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    1. Vordak 12 yrs ago

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Having arena on the frontpage will have more positive impact than tucking it away in order to clean said frontpage up. Cross-community interaction is vital to arena roleplaying, moreso than to other roleplaying categories and moreso now than ever before, i belive. Having the section frontpages willl make it just that much easier for a first time visitor to ffind out that we have a dedicated community.

The above also applies to garnering interest from new people: they'll be more likely to see and know about it, and having it in its own section will also help denote its stand-alone, unique nature, helping those unfamiliar recognize it not as a sub-category of something familiar, but as a genuinely novel experience.

In fact, that's exactly how i discovered arena roleplaying as a whole: i was just scrolling down RPG's frontpage and it caught my eye. If not that, it might've happened a whole lot later, or even never - and i'm certain such is the case not just for me.
The purpose if the critique and, erm, complaints, is to simply see if it can be done better than it is right now. Maybe it can, maybe it cannot - that's up to debate, isn't it?

EDIT: when people think it's necessary to bring in a host of anti-cheese owers to get themselves a fair up-close and personal fight, that's sort of eh in my book. Consider that i myself had the same idea when examining the previous iteration character sheets, and that makes at least two people who feel it's better to focus on outright negating their opponent's powers, rather than try outplay them with their own character's moveset.

Of course, part of that stems from a 'simple and functional is best' philosophy; forcing your opponent to face you in your area of expertise by cutting off everything else - but i still think the above remains relevant.
I'd appreciate if someone took the responsibility of giving a brief summary of the livestreams afterwards; it'd be nice for the people who can't be present, but are still interested, such as me and Enki.
Certainly not my cup of tea, and has been that way since a long time.

Evidently, my personal preference is to minimize the influence that a build has on he inherent difficulty of a a fight, ideally making it so that the player would have an equally hard time fighting against every opponent they will be facing - that's especially important to consider, imho, in light of the fact that most tournament allow only one character in, preventing the player from picking a more favorable matchup if desired, as is common practice in many competetive gaming scenes: pocket characters in fighting games, different loadout picks and team composition in FPS games, both of the above in a MOBA. Alongside with implementing multiple round systems, in which the players have to win more than once against their opponent, this allow for one to both adapt to their opposition's playstyle, strategy - and, pertaining to the topic at hand, negate the influence a bad matchup. It's commonly accepted practice, in other words, and it probably dos make competition more fair and skill-oriented.

Of course, the mechanics of rp fighting are different, the reins of character creation being in the hands of the player. Theoretically, someone with enough knowledge, experience and creativity can come up with an ample character build that allows to be a jack of all trades, master of none, comfortable agaist any opponent. However, the dfficulty of accomplishing that aside, you yourself proceed to say that trying to have the right tool for every matchup isn't the right way to go, which was sort of what i wanted to say: it's the norm to have a bad matchup and the opposite is most likely quite boring and hard to acheive. However with such powerful, make-or-break tools that the current regulations allow for (as far as i see), the difficulty of a bad matchup can get needlessly amplified: getting oneshot because of your character's specific build, in a situation where other competitors could have been much more successful, is pretty vexxing, to say the least, and not very fair. It's the difference between having a hard time and having no time at all to do anything because you get fooken rekt stemroled m8 that i am concerned about.

If you think that my point of view, along with my deductive ability, are bullshit, and that i should rethink my way of life, that's fine. This isn't a practical concern of mine, as said before, and i'm willing to drop the argument entierly if it starts becoming redundant or sparks trouble.
@Keileon

The action of aiming and firing a gun leans towards the faster side of things, which can already be a pain in the arse; of course, there's the usual gunner vs target argument, which revolves around not being in front of the gun's barrel before it even fires; and there's stuff like smokebombs to break line of sight in abscence of any other means, which most characters have access to in one form or another. That doesn't change the fact that it's a borderline powerful tool, especially if ou consider that the gunner himself can take countermeasures as well. Sneaky stuff like through-the-pocket shots or just deploying a smokebomb and immediately firing through the veil; or plain practical semi-auto fire. Credit where it's due though, consecutive shots from Mitsu's gun are weaker.
@Devil

Not contradicting: my argument is not for a complete ban of certain power categories; rather, for the degree of regulation.

Disparity is okay up untill the moment you find yourself unable to anyhow interact with your opponent's attacks other than take damage, which is seldom an entertaining thing. Dodge, block, constantly outmaneouver and stay out of their effective range - one should still be able to deal with the majority of their opponent's kit with the baseline tools, taking crippling punishment for being unable to effectively utilize the options at their disposal, not for lacking a specific option.

Shoving someone around with shockwaves out of a limited resource pool is fine; as is taking potshots at someone with a two-shot gun that'll bruise, or heavily injure only if it hits a vital point. Both have the potential to end a fight on their own, but under specific circumstances, which makes it the wielder's job to work for the kill, not the recepient's worry about having the right tool to avoid an otherwise looming doom.

Combining heavy damage with a innate requirement for additional defenses - meaning it's unreasonable to expect any conventional means of defense to worl, such as dodging - is a recipie for salt. I don't want to be burnt to a toasty crisp just because i had no faraday cage on my face, or have said face blown off by a gauss gun (which is assume is far beyond the realm of convetional firearms in terms of projectile speed) because my character isn't tougher than a battleship.

I may be misinterpreting the actual reality of this tournament's character balancing system; but then again, i feel like a Mitsu Vs Mitsu mirror match would be just like one of those wild west cowboy duels: whomever draws first and nails the other with a shot is the winner.

EDIT: this is all a purely theoretical debate, to remind everyone. I wont be able to participate for unrelated reasons regardless. Be civil, be nice, know when to abandon ship.

EDIT 2: i'm not assuming that you're completely oblivious to uch concerns or the like; rather, i am simply stating my stance and expressing my doubts reagrding the actual implementation of the concept and, most importantly, its sufficiency, to elaborate on my statement in the beggining of this post.
Yeah, i've pretty much the same problem as Melon here; though i won't be participating for different reasons: namely, i've got to prepare for entrance exams in June, which certainly takes the priority.

tl;dr, the gist of my concerns is that with the all-inclusiveness presented in the schedule system, one would have to be equally all-inclusive with their defensive capability, lest they want to be steamrolled out the gates by an un-reactable attack that they didn't have the appropriate innate defense against. Ironically, this means that while one is free from the pressure of rigidly defined character regulations, it is merely exchanged for the ambigious, unpredictable threat of their opposition's capabilities - which also carries the rather severe reprecussion of competetive unviability should the player fail to take everything into account.

I strongly belive that the competition should be focused within the fight itself, without being defined to such a great degree by the character matchup itself, especially in a competetive enviroment. Nobody should be thrown into an immediately uphill battle when participating in a tournament.

EDIT: i don't mean to say that every possible attack should be capable of being dodged or blocked by a baseline, minimally versatile character of the appropriate tier; but i do insist that the exception to the rule should be in the minority and have appropriately weighed damage or effects.
I'll fight as long as you keep posting.


If that still stands true, i'll be posting. :>
It's not the first time, really. This ebook is almost as old as my roleplaying career and i've made many a post from it. This is pretty nostalgic. However, there were always plenty of typos i missed even after proofreading due to the abscence of an auto spellchecker and a somewhat clunky keyboard that doesn't register every button press.

Lord Takeder has dual lightsabers in his ronin variation :^)
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