Mind I'm not trying to white knight my mods to get them official asap, I'm just answering for educative purpose so people understand the mods. As sir said, only time and recognition will prove they belong on the competitive list.
Originally Posted by
SmallBowl
having played the mod I think it takes too long for people to stay interested
I don't think that's an issue. You can't make competitive mods and feel concerned about what players in public queues think. The longer a striking mod is, the more time players have to take a clear advantage and show a real domination on their opponent ; classic mods are too short and lack a feeling of accomplishment when you finish a fight. It's frustrating as hell.
That's why, ideally, the meta/goals of those mods should focus almost only on points (and DQ), and time shouldn't be a concern ; which is what we're trying to do with the Grand Opening tournament's format and win conditions.
If someone joins a competition or play on competitive lobby in order to win, you don't have to worry about keeping the queue "interested", the competition and trying to win and achieve something rewarding, and the material reward for doing so, is what primarily interest people. As for competitive lobbies, we've been told the amount of rooms isn't a concern anymore.
Originally Posted by
SmallBowl
also the point system, although undoubtedly thoroughly worked out ends up weird.
Weird how ? I'd like concrete exemples or replays so I can see what people think is/was weird and either explain what happened or fix it if something is indeed weird.
Tho yes, it's different. The damage threshold + redistribution makes it way easier to defend your scoring parts, and way harder to score decent hits. It rebalances the whole meta of the striking mods. It's easier to defend, but it's WAY HARDER to play defensively AND score points when you camp because you mostly end up having poor positions to attack your opponent's scoring parts, and it's way easier for him to take the fight to you in a safe engaging-position and put his limbs inbetween a shitty readable position and his scoring parts.
Originally Posted by
SmallBowl
so weird in fact the person who won was pretty much a coin toss, I went pretty much 50/50, despite the fact that the people I was playing with were considerably better than me at striking and striking mods in general.
Well, first those players weren't probably as good as you/they think they are. And second, the mods are pretty recent. Only a few players started assimilating the changes and adapted to them properly yet. It's kind of a fresh start, people have new things to learn to be able to play them in an optimal way.
Most players still play like they're playing the classic mods -since that's how they learned- and despite the fact you can still use the "classic style" effectively if done properly, it's been nerfed pretty hard.
On all the matchs I have seen during the tourneys I hosted with those mods, even if the winner wasn't the better player or the one you expected, it
always was the one who fought they best fight, and took the best decisions.
Also, I've said it a few times but best remind people : those mods aren't finalized yet, and won't be finalized as long as we can't apply the "damage to score threshold" to the "point trigger" system, in order to completely eliminate all remaining traces of rubbing damages and eventual random points outcome when clinching.
They also need to totally get rid of the "time" aspect and have a win condition of their own (win by reaching a pre-defined amount of points, aka "lifebar") in order to put the emphasis on the fight rather than keeping a point advantage and play the time (which is already harder with long matchframes).
But in the meantime they're still more consistent and interesting to play than the classic mods.
Those mods also serve a long term goal, which is having an eye-candy & public-friendly competitive scene. Grappling mods and kicking/hybrid mods are cool to play, but they're a boring mess to watch for the untrained eyes of a beginner. Like tk for instance, you understand what happens if you watch a match in direct-live and know what the mod is about, but the subtilities won't ever show on a replay, you just see 2 people rapidly flailing at each other and losing parts. Same for aikido mods, you can't completely appreciate the subtilities and the dynamic of the fight as a spectator.
With Striking mods it's a whole other story, high level fights are impressive, the longer turnframes make the movements clear and comprehensible by any audience, you see the dynamic, the hits, the dodges, the blocks, it looks neat as fuck, and if Toribash ever wants an appealing "e-sport" aspect, that's where the fuck it's at. It's hard, fun, challenging, consistent, and sweet to watch.
But well, replays speak louder than words !
Edit : Wow, that post turned out to be way bigger than expected.
Last edited by deprav; Aug 24, 2015 at 06:19 AM.