Mods that should be on the list & why.
-----------------------------------------------------
Mods voted for:
----Kicking category:
--------kickbox - probably a bias. the only kicking mod i partially understand.
--------taekkyon - tk players say it's good, hell if i know, but i better believe people who play these mods.
--------erthtkv2 - erth is tk player, probably know what he is trying to accomplish with mod settings.
----Striking category:
--------wushu3box - gold standard wushu3 in a box (octagon), comebacks are not limited, can jump off from walls, decent fun mod, created for competative play and quite suitable imo
--------rk-mma - well balanced striking mod, not an expert in it, to go in details, but this is the very definition of middleground between wushu and ninjutsu.
--------stabjutsu_original - more dynamic version of ninjutsu, less leg camping, more free movement.
----Grappling category:
--------greykido - only decent mod from options provided
-----------------------------------------------------
Mod suggestions:
----2 mods to add to grappling category:
--------spiritwrestlingfix - good skill based alternative to abd, it's well balanced due to timed dq and only self dm.
--------wrist dq included, ankles dq excluded, hence tripod holding is partially mitigated. created for competative play.
--------aikido7 - no leg/torso grab, only self damage, double grabs deformations are mitigated, shovel effectivity reduced. created specially for competative play. currently used by team aikido.
-----------------------------------------------------
Striking mods list concerns:
----mushu in any form - anything instagib / low dm / opener based should not be considered competative. Thats common sense.
----the fact that some of staff members decided to promote mushu soloely in attempts to piss off / troll vocal wushu players debating on forums,
----which resulted in current situation, doesn't mean that it's okay. it's rather sad.
----Orthodox wushu mods concerns
--------wushu3 - gold standard, but there is no dojo, hence for serious competative play it will be running all over. best wushu mod up to date, but not for competative play.
--------wushu4 - short matchframes version of wushu3, i made it specially for beginner/intermediate players and was used as such for some time in order to get new folks familiar with wushu,
--------but not to take too much time waiting in queue, same concerns ans wushu3
--------zakshu - very close to wushu_2015, so also not a fan of, pushing people away / limiting comebacks because of danger to fly off is not much fun imo.
--------wushu - extremely outdated, obvious random dm/frac issues, short distance, opener focused
--------wushufixed - quite outdated, obvious random dm/frac issues, short distance, opener focused
--------wushu_pro - somewhat outdated, obvious random dm issues
-----------------------------------------------------
Grappling mods list concerns:
----aikidobigdojo - cancer of toribash, not defined, messed up meta
----lenshu3 - not defined, messed up meta, even worse than abd
----tenshindo_fixed - mixed feelings, too far from each other, will cause no grab situations on competative play,
----grappling mod should be about grappling, so tori & uke must be close to each other to ensure grabs.
----aikido - flawed for competative play, $1000 tourney proved as culapou become finalist using only shovel
----sambo-off - same picture as above
----rb_greykido - not as good as classic greykido
----judofrac - errr.. nope, way too much chance included + way too different from all the other
-----------------------------------------------------
----
Features you'd like to see the competitive clan system support/remove
Any forseeable issues with balance from any suggestions made.
i would like to see divisions/groups/leagues to prevent farm on shit clans and add more sport-ish flavour.
So yeah, to begin with I want to state that this concept was created to be farming-proof,
1) GROUPS
d'oh, fine let's say clans should be diveded by groups regarding of their points automaticly. let's say we have a list of clans
these clans have some points
so we will have a list like this
1 [killers] 121
2 [rapists] 92
3 [molesters] 81
4 [masochists] 72
5 [cockblockers] 62
6 [bd&sm] 55
7 [noobs] 52
8 [pros] 32
9 [pickels] 8
10 [apples] 1
now, to prevent points farming we will divide this list by groups.
it will be done automaticly:
A_0 = top_clan_cp
where A is group, 0 is top cap and 1 is bottom cap, so we will have and top clan cp is ammount of cp of top clan
A[A_0; A_1]
A_0 = top_clan_cp
A_1 = top_clan_cp * 75%
B[B_0; B_1]
B_0 = top_clan_cp * 75% - 1
B_1 = top_clan_cp * 50%
C[C_0; C_1]
C_0 = top_clan_cp * 50% - 1
C_1 = top_clan_cp * 25%
D[D_0; D_1]
D_0 = top_clan_cp * 25% - 1
D_1 = top_clan_cp * 0%
so yeah, in excel i got this
A_0 = 121
A_1 = 91
B_0 = 90
B_1 = 61
C_0 = 60
C_1 = 30
D_0 = 29
D_1 = 0
and now to sort shit out
------------
you can make clan war only with a clan from same group
top clan from each group can fight clans from next group
i think you should recive cp for events too.
--group-A---
1 [killers] 121
2 [rapists] 92
--group-B---
3 [molesters] 81
4 [masochists] 72
5 [cockblockers] 62
--group-C---
8 [pros] 32
--group-D---
9 [pickels] 8
10 [apples] 1
------------
so pickles as top clan at group D may fight clans from group C
pros as top clan at group C may fight clans from group B
molesters as top clan at group B may fight clans from group A
this will solve a situation where there may be only one clan in a group too.
simple as that.
good thing about this sytem is that it's dynamic and after you done it it would not need any changes in structure or any interference other then adding cp for events ;)
in the end we have a system where top clans can't farm cp on shit clans and shit clans can't farm cp on shit clans.
fuck yeah
------------
2) VALUES
okay now about values
cp - clan points
qip - qi points
cwp - clan war points
ep - event points
activity
clear cp
clear ep
now how to caculate this shit?
let's start with qi points and activity
activity = active members/total members
qip = average qi * 0,01
cwp = adding from clan war system
ep = clear event points ( added by CET ) * 3
clear cp = qip + cwp + ep
cp = clear cp * activity
so in the end we have a system that more or less fair and will divide clans by group based on activity, clan war points, event points,average qi and exclude tc, since it have no relation to clans activity.
https://docs.google.com/spreadsheet/...=0&output=html
you change only top clan value and get each group limits
Last edited by snake; Jul 22, 2015 at 03:02 PM.