Originally Posted by
SmallBowl
this is not quite accurate, the game from the replay shown DID take 20 minutes.
Although yes the only turn time is 13 minutes 20 as you said, how many times have you pressed space and had it instantly go to your next turn with no wait or lag at all?
Me and Icky are across the world and both have particularly bad internet :P, especially him. Also there is the time where the replay actually plays and the playing time between turns, it all adds up.
30minutes is a huge underexageration too, that means not only were the games 3 minutes shorter than maximum, but the match finished 3-0, which in a similarly skilled matchup is not likely.
My bad I meant ~30min for best of 3, not first to 3 (which would be best of 5.)
As for the rest, it's not really a mod architecture issue but more of a connectivity related problem ^^ I rarely play against people who lag so much that the amount of time required to play an entire fight is almost doubled, it never happened to me tbh. I don't think that's something you can hold agains the mods themselves.
And I'd like to remind I do agree that for a "best of 5" situation, 20 turns fights probably are the best choice ! But 40 turns is a good soft transition toward the "
first to X points" win condition we're going for.
Intense and boring are all subjective, in the same way that you like wushu and striking and I dont you like this and I dont, talking subjectively not objectively wont get us anywhere D:, dont say I was the first to talk subjectively becauseshutup 
hehe, I won't say it ;o
Tho, there will always be a part of subjectivity when trying to answer the question of "
what's more competitive", since people tend to compete into what they
prefer. Hence why sir speaks about popularity of a mod : a mod can be popular but totally not suitable for competition, but a (hypothetical) mod that could be objectively the most "competition-ready" could also be unpopular and not worth being put on the official list. People's personnal opinions do matter to a certain extent, it's all about middle-grounds !
asfdrfg youre missing the point, I didnt know what I was pressing or have any reason for pressing it except for it looked spinny, icky had a plan sortofish
I'm not missing the point, you're missing the point ! xD
From my point of view, your exemple only proves that classic striking mods (lenshu3ng, rk-mma, wushu) always had good potential but their "architecture" set the skillcap pretty low (considering their potential). When you start to ask the players to actually aim and create a decent amount of power they start having troubles, just like Icky on that replay.
Saying you didn't know what you were pressing is a pretty bold statement ! We can all see your moves are rather smooth even if sometimes clumsy. Spinny is good, spinny is movement, it's building momentum to create decent hits, and moving is being hardly predictable for your opponent; it's creating openings and surprises ;o
The only plan I can see from Icky's performance is that he's trying to put his legs inbetween you and him and land poor "extending knee" kicks wherever his position allow him to aim. What you'd mostly call "crabbing", the "classic playstyle" for most striking mods because it was easy to apply and very effective with the old point system.
a 30 point jump comparitively is as much or more imo than 50k in normal lenshu, 1 big head hit can get you that much but to be fair I cant unto lenshu
a 30 point jump in my mods would sure be a lot, but I yet have to witness a 30 points difference after a clinch. On your replay the "clinch" ends up with a ~3 points difference for you, which is reasonnable. The only clinches ending with a huge point difference I've seen is when someone gets his head grabbed by the other player with both arms, which makes sense. Don't get your head crushed xD
As for 50k in normal lenshu, it's pretty much impossible to catch up if you don't clinch again for a crazy amount of random points. If the other guy "crabs" and camp, as soon as you come in he can hit whatever parts of your body is in range and score 30K+ for a limb hit, which means he can keep his point advantage very easily, he'll generally score approximatively as many points as you can score and the point gap will stay the same. In my striking mods you can close the gap by using your limbs to block and take a minimum amount of points and then have an occasion to land a good hit to catch up with the points. hence the "
easier to defend, harder to play defensively"
I dont even know what calssic style is how can I have tried to do it D



I'll try to find a replay for a good "classic style" exemple. Basically it's what I describe earlier (crabbing) : you use your wrists+elbows to move around or be ready to push, and keep your legs inbetween you and your opponent, and pretty much only use your knee joints to kick whatever you can. It was OP as frack in classic mods.
Anyway, I hope that discussion has taught you a bit more about the changes my mods aim to bring and that you'll try to look at them with new eyes ! If I catch you on IRC I propose to have a few fights so I could show you concretely what I tried to explain here ^^
Last edited by deprav; Aug 25, 2015 at 02:47 AM.