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Thread: [Community] Revive Toribash
[LIST=1][*]Lessening the learning curve.

I have been sitting on an idea for this myself. I think there's been a few suggestions that have missed what it means to actually reduce the gameplay to a manageable level for new players and the solution is the ability to group joints under a custom preset that the player can define. So when a player goes into singleplayer they can define body parts (eg: right arm = wrist, elbow, shoulder & pec) and save movements to that body part on a certain turnframe with a name (eg: "punch wind up") and then load that during multiplayer and singleplayer matches from a list on-screen. The user can combine these movements alongside fine tuning with mouseclicks as normal to complete their moves quickly in a way that they understand (after all, they did make the moves). Combined these could form openers and situational movements depending on how much they utilised the feature. Taking this to the next level would be allowing users to upload, share and rate their preset moves so that the burden of finding out what works and what doesn't isn't on the new player.

I think there is an easy way to solve this and make the beginner gameplay a bit easier for players. I think that move memory scripts should be installed in the game by default, and that it should come with a preset of moves approved for beginners. I'm sure the community could band together to make a set of five of so openers with counters to them, just enough to cover the first two turns of all the current competitive beginner mods, such as Judo and Aikido. For example in Aikido you could have stocked grab openers, then options for openers like basic Knees, or kick setups.


[*]More useful tutorial, challenges and other singleplayer content.

The tutorial does a good job of teaching people to grab and move the most basic of joints but it doesn't test the player in any meaningful way after the fact. The match against uke at the end, despite its flaws, is a good first test for the player simply because it's there. There needs to be more challenges like this that test the player's competence before throwing them at other players. Imagine a challenge section for new players that scales in difficulty, e.g: balance for 500f/50tf without dq in a small dojo -> balance for 500f/50tf without dq + moving 5 joints a turn -> balance on this pole for 500f/50tf without dq -> balance on a smaller pole without hands for 500f/50tf without dq

We need to see things like that. We can reward people for completion a number of ways and append more challenges to that list as the ideas come. We could add parkour maps, "beat this opener" (specify uke to do an opener, etc.) dismemberment challenges, you name it. Not only would it mean the user has some sort of handle on the game past the very basics but there's no reason we couldn't also make really tough challenges for the older players who want singleplayer content that comes with bragging rights upon completion.

I can't find the old thread, but there is an old thread that I created with a plan for a more in-depth tutorial system that focused on teaching players not openers, but more of how each joint moves, the motion it creates, and how to combine different joints in order to reach a desired motions. The tutorial was based on having floating balls with win triggers, and on screen text. The text would tell the player how to move in order to touch the ball (contract right pec, right rotate chest), and then have the player repeat it another time without instruction. I cant' find the thread myself, but I'm sure someone here with the ability to search my user information for all my created threads can find it easy.

Note: It was stated that they were going to work on this suggestion of mine, but I never saw any actual progress come about.


[*]Marketing Toribash to the hardcore audience as well as the casual.

Marketing in the past hasn't really had any concrete figures mostly because they weren't recorded at the time (not a mistake we're going to make again, I assure you) but having been in the game myself when the game was being marketed I can say that the effect wasn't lost on people. We had new users come when the game was promoted on Youtube via. trailers/big channels playing it, the only issue is that we kept very few of them. That's mostly because of the listed anchors but also because we've never once tried attacking those people who are looking for a brutally difficult skill-based game that essentially has no limit on creativity. Why not look for those players and market this game locally on strategy/simulation game forums/communities? It seems by and large we've been poaching casual players far too often - before we do that again we should target the audience that makes the most sense THEN go for the casuals once we lessen the learning curve and make the gameplay more accessible.

As for this I've seen videos in the past of one youtuber having his fans send him openers, and because of this his content for the game, and depiction of it was generally better. I think that the creation of press account for youtubers would be a good idea: An account with a few no Qi items so they can show off the base level character customization, a 512 head to show people the more in-depth customization, and a few of the flames that the Market Squad has confiscated in the past. Then make it transparent that all items given will be revoked after a 3 week period, and maybe let them keep some items as a thank you for showing off the game. There are more options as well, as setting them up in a relationship with established players, and having said player show them the game a bit, so that they aren't just fumbling around, but have someone showing them basic game mechanics, fun mods, and the good points of the community.


Where's the match history? Why isn't saving my own & other people's moves easy?

For that all we really need to do it turn on Auto Saving of replays on by default, and making players aware that its on, and where they can access it.
Last edited by Kohta; Dec 16, 2016 at 09:58 AM.
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