in literally ANY mod and I guarantee you I could pick a random 3rd Dan who doesn't even PLAY the mod and win at least 1 out of 5 games against them.
I played CS 1.6 against a couple of big FR teams back then (GG mix and JaS), even tho our team was just a bunch of pretty decent skilled friends and nowhere near "pro", we ended up scoring 2 or 3 rounds (game ending at 15-3 / 15-2) against some players way above us.
In any game, e-sport, or normal sport there's always a chance for the "lower tier" players to score, or even to win. There would be no point holding a competition if there wasn't any possibility. A pr0 can make mistakes, an average player can have pr0 moments. Or else why would someone sign-up for a championship if he knows 100% he's going to lose ?
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Also I wanted to open a thread about toribash as an e-sport but it slipped my mind D:
The idea was to discuss a "competition format" that would represent the most played mods of the tb community. The Clean League 2013 is a good basis but I think it could use some brainstorming.
Imo, the most played mods are aikido (+variations), wushu (+variations), Tk (+variations), Lenshu(+variations),
Judo, and closely following : ninjutsu/rk-mma/stabjutsu
The point for team leagues would be to have each player of one team specialized in their own mod.
There are many possibilities but I'd see something likes this :
1 random fun mod to decide who pick the "ghost" mod. (knife round for sides in CS)
5 aikido
5 wushu
5 Tk
5 "ghost mod" : The winning team of the fun mod picks a mod in a list of official mods.
There could be some individual leagues specialized in one mod. (Aikido league, Wushu League, Tk league etc...)
BUT, before all this happens Toribash must "suffer" a few meta game changes to make it more "strict" and suitable for competition : removing running from the striking mods.
The problem is matchs and wins being based on time instead of being based on a fixed goal (a life bar for exemple), that aspect offers the opportunity to score a minimum points and go for a run and avoid fighting, which is pretty "ironic" for a fighting game.
Unlike classic 2D fighting games (FG), moving in the game area is more difficult in toribash and requires particular skills. Classic FG have time limited rounds as well, lets say 2mins for exemple, but during those 2mins you can pretty much attack every 2s, which make avoiding the fight a difficult thing (the opposite of tb). TB have very short matchs in which moving takes a lot of focus and time, it's harder than just pressing forward and jump... and if you don't know the opponent is gonna run you quickly are 1 or 2 turns late on his movements and catching up becomes a whole different story, even more when you're limited by (short) time.
Rings/Dojos are a partial solutions : it makes running harder but it's still here, you can still use the same tactic of scoring low points and avoid fighting.
I think it would be judicious to either make the matchframe limit
a lot longer, or give the players a number of points to reach, a goal that would prevent them from running from the fight, forcing them to engage.
THAT would make interesting matchs.
Last edited by deprav; Aug 15, 2013 at 05:13 PM.