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Dissidia Final Fantasy



Everything posted by TKG09

  1. BRACKETS - http://dissidiacommunity.challonge.com/Genesis Taking bracket predictions until the first result comes in. We're gonna use this thread for everything from now on. Though not necessary, you are encouraged to play your matches early if possible. Defrether , HYNE and RDF are assisting with the TOing, so if there are issues and I'm not around, they are the next in line to contact
  2. Genesis - Bracket, Discussion, Results

    Round 2 - (Winner's Bracket) Match 1: TKG09 (Lightning) vs. Freyaday (WoL) - WoD - Freyaday (0-1) oops forgot to equip thunderMatch 2: TKG09 (Prishe) vs. Freyaday (WoL) - WoD - TKG09 (1-1)Match 3: TKG09 (Prishe) vs. Freyaday (WoL) - CW - TKG09 (2-1) Match 4: TKG09 (Seph) vs. Freyaday (Lightning) - SFB - TKG09 (3-1)Winner ~ TKG09 (3-1) against Freyaday
  3. Genesis - DDFF Major Tournament

    This is the first DDFF tournament hosted on dissidia.community, as well as the first major tournament in a very long time. It's called Genesis to celebrate the start of a new era in this game. Majors are tournaments where, instead of playing everything in one day, matches are played over a long period of time. More on this later. Schedule Start time: September 5th 2016 (Monday) The tournament is expected to last for about one and a half month. Requirements NA Copy of Duodecim Dissidia Final Fantasy PPSSPP 1.1.1-222 (Adam Build) 32bit Hamachi Rules Ruleset: Official Feral Chaos banned Counter Summons Only (Barbariccia, Scarmiglione, Cagnazzo and Rubicante) 1-hit chase rule: "If you chase after a chase BRV, it must be an empty chase, meaning you don't perform any additional chase attacks." Infinites banned All breakables items are banned Hacked Items banned Tournament format and rules Double Elimination All sets are best of 5 matches Save ALL of your matches and send the replays to dissidia.community@gmail.com Any rage-quitting behavior, be it "softly" (pressing Start > giving up the match) or "hardly" (closing the PPSSPP, etc.) will result in a disqualification from the tournament as per the requirements of the previously mentioned point. Counterpicking system Tournament stages: Starter stages: All other stages, as well as the Omega variant of all stages, are banned. Match 1: Only the 3 starter stages will be available and they will be chosen on a smash striking system. Players must decide who gets to strike a stage out first or decide it with a coin toss. After this decision: Player A chooses to strike out one of the starter stages Player B chooses one of the 2 remaining stages to play on. Double blind pick Both players pick their character and customize at will. Matches 2, 3, 4, 5: All of the tournament stages can be used now Winner of previous match bans one of the stages of the tournament stages Loser of previous match picks one of the remaining stages. Dave's stupid rule: you cannot pick a stage in which you already won a match Double blind pick Note that players can customize at any point. How does double blind pick work? Match Scheduling Players are expected to play two rounds per week. One will go from Monday to Thursday, and another from Friday to Sunday. At the start of each period private messages will be sent to both participants of the match. Schedule your matches through PMs, always cc-ing the TO team in each of them so that we know what is going on. If you talk to your opponent through other means (such as Discord), send us a update. At the end of each period is a deadline. If a match is not completed by then, we will decide the result based on the contents of the conversation, or a coinflip if it is inconclusive. However, players may ask for an extension - extra time to play their matches. Those will be judged on a case by case basis, however as a rule of thumb we will not grant them if the players do not have a clear plan of when to play their matches. Example - if you could not schedule your match between Monday and Thursday, but could find a good time on Friday, you will probably be granted your extension. But if you have no plans, you will not get one. At some point, Winner's Bracket will be far ahead of Loser's Bracket and we will let Winner's bracket run on one match per week. Consider this a reward for staying in Winner's, that you get more time to play. Additional information Recommendation Don't take too long customizing. Coming into the tournament, it is recommended that you have builds prepared on all your characters already - any build you expect you would want to use. That speeds up customization (and thus the tournament) considerably. This is something I cannot strictly enforce, however, it should be followed on the principle of good manners and courtesy to your opponent. Not everyone can wait for 1 hours while you make your Ultimecia build. A special treat I'll be providing a prize of 20 US Dollars to the first placer Sign up format Name: Hamachi ID: Timezone: (please use GMT) Sign ups will close at the September 2nd (Friday). When signing up, please think about whether you will actually be able to play through that time period. I'll also need help with the with tournament organization. I want 1 or 2, maybe 3 volunteers. -- This thread is for sign ups and for rules discussion/questions.
  4. Genesis - DDFF Major Tournament

    SIGN UPS CLOSED Brackets will be up shortly. I will allow prediction brackets since they are fun. Predictions will close as soon as the first result is reported. There is no prize to making the best prediction other than bragging rights.
  5. Genesis - DDFF Major Tournament

    SIGN UPS CLOSED Brackets will be up shortly. I will allow prediction brackets since they are fun. Predictions will close as soon as the first result is reported. There is no prize to making the best prediction other than bragging rights.
  6. Genesis - DDFF Major Tournament

    Name: TKG09 Hamachi: enomus Timezone: GMT -3
  7. Genesis - DDFF Major Tournament

    I'm very happy with the number of sign ups. We're almost at 32 which would be great. I'm going to post some TO guidelines. Since I won't be working alone, it's good to have everyone on the same page. This post is not 100% complete as I can't predict everything that can possibly go wrong. There might be a situation where we play by ear. When playing a set, a TO does not necessarily need to be present. But if any issues come up, one of them should be contacted. Double blind Ideally should be done by someone in the TO team. But if one is not available, it's ok for players to do with another third person In-game Rules violation When someone breaks an in-game rule such as 1 hit chase or Counter Summons only. The match should stop immediately when such thing is detected. At this point, there are two options: 1- If the person who did not break the rule agrees to it, the match is to be redone 2- Otherwise, that person takes that game as a win. This is a win of that individual game, not the set. When redoing a game, use the same matchup and the same stage. No customization is allowed, except in the case where someone used a summon. That player should customize to change their summon, but nothing else about their build. Mid game disconnections The game is to be replayed under the same guidelines as above. An exception is a DC that happens while one of the players has lethal - that is, all they need to do to win the game is finish a combo they already started. In that case, the player with lethal wins the game. Rage-quits The offender loses the entire set with a 0-3 score in the case of a rage quit. Note that while DCing is a way of RQing, not every DC is an RQ. Telling a legit DC from a non-legit one takes tact from the TO. Match scheduling When a match is not completed within the deadline, the TO team will decide who advances. Though this is not entirely objective, there are criteria which guide the decision making. The main criteria is proactiveness. If one players makes an effort to schedule the match and the other does not, the first deserves to advance. If both are being proactive, but can't manage a time within the deadline, the extension option can be considered. However, we will not give them out like candy. In cases where it's hard to decide, a player's past history with scheduling conflicts can be used as a factor. In the cases where it can't be decided, or if neither player was active, a coinflip will be used. This post will be updated as more things are decided.
  8. I want to implement a ladder system for this game. Before getting into the details of how it works, I want to discuss its benefits. The first, most obvious one, is it should provide a better way of grasping the relative strength of each player. That's true and it's good, but there's a way bigger benefit to be had. Right now we have a problem with our events. Single day events have three separate time problems right now: they take too long to complete, they happen in times which aren't convinient for everyone, and they don't happen often enough. The first we can't do much about - it's impossible with the rules and number of players we're having that a tournament could be completed in under 4 hours. The second is impossible to solve because we have players from many different timezones. And the third cannot be solved right now because of burnout from players and because not that many people are willing for host tournament. Ladder Sessions can not have any of those 3 problems. Note that I am not saying we should get rid of tournaments. But we can have tournaments + ladder. So, how does this work? Elo rating We will use the Elo rating system in our ladder. Each player will start out with an Elo score of 2000. After each Ladder Session, it will be adjusted according to the algorithm described here: https://en.wikipedia.org/wiki/Elo_rating_system#Mathematical_details The K value I'm unsure about this one. Here is my idea, which is similar to what Chess uses: K = 40 if you have n<=5 rated games K = 20 if your rating is R<=2400 K = 10 if your rating is R>2400 The first set of numbers should work fine since DDFF is a low variance game (not as low as chess, but still). The second set I am less sure about Seasons A season is a period of time through which rated games are aggregated. At the end of the season, the final ratings of the players are recorded and maybe a small prize will be given to the top placer(s). Then all the ratings will reset. However, I don't know how long each season should be. I am thinking 4 months. Ladder Sessions This is the key part of this idea. Ladder Sessions (LS) are events that will take a maximum of 1 hour, and that can happen very often. Their flexibility allows them to avoid the problems I mentioned with 1 day tournaments at the start of this thread. They work like this: Once a LS session is announced, players can sign up for it. A matchmaking algorithm will match up the players in pair, and each pair will play in a Best of 1 set. This will be done 3 times, so each player will play 3 games. It's that simple. At the end, each player's ratings will be updated. If there is a small number of players, a LS can have less than 3 games. Because it's important that you can't intentionally dodge certain players, sign ups have to be secret. As such, they will be done with confidentiality though an unbiased person (ie: someone who is not competing). LSs can be hosted by anyone - the idea is to have many of these. Though they will all follow the same ruleset. The details of this will be posted later. Matchmaking algorithm I have not looked into this to great detail yet. But these are the desired properties of the algorithm: 1- It tries to match up with players of small rating gaps, moving on to players of bigger gaps depending on availability 2- It has a random element to it - otherwise you'd match up against the same person multiple times in a row. But it of course is not completely random. Tournaments The results of tournament games can also be added to the ladder as valid rated games. The tournament would need to have a ruleset sufficiently similar to the one being used by the LSs, and the TO and the Ladder Team would both have to agree that the tournament will be considered rated. Ratings would be updated per tournament set. All this post is is brainstorming. I want to hear people's feedback on this idea. This thing won't come to be if the community isn't behind the idea.
  9. This is something I thought of. The character design is inspired by Yomi character Gloria Grayson. She is a healing character that can use her life a resource through an ability called Overdose, which inflicts unavoidable damage to both her and her opponent, with the idea that she can heal herself to recover from the damage she took. This is a WIP as I have not thought out of her moves. But the concept of the character is very much decided. Feedback is welcome -- Gloria cannot equip an assist. She can build assist normally and has normal access to the assist change mechanic. However instead of calling an assist when pressing L+O/[], she will use a couple of unique skills. BRV assist: Overdose I Activated by pressing L+O when the opponent is in hitstun or wall rushed. Deals 1000 HP damage to both Gloria and her opponent. This inflicts depletion on the opponent but not Gloria. Can be assist changed out of. Gloria takes the damage a few frames before the opponent, to avoid a draw situation when both characters have under 1000. BRV assist: Healing Sphere Activated by pressing L+O while the opponent is not in hitstun/wall rush. Equips a Healing Sphere. While active, all of Gloria's healing moves will also give her assist and EX meter. Deactivates when Gloria gets hit or 15 seconds after activation HP assist: Overdose II A charge kind of move similar to Black Fang or Heartless Angel. Total charge time is 5.5 seconds. She only loses her 2 bars at the 5 seconds mark. The OD is unavoidable. Same rules from OD I apply. EX Mode Overdose III Activated by pressing R+[]. Same as Overdose II, but the startup is only 34 frames (about half a second). Completely unavoidable, hits anywhere on the screen. Cannot link to an EX Burst. EX Burst: Sun and Moon Does damage. EX Burst aren't that interesting usually. Probably should do more damage than average, since it's gonna be hard for her to land this. Healing Touch - BRV move Heals Gloria for 100, 100 and then 200HP at frames a b and c. Similar to Lightning's Cure. I don't know what timings make this move balanced. Ideas for moves (to be expanded upon) A low damage defensive poke BRV A HP move that, at the end, gives you the option to heal both characters for 800 HP Her moves should be mostly defensive, but she should have at least one proactive defensive move and a couple of reactive ones
  10. Feral vs EU

    You should be more specific on the rules. Are VD and BF allowed? What are the build parameters for the boss, and how much HP does he get? And most importantly, british players are not allowed, right?
  11. Site feedback

    I think the "creative" under "Dissidia" is meant for modding? It would be weird to not have something dedicated to modding since it's something a lot of people quite enjoy about this game.
  12. Site feedback

    When are you getting a pc
  13. DDFF Ladder Idea

    A bit more about matchmaking Given players P1, P2, ... Pn and their respective ratings R1, R2, ... Rn We need to divide them into pairs. Given pair (A, B) --- D = Ra - Rb -- 0<=D<=1000 Ea = Ea(D) -- 0<=Ea<=1 'Tilt' -- T = abs(Ea-0.5) -- 0<=T<=0.5 Partition -- Set of n/2 distinct pairs that cover all n players avgTilt -- Averge T for all the pair in the partition. This is what we want to minimize. Finding the partition with the lowest avgTilt seems very doable. But we want the algorithm to be semi random. The way to do this would be to find the partition with the lowest avgTilt as well as a few other partitions with similar values. Then assign each a probability based on how low their value is. That last part is the hard one, and I don't know what the best way of doing it is. An alternate view is that if we do a single Bo3 or Bo5 instead of a series of Bo1s, we will only need to do matchmaking once per LS, and so the algorithm wouldn't need the random element. That makes things easier. But it's questionable if having a Bo3 is better than 3 Bo1s, and even if it is, maybe we would still want a semi random algorithm.
  14. DDFF Ladder Idea

    ‚ÄčK basically is by how much points go up or down after each game. The higher the number, the more 'swingy' the ladder is, so to say. And the lower the number, the lower the impact of a single individual game. You can use this calculator to see how your rating would change over different Ks: https://ratings.fide.com/calculator_rtd.phtml though note the FIDE algorithm is slightly different from the one I'm using. --- The previous idea for handling multi game sets is to count a BoX as a series of X Bo1s. Unfortunately this has the problem that a BoX is, obviously, different from a series of Bo1s. This algorithm can solve this problem: This also means that Ladder Sessions do not necessarily have to be series of Best of 1s. Though maybe it still is better that they are, so that each player can play against a variety of opponents.

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