what you are about to read here is a concept of making toribash e-sport-ish
these are things that need to be made in order to make toribash a real e-sport discipline.
OVERALL GAMEPLAY
NO DISMEMBERMENT, NO FRACTURES.
replace both by minimal breakpoint and maximum breakpoint. (will be explained later in text)
BALL AXIS GRAB, GRAB THRESHOLD TO BE ABLE TO BREAK IT.
ESTABLISHING CONTROL OVER MODS
mods need to be controlled.
more=/=better. currently we have a shit ton off mods most of them are useless.
step 1. creating white list of mods
only approved mods should be on the white list. if you want to play other mods that have been submited, you need to download it from site. only mods from white list will be avaible after instalation. only mods from white list are allowed for competitions.
these mods must be cathegorised by 2 parameters: class (striking or ippon) and mod group (wushu,
aikido irl judo, tk, boxing etc)
1-5 mods per cathegory max.
these are going to be main competative mods which will be utilised mostly.
MODS COMPLEXITY AND METAGAME
now about complexity of these mods.
regular mods with extremely low skill cap should not be utilised. at all.
i'm talking about scrub mods like abd, instagib mods and judo mods, no matter regular or frac.
this is e-sport edition, so fuck you everybody who think it should be gradual or noob friendly.
each mod must have forethought metagame and require alot of skill to meet win conditions.
additional modding abilities are required in order to make these mods to be such. (dq condition, points system, rounds, grab mechanics)
let's start with everybody's favourite - aikido. even tho we should call it judo (hopefully for e-sport edition)
main flaws of thee mod:
1) damage
2) doublegrab
in order to make aikido more competative damage should be disabled. if hamp was any serious about making tb e-sport, he should put some effort.
GRABS RE-DESIGNED
next, double grab. this is the bane of aikido for one single reason. grab mechanics is terrrible and need to be fixed. right now we have solidd line connection grab which is unbreakable and fuck up tori body. ways to deal with it: make grabs to work like ball axis connection, so it would not cause so much force and it will work around natural, so tori bodies would not get fucked up during double grab. and of course we need grab threshold, so grabs may be broken.
additional artificial restrictions may be added after testing.
now, since we don't have damage, we shifted metagame to focus on dq. but to make the game actually more competative we need to give more clear objective and proper scoring, so now we will talk about dq conditions.
SCORING
DQ CONDITIONS
1 point
dq occurs out of dojo # any bodypart
dq occurs inside the dojo # legs or glutes dq
2 points
dq occurs inside the dogo # shoulders, pecs or torso bodyparts dq
4 points
dq occurs inside dojo # head dq
head dq inside dojo will be considered as ippon and score victory. victory achieved by scoring 4 points.
ROUNDS AND WIN CONDITIONS
so basic game will consist of 1-4 rounds maximum. draw = both score 1 point.
no matter what the mod.
no frac or dm.
now what we just described is a gamemod with metagamee shifted towards getting opponent dq by head inside the dojo (pindown/throws) what require way more skill then shit brawling you can see in regular game.
POINTS AND DAMAGE CONDITIONS
now let's talk about points and damage.
for example let's take striking mods like.. boxing or wushu, since damage and points will be pretty much the same.
since these mods are long enough to have atleast several encounters, there is no need in rounds and win conditions by points, so points by damage take place.
each bodypart that can be damaged will have 2 breakpoints
minimal and maximum
let's say you hit any torso part with 5 000 damage of our current score system. in this case you score 1 point.
if you hit torso with less damage like 4 500, you would not score anything.
this is minimal breakpoint.
if you hit torso with more damage than 5 000, for example 5 020, you will still score 1 point.
if you hit torso with damage 15 000, you score 3 points.
this is maximum breakpoint.
fracture and dismemberment should be replaced by minimal breakpoint and maximum breakpoint.
points and damage for head will be different. you can't score by hitting arms or legs.
in this case hitting precise and hitting hard will be rewarded and metagamee will be shifted towards it.
SPECTATOR ABILITY
now, making broadcasting toribash more interesting, since broadcastting is what makee e-sport an e-sport.
yoyo made a tool to draw lines on screen to show whats going on.
additionally there should be an option to high light a joint by click in spectator mode, so it will be a good visual tool for commentators.
ECONOMY
since it's e-sport relise, economy can have a fresh start. fuck free market. the only agent you can trade with = nabi.
want to get some customisation - win tournaments hosted by nabi or donate. or just play and win. no way to transfer tc from one account to another. only staff can do that.
CLANS
clan competions are played as it will be designed, but to make clans leaderboards point system will be utilised.
Farming-proof clan ranking system that makes clan focus on competing with clans of same level as they are instead of ranking up on noobs.
concept here
https://docs.google.com/spreadsheet/...=0&output=html
you change only top clan value and get each group limits
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
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USER INTERFACE RE-DESIGN
let's face it, toribash look like shit. i mean the game looks like some alpha/beta/proof of concept instead of looking like an actual game.
if nothing can be done about the way it looks, alteast UI re-desing is required.
fuck command lines. it's not intuitive. if you add friends list - add dam button to show it.
description for each setting on mouse hover is required.
Last edited by snake; Aug 26, 2013 at 01:23 PM.