready to use and can be used to apply for any team.

Going forward there would be no need to manually update and forward information to your manager (i.e. email, date of birth, USAID or similar National ID, etc.). Just update your profile.

Players also receive e-protocols for marking SOTG, which eliminates a need for any paperwork for both the player and the organizer.

Manager’s convenience

Team managers do not need to run around collecting or updating information for their players. They only need to change numbers and accept or reject players.

Convenience for organizers and federations

Organizers and federations can add custom fields to the registration screen and automatically dispatch liability waivers to players, which also completely eliminates unnecessary paperwork.

It also makes life easier for parents of the minors that participate in youth events. Parents do not need to register in the system at all. Waiver is sent, and may be accepted electronically. A minor’s participation in an event may also be confirmed electronically.

Unified statistics

Respective statistical data is associated with a player’s entity on Ultie, and is displayed in that player’s profile. Coming soon is an update that will include a global player’s profile, reflecting metrics such as average points, goals, assists, medals, individual awards, etc.

Other solutions for Ultimate Frisbee do not take into account any statistics, especially transfers between teams, where stats are lost.

But — does!

Do staff members need training?

To run a game, staff member only needs to register on the platform, which only takes thirty seconds to do. The event organizer then assigns a role with a single button press.

provides complete in-game assistance for staff, which prompts for actions at a specific moment, including:

  • Timeouts — shows a number of timeouts remaining and prompts for expiration when timeout runs.

  • Softcap/Hardcap — prompts when a goal is scored near the end of the game in order to properly calculate a number of points that the game will go to.

  • Halftime — prompts for halftime coming up and reminds to enable it.

  • Notifications — alerts a staff member to announce 5, 3, or 1 minute left in the game and the “end game.”

A new version of the game management module is on the way. It will resemble a pinpad that allows points to be entered almost instantaneously. There is also a mode that shows players’ photos and last names to make simple entries.

Staff members have access to unscored SOTG protocols. Hence they can chase down players to get them to score SOTG.

Case from practice: We ran a tournament on Ultie where the organizer put volunteers on the field to run games in three different venues. Yet, those volunteers had never seen Ultimate Frisbee games before. And they did it almost perfectly. So there is no need to train staffs — everything is clear as is.

Who will create the bracket and schedule?

At the moment, we take on this task entirely — you just need to tell us your preferences and the field/venue rental times. We have vast experience, and three hundred pre-made brackets and 100+ schedules created in the last couple of years

is still in beta, but it already knows how to do many useful things that help to avoid mistakes:

  • Team arrival — add arrival time for teams and respective games will be shifted to a convenient time.

  • Double games — the system pairs two groups and shifts the games so, for example, two groups play in the morning and two play at night in the same hall during the day in order to free up players’ time.

  • Seeding — change the seeding of a team and the schedule will automatically be reformatted.

  • Simulation — the system shows who plays who and at which stage in case of a win. This allows to rebuild groups more effectively so that stronger teams do not meet in the early stages.

Why does the bracket look so different?

A distinctive feature of Ultimate Frisbee is that we determine all places, hence with 16 teams in the event, the classic bracket view can be very unwieldy, consisting of 12 separate parts. And with 32 teams, it can be downright painful to look at.

We solved this problem by devising a compact display of groups and games. Plus, when you hover over or click on a team, you can see where it is headed, so you never get lost and always know who you are playing next.

This system also allows you to create brackets of any complexity, including group repeats, accounting for previous games, and much more.

What is this Data Source thing?

Even in major sports, this feature is only implemented by a few federations. We thought it would be a great idea to include this for Ultimate, because there are always problems with the video operators.

We automatically transmit all game events, such as time, score, team names, timeouts, halftimes, and goals, to a separate file that is stored on our server and is continuously updated.

The link to this file can be attached to the broadcast via OBS/vMix Studio. This means the operators do not need to monitor the score, and it will be automatically transmitted to the broadcast.

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The automated schedule creation module