Competitive Play: Difference between revisions

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|14-12-08||aXiom||<span style="color:maroon">'''*aiming'''</span>||[http://www.esl.eu/eu/jkja/tdm/ladder/match/7246623/ TDM]|| 50 - 57 ||style="padding:0px;"|
|14-12-08||aXiom||<span style="color:maroon">'''*aiming'''</span>||[http://www.esl.eu/eu/jkja/tdm/ladder/match/7246623/ TDM]|| 50 - 57 ||style="padding:0px;"|
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{| cellpadding="5" cellspacing="1" style="background-color:white;border: solid silver 1px;border-collaps:collaps;font-size:11px;line-height:11px;"
|+ '''Total Score in Matches'''
|-bgcolor="#FFFF99"
|<span style="color:black">'''aXiom'''</span>|| 8 - 2 ||*aiming||style="padding:0px;"|
|-bgcolor=""
|<span style="color:black">'''Ozone'''</span>|| 2 - 2 ||<span style="color:black">'''no.Limits'''</span>||style="padding:0px;"|
|-bgcolor="lavender"
|<span style="color:navy">'''Ozone'''</span>|| 3 - 1 ||*aiming||style="padding:0px;"|
|-bgcolor="#FFFF99"
|no.Limits|| 0 - 1 ||<span style="color:black">'''aXiom'''</span>||style="padding:0px;"|
|-bgcolor="moccasin"
|*aiming|| 2 - 4 ||<span style="color:maroon">'''no.Limits'''</span>||style="padding:0px;"|
|-bgcolor="lavender"
|<span style="color:navy">'''Ozone'''</span>|| 2 - 1 ||aXiom||style="padding:0px;"|
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{| class="prettytable" style="text-align:center;border:double silver 3px;"
!Against!!Games!!Big Four Record!!Ladder Record!!Months in Ladder
|-bgcolor="#FFFF99"
|<span style="color:black">'''aXiom'''</span>||127||10 - 4 (71%)||114 – 13 (90%)||37
|-bgcolor="lavender"
|<span style="color:navy">'''Ozone'''</span>||70||7 - 4 (64%)||64 - 6 (64%)||14
|-bgcolor="moccasin"
|<span style="color:maroon">'''no.Limits'''</span>||123||6 - 5 (55%)||104 – 19 (85%)||26
|-bgcolor=""
|<span style="color:maroon">'''*aiming'''</span>||103||5 - 15 (25%)||69 - 34 (67%)||65
|}
|}
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Revision as of 19:15, 6 March 2013

Competitive play occurs when two parties engage in a match with the victor being awarded a commonly desired good. Unlike the case with professional competitive sports, in JKA those goods rarely if ever include set material rewards like money prizes and are mostly centered around social goods like status, prestige and respect. The primary goal of competitive play in JKA is therefore the testing of one's merit and skills as a player or team against those of other competitors. The competitive event can take on various forms in various gametypes and although competition in CTF has a very strong tradition in JKA, it most often happens in the context of two parties engaging in some form of saber combat. In all cases, competitive play flourishes the most when situated within a larger organizational structure, like a formal league or reliable ranking system.

Competitive sabering has had the most powerful legacy within the game. It is almost exclusively played without pickups and without force powers, and is governed by a codified set of rules agreed upon by all the players.

Rulesets can vary widely across events, but the two most common for duels are: The American standard of playing a match where the victor is determined by the player that first scores 10 points, with each point being awarded for a successful kill, and the health of both players resetting after each point. The European ESL standard where the victor of a given duel is determined by the player who either first scores 10 points or who ends up with the most points after a 10 minutes timelimit, and where the player scoring a point continues on with the amount of health and shields that he had left over from the fight.

Team Free For All matches are most often held across two rounds with either a specified fraglimit, timelimit or both, and the winner is almost always determined by counting up the scores of both rounds together and awarding the team with the highest score. The most prestigious form of TFFA competition is the 3on3 or 4on4 format, but 2on2 matches were not only widely popular, but also quite acclaimed as well.

Although serious competition is possible on heavily modded servers, it most often takes place on basejka or on mods that strictly preserve the original sabering environment as much as possible. The reasoning for this insistence on unmodded servers is that the point of competitive play is to determine the better player simpliciter, that is without any qualification, whereas playing on mods like JA+ that significantly change the sabering system just adds such a qualification. Nevertheless, the main reasons as to why competitive play never took off within communities favouring modded servers were on the one hand the lack of a central organizational structure, like a proper league, and on the other hand the lack of interest towards competitive play in general by players that frequent modded servers.

History

The history of competitive play is a cross between the history of formal competitive venues in general and the history of great clans and players in particular. For a variety of reasons, the early history of competitive play in JKA features little interaction between the American and European communities. This is primarily due to two factors: First, the fact that both sides had their own specialized competitive organzations, providing them with ample opportunity for formal means of competitive play, and secondly, the way internet latency heavily affects gameplay in JKA was a demotivating factor for both sides.

The Mythical Past: Late 2003 to Late 2005

America and BWN

Europe: Zedi and ESL

Highpoint: Late 2005-2006

America: n0² and the Jedi Academy Aurochs

ESL as an International League

Transformation and Renewal: 2007

The State of the American Competitive Community

The Beginning of the End: 2008-2009

What Remains: 2010-Today

The Big Four Hypothesis

The history of competitive sabering has shown that the amount of clans that truly deserve to be called great can be reduced to four. There has been a number of successful but short-lived clans, and sometimes the success of other clans was due to refusing to play the bigger fish on the ladder. Therefore, what determines the greatness of a given clan is due to its consistent and long lasting success against every clan in the world, including the ones with the highest level of skill. This kind of consistency has only been seen in four clans: starAiming, no.Limits, Ozone and aXiom.

The striking difference between those clans and other top teams in the world can be made apparently by taking a closer look at how they did playing against the Big Four. For example, clan TuA is widely considered to be one of the best competitive clans ever conceived, harboring many excellent players like Hell Raiser, and TuA has not shunned away from challenging the Big Four many times over a timespan of roughly four years. They played *aiming 6 times - lost all of the games. They played aXiom 5 times and have yet to win a single match, and they played nL 6 times, losing 5 out of 6 games. And yet again, it doesn't look any better for other top clans: 333's record against Ozone is one loss, zero wins; against *aiming it's one loss, zero wins too, and against no.Limits it's 4 losses and 3 wins. The top German clan corona has a record against no.Limits of 5 losses and 1 win, against Ozone it's 2 losses and no wins, against *aiming it's 9 losses and 7 wins and they drew against aXiom with 2 losses and 2 wins.

Ontop of that, the Big Four were tightly knit invite-only clans that rarely accepted new members and rarely had anyone leave their clans for other team - unlike the case with many other top teams like corona or TuA. So the Big Four was an elite group, harboring not only the very best JKA players in existence, but also staying far above the rest of the competitive world in terms of sheer skill. Everyone knew that when a clan of the Big Four played another Big Four member, the resulting games would be stuff of legend. But how well did the four clans do against one another?

Team no.Limits joined the ESL ladder in mid 2005 and left it in late 2007. After a year long break from competitive play, they rejoined the ladder in late 2008 and stayed for another year till August 2009, when they finally retired. In that time, no.Limits played *aiming on many occasions, starting as early as August 2005, where they won both rounds with scores of 58-41 and 62-59. Although no.Limits would go on to win their next encounter as well, their win-loss ratio evened out in 2006, where victories would alternate between the two teams. Their final match would take place in January 2007 in the finals of the ESL New Year's Cup and would see no.Limits lose the first round 27-35 and a win the second one 53-41, winning the entire match with a score of 80-76.

Clan *aiming would turn out to be the team with the greatest consistency and staying power. They were one of earliest

Chronological Order of Matches
18-02-04 aXiom *aiming 2v2 62 - 44
13-04-04 aXiom *aiming TDM 44 - 32
14-11-04 aXiom *aiming TDM 32 - 10
14-06-05 aXiom *aiming TDM 129 - 128
23-06-05 aXiom no.Limits TDM 166 - 134
29-06-05 Ozone *aiming 2v2 23 - 27
03-08-05 no.Limits *aiming TDM 120 - 100
11-09-05 Ozone aXiom 2v2 27 - 23
11-09-05 Ozone *aiming 2v2 40 - 16
12-09-05 Ozone *aiming TDM 130 - 111
18-09-05 Ozone no.Limits TDM 72 - 64
19-10-05 Ozone aXiom 2v2 7 - 10
26-10-05 Ozone aXiom TDM 126 - 94
05-03-06 Ozone no.Limits TDM 92 - 94
28-03-06 Ozone no.Limits 2v2 28 - 27
07-04-06 Ozone no.Limits TDM 109 - 101
14-05-06 no.Limits *aiming TDM 116 - 110
18-06-06 no.Limits *aiming TDM 77 - 96
10-09-06 no.Limits *aiming TDM 105 - 93
16-11-06 no.Limits *aiming TDM 69 - 76
20-01-07 no.Limits *aiming TDM 80 - 76
25-03-07 Zedi (o3) *aiming TDM 103 - 85
05-08-07 aXiom *aiming TDM 59 - 72
14-10-07 aXiom *aiming TDM 78 - 69
14-08-08 aXiom *aiming TDM 90 - 65
24-08-08 aXiom *aiming TDM 59 - 56
28-10-08 aXiom *aiming TDM 68 - 64
14-12-08 aXiom *aiming TDM 50 - 57

teams to sign up for the ESL, namely on 21.10.2003, shortly after the ESL made available ladders dedicated to JKA, and would stay on the ladder, playing at various levels of activity, until March 2009. Unlike the other teams of the Big Four, *aiming never reformed their main team or abstained from playing on the ladder for longer periods of time. Their 2v2 team, consisting of *aiming.dev and *aiming.syLezz, was one of the most successful teams in the history of JKA and they were the first ones to beat Ozone's famous players Osiris and inSane in an official ESL match on 29.06.2005. Ozone would take its revenge a few months later, beating *aiming both in 2v2 as well as TDM before they took their sights on team no.Limits. Ozone's core players Dark and Ven would later on, teaming up with JS' Grizzli under the guise of zedi, take on *aiming one more time in March 2007 and winning with a score of 41-31 and 62-54.

Ozone was peculiar in many ways. They had shortest longevity of any of the Big Four, staying only from 25.08.2005 to 27.10.2006 on the ladder and partially reforming as zedi in 2007 - the vast majority of zedi games in 2007 were played by Ozone's previous core players Dark, Ven, Osiris and either one of the previous Jedi Sentinel players Minneyar and Grizzli. So even if drawing a continuity from Ozone to Zedi were permitted, the clan only remained actively participating in the ESL for roughly two years - compared to *aiming's six years. In that time, however, Ozone achieved more than any other clan in the history of JKA. As previously mentioned, they set their sight on no.Limits after their 2v2 and TDM victories against *aiming, and they successfully beat the top team in an incredibly tense match with the scores 36-36 and 36-28. They would go on to lose to no.Limits twice in early 2006, but win a victory shortly after in one of Ozone's final matches with a score of 52-50 and 57-51. Most notably, however, would be the fact that Ozone effectively dethroned aXiom as the world's best team in both 2v2 as well as TDM, tying with aXiom's 2v2 team 1-1 in matches and defeating them in one of the most famous TDM matches in JKA history with a score of 57-36 and 69-55.

Before that famous loss against Ozone encouraged aXiom to take a break, they had already defeated no.Limits with a score of 75-61 and 91-73 in the only match that would ever take place between the two clans. They had also defeated *aiming three times in TDM and once in 2v2 by that point. After aXiom returned from their break in July 2007 and rejoined the ladders, they lost their first match against *aiming in August, but went on to play the team five more times, losing only once at the very end of their career in December 2008.

From a chronological point of view, certain areas of dominance become apparent: Team aXiom was incredibly successful early on from around 2004 to 2005 and then once more in 2007 and 2008. They were unfortunately almost entirely absent in the critical time period of late 2005 to early 2006 when Ozone was at its best. Whereas no.Limits and *aiming remained powerful throughout, both clans became the dominant force in JKA after Ozone had become inactive in mid 2006.

Statistics

A Big Five?

Notable Games

Chronological Order of Matches
18-02-04 aXiom *aiming 2v2 62 - 44
13-04-04 aXiom *aiming TDM 44 - 32
14-11-04 aXiom *aiming TDM 32 - 10
14-06-05 aXiom *aiming TDM 129 - 128
23-06-05 aXiom no.Limits TDM 166 - 134
29-06-05 Ozone *aiming 2v2 23 - 27
03-08-05 no.Limits *aiming TDM 120 - 100
11-09-05 Ozone aXiom 2v2 27 - 23
11-09-05 Ozone *aiming 2v2 40 - 16
12-09-05 Ozone *aiming TDM 130 - 111
18-09-05 Ozone no.Limits TDM 72 - 64
19-10-05 Ozone aXiom 2v2 7 - 10
26-10-05 Ozone aXiom TDM 126 - 94
05-03-06 Ozone no.Limits TDM 92 - 94
28-03-06 Ozone no.Limits 2v2 28 - 27 (ELO)
07-04-06 Ozone no.Limits TDM 109 - 101
14-05-06 no.Limits *aiming TDM 116 - 110
18-06-06 no.Limits *aiming TDM 77 - 96
10-09-06 no.Limits *aiming TDM 105 - 93
16-11-06 no.Limits *aiming TDM 69 - 76
20-01-07 no.Limits *aiming TDM 80 - 76
05-08-07 aXiom *aiming TDM 59 - 72
14-10-07 aXiom *aiming TDM 78 - 69
14-08-08 aXiom *aiming TDM 90 - 65
24-08-08 aXiom *aiming TDM 59 - 56
28-10-08 aXiom *aiming TDM 68 - 64
14-12-08 aXiom *aiming TDM 50 - 57


Total Score in Matches
aXiom 8 - 2 *aiming
Ozone 2 - 2 no.Limits
Ozone 3 - 1 *aiming
no.Limits 0 - 1 aXiom
*aiming 2 - 4 no.Limits
Ozone 2 - 1 aXiom
Against Games Big Four Record Ladder Record Months in Ladder
aXiom 127 10 - 4 (71%) 114 – 13 (90%) 37
Ozone 70 7 - 4 (64%) 64 - 6 (64%) 14
no.Limits 123 6 - 5 (55%) 104 – 19 (85%) 26
*aiming 103 5 - 15 (25%) 69 - 34 (67%) 65