Originally Posted by
Powas
heh.
That's the most egoistic, close-minded, generalized shitpost I have ever read in my whole life, sorry snake.
Short v. I agree with you Powas.
Originally Posted by
Powas
Try to teach, let's say, black belt who played mostly judo and some aikido the ways of wushu without giving him anything to start with (dem 'first turn move patterns') and find out if you can make him decent player, of course if you're able to keep him with you, tho it'd mostly like end with 'fuck you, you're shit teacher, I don't understand' after a lesson or two.
Long v.,
Main points // Table of Contents:
1) We all have different beliefs in how to "grow" as Toribash players.
2) Wushu, why wushu?
3) Advantages with "impro"
4) Advantages with "openers"
5) Problems with "impro"
6) Problems with "openers"
7) My Belief Included in the previous 6.
8) How to go about it
9) Summary
---------------
1) We all have different beliefs in how to "grow" as Toribash players.
What I notice is that both of you make quite unclear arguments on some points and some very solid arguments, tho so far by reading your posts, and the former relax all leaders posts and many others I can conclude that we all had very different ways and strategies(?) to become what we are today. Thrandir, I definitely see your point, and I agree with you and see your point in that last point but I will try to bring the ongoing discussion further before addressing the purpose of this org, from my view.
2) Wushu, why wushu?
Powas, you argumented on the line of teaching new players play, you also mentioned black belts and higher. Id like to separate the three groups; 1 Newcomers, 2 Non-Wushuers, 3 Experienced non-Wushuers.
Newcomers are those who cant really control their Tori at all. Keeping it short on these guys; Don't wushu. It might be fun, It might be awesome, It Might Look awesome whatever, but to learn the fundamental basics of Toribash I would suggest that you play a quick mod, Aikido, Judo, Taekkyon etc where there is NO forgiving on higher levels, yet a higher phase and such more time can be spent experimenting with joints and whatifidolikethis which I believe to be the easiest and most efficient way of learning ANY new game.
Non-Wushuers of mediocre quality, In this category you find anyone who believes that utilizing joints is a hard thing, I believe that Hampa would land in this category so I'm not saying that only new players or inexperienced players falls in this category. For these players there are two ways to go about, and I believe this is the category which we try to change the mindset of. When you go to a 750 tc tourney you would today find three players which id call newcomers, they have no clue what they are doing and there is a 50% chance that they rocketjump. There would most often be two players who uses openers and then just fails, and maybe one who tries to play wushu in a "impro" manner, but he most often fails and DQs, something that is very typical for this category id say. To be honest, when it comes to wushu I would have ranked snake in this category, no offence, about a year ago or so when you had a 66% chance of randomly dqing. Now, you fall in the third once again.
The final category includes those of us who believes we have a good understanding of movement no matter what the mod (when its normal toris and somewhat normal settings). This group includes all of us who finds it EASY to predict the outcome of a move, easy to predict somewhat how the situation will be after 50 frames midair and after 50 frames of close combat. This category has 2 alternatives, Openers and Improvisation. I find that Improvisation adds a lot of fun to the game and as such I choose to promote it. Openers in themselves I find dull in the fundamental basics; Having fun. I could construct a move that would be 1) hard to avoid, 2) give me the win at least in 1/2 games. I do see whats fun in competing with openers, but as i find Wushu to be more than the first 200 frames, Id call that something else, name it Opshu if you want to.
So, this brought me to Why wushu; To me, read TO ME, its all about 1) Long games, 2) Outmaneuvering your opponent, 3) forgiving games, 4) final point: awesome replays.
I see how openers could make point 2 and 4, but to me openers would never ever prove worthy of 1 nor 3.
3) Advantages with "impro"
So, to the general player, I'd say that improvisation pays of. What it really does is that it challenges YOU to Control your Tori while facing an opponent, and distraction. Literally, there could be no better situation to train for wushu or brushu, when we speak of 2k games, cause after those first 400, no matter what opener, you are left with your skills to improvise alone.
4) Advantages with "openers"
Lets go back to the noob, the newcomer. He or she cant control his or her Tori. Improvising is suicide. I would not recommend wushu at all, ie. discussing unibash i find irrelevant to the topic.
For other players, skilled or so, I'd like to leave this point as an open ended question: Why do you play Toribash?
Openers rise the chance of success, the chance of you wining the game, and the chance of you making an awesome performance, but deep inside what you are doing is most often staring a script against a player who has little or no chance of avoiding annihilation (wushu.tbm), or being flung 2-500 units away from you and being 0k to 60k in score, fun huh?
5) Problems with "impro"
Problems with improvisation; people cant move their tori... Already pointed at a solution for that, check. DQ rate high... Is it? I'd say its lower than in your average opener game, cause when they cant connect/have done so, 50% of the players fail at tri-poding... It's not fun, well that comes down to the purpose and the definition of fun. Following my definition, it is What make this mod category so fun.
6) Problems with "openers"
Openers, Dismembered. Opener (the same), Evade, He dqed...
Thats my average wushu game with openers nowdays. Back in the days (sound so wrong) it where a different story, what I did back then where to build my moves on basic principles, something you discussed Powas, and thats a matter of definition. And yes, I often used 4 openers; Extend both gutes, Almost hold all noobclap, Noobrushu forward, or backflip to avoid. If I remember correctly, some games where pure awesomeness, but they where in the end nothing but repetition. I sure learnt a lot, how to absorb hits, aim at knees, predict things that where i-logical, but logical for openers... I' would't say that it where a bad thing, rather I would call it a necessary evil to understand what to value in any game, the fun parts and not just the fun in w(s)inning.
Today, most of us are able to play without openers, to have fun without openers, and I would like to conclude that our games might not be as fast phased, contain as much gore, but they are still fun right?
To me, the only negative part is that they do MOST OFTEN not lead to the same interesting games, the fun games where you have to comeback, strike, comeback strike, avoid a comeback to kick someone from behind etc. That's the reason why I promote Improvisation to high-tier players.
8) How to go about it
I believe (I can fly) that we should promote wushu alone, and by that I mean the category of wushu we stand for, long games. By promoting Improvisation only we can help a new generation see the fun in losing, the fun in having fun literally, and having to win to have fun. I would like to say that this is a game, not a competitive mod such as ABD (Which is interesting, and fun in some ways), a game where one is under pressure yet does not rely on some script.
9) Summary
Lets create the mod "Opshu". As I see it we have been divided, some like both, (I like both) whilst some others only prefer one of the two. Its in a way good, and in another a bad thing; 1) We wont butcher each other and rage at each other. 2) We basically take what where the essence of wushu and force migrate it into a new being.
But to me that seems to be the only solution that is viable.
NOT!
No, that would be good, but there is one fatal flaw; we have yet to address the openers. I do not promote them, I would not promote them, but I would not rage, I would not try to end this persons TB career(©), I would most probably either kill that person in the game, or just avoid it altogether and have him or her DQ and then face the other players in the room before I repeat again...
But, Should we promote openers? YES, we should promote OPSHU!
The End!
Last edited by Smogard49; Sep 10, 2012 at 04:43 PM.