TF2 Competitive Problem

Hey guys I was just reading some TF2 news and found this awesome article written TCM Byte and how he sees the current situation of TF2 competitive and the factors at play that have not let TF2 competitive community get much of support to grow as much as the others top competitive games. Check it out:

Top Teams, Or Lack Thereof

Written by Byte

So what’s the deal? We have top teams like Dignitas, Pwr Gaming, Epsilon, Blight and TCM-Gaming……..and that’s currently it at the moment.

Sure some of the top teams have lost 1 mappers to lesser teams however in a period of inactivity this is bound to happen, so what is the real deal here? Why are we missing soo many top teams? We’ve only ever had the top 5 and before it was even the top 3 only in this Team Fortress 2 Community. Why is it so hard to excel in this game for individual players and teams? What makes Team Fortress 2 such a difficult game to be noticed ‘out there’? Lots of questions! Lets hope I can answer them all!

*long pause and deep breath readers*

So I take a look at the past 2 years of what teams have come and gone from the divison 1 and premiership league. We’ve had epsilon known as the old skool idk? we have blight gaming originally known as TLR|/r@ts who have excelled and succeeded by jumping over the top 10 hurdle and making it into the top 5. We have currently some lesser teams (but up and coming) like Fakkelbrigade and GamzerZone trying to break the barrier and jump over that top 10 hurdle and get in the top 5, which is great to see. It’s still not enough, for Team Fortress 2 to ever be taken seriously by organizers at LAN events and offer substantial prize funds we are going to need MORE competition. We simply don’t have that currently.

It’s a mixture of two problems really and they both relate to the ‘core’ problem which is discipline. The discipline a player has and the discipline a team has. Let’s address the individual aspect first.

The current problem I see with players is them giving up, them reaching a potential to which they peak but never seem to excel harder. That usually describes their personality in real life, sure it’s just a game but how you think and play is affected by the type of person you are usually. All you have to do is take a look at myself and realize I’m more a thought-process defensive person than an utterly risk-taking aggressive person when I play demoman. I don’t like to call names when I’m describing a negative but it can also be a compliment to that person.

I’ll use VYE.Koeitje as a fine example, I remember when he started, was quite a naive person but very willing to excel in his *original* class which was demoman, then about 3/4 seasons ago he switched to scout. Now there are probably 101 reasons in his mind as to why he switched from demoman to scout. An obvious few would be him thinking scout is maybe a more powerful and lethal class another reason would be maybe because he ‘believed’ he would excel more in this class than demoman or maybe it’s because he’s an impatient person in real life and likes to get to places fast and make an impact fast.

Like I said the reasons could be endless, however I’ve mentioned this fine TF2 community player in this article to show you the problem that has come by him switching classes. Not only has it affected his "Illustrious TF2 Career" but also it has changed his odd’s of ever succeeding. Why? Well if you think about it when one changes their class to another it will make you think that you’re going to be ‘better’ more ‘stronger’ and can compete maybe at the top. Why would one think that? Well because when something is new, fresh and something you enjoy, you think you are unstoppable and can easily improve if anything gets in your way. It’s the same with anything else in life when something is fresh and new you tend to enjoy it more and the short-term affects are amazing but the long-term are usually disastrous. The problem lies in the discipline of the class you are in. No one said it was going to be easy, no one said it was going to be a case of practice for 2months and hey you’re a pro and no one said just because you win one or two maps (as a clan) or individually in a tournament against a top team you become instantly ‘pro’.

I couldn’t see it myself personally why would someone switch from the most powerful class, the demoman to a scout. Now I’m sure Koeitje will have his own backlashing comments after he see’s this article, but to me I see what he has done, happens almost every day with players from division 6 to 2 (mainly), you do get the occasional peon in division 1 who think’s he can switch while trying to get into the premier barrier, which makes me *face palm* every time.

Sure alot of you readers might be going, "hey wait a minute Byte-me didn’t you switch from demoman to medic?" No, I’m currently TCM’s medic and TCM as a team have excelled with the switch contrary to popular belief. (obviously that is NO disrespect to Springer what so ever). However my main class is demoman and will always be demoman and when I get the chance I WILL switch back to my class, currently TCM needed a roster change and needed a medic and someone had to cater this, that’s where I came in and moved to medic and we brought numlock ze aggressive beast in!

Bottom line is, stick to your class, excel in it, if you are failing and unable to compete with the opposing enemy in the same class or any other class, then clearly you are not putting in enough effort (this means watching demos putting in the time to deathmatch and getting advice from higher skilled players). Trust me all you have to do is look at -Jh- & Predz (wow Geek) such a fine example of pure success. Him and predz got frustrated to hell sometimes back when they were learning in wotr³/wotr/4kings, but they kept at it practicing, listening getting help from people above them (at the time) and it paid off dividends. That all links to ‘discipline’ the ability to maintain your discipline and control for the thing you want to succeed in and not give up.

Currently all I see is players finding it easier to switch or quit then make a fail come back in another class, it’s not helping you. Man the frik up and do the dirty work for the first half and in the long run it will make you a better player and person.

*okay so you’ve probably fallen asleep or you’re drinking more beer to try and understand the garbage stated so far :D?*

Now to the more important part of the article, you’re probably thinking what has discipline got to do with being in the top 5? Well quite alot really, we see well over 20/30/40 team folds in every season. Team Fortress 2 is a game mechanic based on momentum, team moral is sooo crucial in any team for Team Fortress 2. I’ll go through a bad-case scenario and a good-case scenario.

Bad-Case Scenario:

You’ve just finished work one night, you’re currently not in any team, you want to play a mix, you meet 5 new players or 3 new players and two friends you usually play in mixes with. You get a mid- or mid game, you all play your main classes or most of you. You win against an established team and think, "WOAH?! guys we could form a team here and compete out there," the idea of winning appeals to you and your amigos. Then you get one ‘leader’ to get a team together based on the mix, you finalize your team with 8/9 members. You then request to join ETF2L and show vasts amount of screenshots beating ‘established’ and ‘pro’ teams. You think you’re the ‘dog’s bollocks’. You get into divison 4 and your team are elated they are on a total high currently. One month later the league starts you play your first official, you assume you’re going to win, you believe that playing the map that you’re going to play in the official in a pcw as a warmup is suffice.

You think this will go well with the team play and cohesiveness. You play the official, things aren’t going well people are raging, the moral is low the frustration is high, the psychological aspect is distorted. You lose your official on both maps, you see what went wrong, you get various members privately messaging other members saying “he’s not good enough” or “he played so badly”. You try and vent your rage and frustration on each member(s). You eventually forget the official and try and “restart” your thoughts about being in this team, 2nd week of official comes in, you have some positivity you feel you might win, you try and get the team moral going. You play the official, things go wrong again, SOMEONE IS NOT PULLING THEIR WEIGHT.

SOMEONE IS NOT PLAYING AS A TEAM!!!!!!! ARGH!, the rage intensity increases, the frustration explodes. You lose the first map, you try to re-gather your thoughts and keep the team spirit going (but it isn’t working), you lose the 2nd map just! You start to question if it worth staying in this team, your team may lose 1 member because he got too down-hearted, he got too demoralized and couldn’t stand losing. You try and find a new player to replace him, you play your next official week 3, you win 1 map and lose 1 map, you as a team collectively are losing heart into each player. Some of you are in doubt, some of you have no belief anymore and some of you think it’s not worth it.

This scenario happens almost every 1.5 weeks. I can confirm this when we get clans pm’ing us here at ETF2L saying why they’ve folded, the majority are due to people leaving and wanting to join other teams, due to that team losing too much or fights breaking out because of the pressure in officials and mixes they play.

So why have I just described this scenario to you? Well this is what I see happening all the time, no one said it was going to be easy no matter what div you are playing. So why quit? Is it the easier option? Yes it is, does it make you more happier to try and find a new clan and hope that it will be better? Yes it does. With this method you will not suceed. You are a team you all have to support each other and help each other, if someone is not on the same skill factor as the rest of your team, you have two options usually.

1) You can help him yourself or get help for him (like a mentor)
2) You can go down the business route method and kick your member and bring in a suitable replacement.

Sure option 2 maybe harsh, but as a leader you have to make a decision, because if you keep the weak player in you will end up killing your teams "bond" and "faith", due to getting more demoralized and having no momentum. Option 1 is more difficult to implement and it takes time unfortunately, and while it takes time you have officials still to play. So you’re kinda in a rock and a hard place. If you had to ask me which option would I undertake, I’d usually say option 2. It really does depend on what your desire is. If its just to play for fun then maybe option 1 is feasible, however if it’s because you WANT to be the best and reach the top and be in an MGO then it has to be option 2. I’ll give you a fine example and it wasn’t easy and I had to make the decision at the time when we were in ^wotr^.

Xman, the Godfather of TF2, this man is a legend we all know it and he’s supported me and the TF2 community from the very beginning, he played medic for ^wotr^ since the start, and played for 1 good year, then he was on the hunt for an MGO he had to do his research his negotiating his effort to get the ^wotr^ members into being sponsored. He achieved it but at the same time it affected his game time, his skill level. He knows it now, but at the time it was difficult to tell him, no one in the team had the ballz to tell him the truth, so I told him myself infront of the team. Being the mature guy that Jim is he took it on the chin, and you know what he did? He tried to find a suitable medic for us and was genuinely helpful.

My point is sometimes you have to kill off the weak link(s) and replace to keep your team going, the problem is the fine line of knowing when something is a ‘dead-end’ and when something is worthy of potential. Currently we have people willing to leave a team and thinking they are fine and nothing is wrong with them but everything is wrong with their team, sort of like ‘each to their own’ demeanour.

Good-Case Scenario:

You come back form work, you want to play a mix, you get some of your friends and three other randoms you don’t know. You play a mix, you win versus a mid/mid- team. You believe it’d be fun and maybe something worthy of forming a team. A belief you can compete. You start playing more mixes with the same members, you have a discussion and form a team, you apply to etf2l, you get put in div 4. You play your first official you win the 1st map and lose the 2nd, your team is unsure as to how its going but no alarm bells yet. The 2nd week of officials come, you lose both maps, you start to rage and get frustrated, you all collectively realize it’s a problem within the team and not an individual player. You play your 3rd official you win the 1st map and lose the 2nd… 2months later you ended up 6th in divison 4. Not an excellent season but you and your team stuck together and played the next season.

You play the 2nd season in division 4, you play all your officials, you all collectively try to improve as a team by watching demos, getting help from people above and going through tactics. You win divison 4!!!! You get moved from div 4 to div 2 due to the vast improvement in your team! Your team is on a high! The sky is the limit, your team know they have the potential they just need to put the effort in and NOT quit when it gets tough and demoralizing no matter how much your team loses by!

For those that need a reminder as to which clan I may be talking about it’s GamerZone aka Mister. a truly a fine example and credit to this TF2 community, these guys have stuck to each other for so long. They’ve had to endure a huge amount of losses to be in the position they are in now, but at the same time they’ve excelled. Are they over the top 10 barrier and into the top 5? No not yet, but I believe they can see and smell it, they are not far off at all. So what makes this team almost on the verge of being in the top 5? Well think about it, they’ve suffered quite a few beating and alot of demoralizations, they will admit that I’m sure but they’ve stuck through it and are still going strong, they didn’t want to go down without a fight! Nor did they think that it’d be a case of just playing, playing and playing and they’d improve.

They’ve come to me quite a few times asking for help, and I love these amigos, I don’t know why! but I do. I think their personalities are great and funny and they have my full respect and help just because they stuck together as a team and a unit despite the numerous amounts of beatdowns & maintained their discipline made me want to help them anytime and for anything in TF2 and even out of TF2!

They enjoy playing at the top and want to remain their and to do so they are staying disciplined and keep practicing and trying to get even better, it really is not easy to remain top in this game or even to get to the top. One thing I can guarantee you any money on is that if 95% of clans that have gone through what Mister./Gamerzone have, would of folded and called it quits, thus losing ANOTHER potential top team or an ‘up n coming’ team.

This all relates to the topic in hand, ‘Top Teams or Lack of.’ We are lacking in more top teams due to the discipline of players and teams out there, the majority of teams and individual players always look for the short-term easy answer. You can deny it all you want I’ve heard it all before believe me I’ve mentored well over 60 teams and well over 70 players to know what the general consensus of problems occur from. It’s a pure lack of discipline.

If your aim is to just have fun and play Team Fortress 2 then this article really might not relate to you as much, but I know for a fact that 30% of the teams in ETF2L competing want to be the best and reach the top. Try and see the bigger picture regardless of where you live, if we have more teams coming through to the top bracket and can compete with ANYONE in the top bracket, we have ladies and gentlemen a bright future for TF2, more MGO’s will come to this game and start sponsoring teams, which means funding for players who live in a 4th world country 😡 The increase in MGO’s will occur because more LAN’s will happen with even higher prize funds, prize funds that MGO’s would kill for.

We have one minor problem left which I know the disciplined teams face, which is playing harder/higher opposition. I.e. you get the top elite teams not wanting to play the lower bracket premiership or top half division 1 teams, because it usually ends up in a rick’rolling of 5-0 on both maps. There is no real solution to this but one minor thing us "prem" boys can do is change how we play the game. It’s difficult for a premiership team to take a 5-0 winning seriously when they need to warm up and practice for an official.

So what can we do? Well the only real thing we can do is alter mp_windifference to 0 and make it 30mins full on (in the pcw). This way the ‘up n coming’ learning team may lose 12-4 or 20-5 but it gives that team a chance and and even LONGER time to realize what truly is the problem. Alot of people after reading this section of the article might disagree but I really do believe it’s worth a try this way because this way it shows you for sure what is the ‘main’ problem. I.e. is it one members deathmatch ability? Or is it the teamwork? Or is it because their sollies are better kamikaze soldiers? etc…

Either way the score line won’t make a difference (maybe to your pride and e-penis) but in all honesty it should make no difference to you or your team, you eventually in the 11th ot 12th round will realize what is the core problem, what is making you lose, is it the transitions between capture points? Is it one of the enemy players ripping you apart? etc… With this option it opens up various strategies and tactics played, and eventually whoever your caller is, he/she will realize how to tackle it.

‘No pain no gain’


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11 years ago

This is a great article, written by someone who’s been around the block enough times to know what really is going on.

However, this article is only slightly relevant to us and our community, as our problem isn’t so much that our players do not have the dedication to be consistent and keep their team’s head held high enough not to lose track and end up disbanding unnecessarily, and thus not adding any value to the top level of competition.

The problem is that we simply do not have a basis for competition at the moment. What I mean by that is that “being the best team” or “being the best player” has little meaning or value to the community as a whole right now. In other words, no one AIMS to be the best, or no one AIMS to improve themselves or their team to help them in the long run and future competition.

What people are doing, and doing very well, is being good at overvaluing short-term success and entertainment; that is, winning pick up games, mixes, and even the odd scrim. Players have disillusioned themselves as to what purpose these short-term games are supposed to serve.

The first purpose people BELIEVE they serve, is to create competition. The reason I feel people believe this is because we’ve all grown to simply take what happens in pickup-games and scrims way too seriously. Sure some things should be dealt with with severity, but there are really no reasons why we should actually care about things like “player balance” and “map preference” or even caring about the performance of individual players. We all, myself included, need to recognise that we’ve been doing this for far too long.
The reason this is a limiting belief to hold is because the real purpose of short-term games like pickup-games, mixes and scrims has been to allow new players to access the competitive community and get a feel for the TERRITORY of competitive TF2, not the COMPETITION itself.

The second purpose people BELIEVE they serve, is entertainment. Now sure, 6v6 TF2 is fun, in all it’s forms. But to play something for purely for its entertainment makes for a nice little excuse for players so that, when something happens that could be deemed as “not fun”, they can say: “it’s a waste of time to do this.” There are endless amounts of casual games you could be playing instead of “entertaining” yourself with short games of TF2. There are also public servers to serve this purpose. The irony is that there are public players that have disillusioned themselves into thinking public game-play has the same makings for competitive game-play, and thus, take public games much more seriously than is deemed logical.

So why would someone play pickup-games, mixes and scrims just “for the fun of it” yet still try to take them overly seriously for what they’re worth? The short answer is that some people just do not want to take responsibility for what they do in the gaming world. It’s easy to pull out the old “it was just for fun”, when things don’t go your way, or pump your ego when it does go your way.

Now why is this bad, and why is this belief ridiculously limiting? Here’s why: after you put a certain amount of time into something, be it a hobby, a past-time or amusement, you’re no longer simply doing the said activity for the fun of it, even if that was the original intention.
What you are really doing at this stage, is doing it for self-improvement, and self-growth. You’re basically saying to yourself: “How far can I really go, and what are my limits, and how can I push past them?”

The truth is, it doesn’t matter what it is. It can be swimming, table-tennis, cooking or video-gaming, the fact is, after you invest a lot of time into it, it will start giving you more value than simply “entertainment.” What it will give you is an opportunity to express your ability to be better than you already are. And the bigger truth is, it’s your choice to take that opportunity or not.

What most people do, unfortunately, is make excuses, because they don’t like the idea of taking responsibility for their own successes or failures. Again, this comes back to being able to value the short-term, over the long-term.

And guess what? One of those excuses is: “Well, I’m just DOING IT FOR FUN.”
The real purpose in the place of this false belief is that pickup-games, mixes and scrims are there in the first place to show new players the ropes, and more importantly, give them a taste of how awesome competitive TF2 really is, and how FUN it can be, but not that it is JUST for fun, in and by itself. Because after a while, a LINE is crossed where you can no longer say “it’s just to show myself how fun this game is!” It’s so you can say: “How far does this go? How far down this road do I go? And do I take it to the next level or do I just sit here and DO THIS FOR FUN?”

Every time you use a pathetic excuse like this in the place of doing what you really want to do, you lose sight of your real goals and your real passions. Sure, maybe competitive TF2 isn’t your cup of tea, and you genuinely like to mess around on it to blow some steam off. But I’ll bet my steam account there are endless names of players out there that want nothing more than to be the best, and prove to themselves they can be better than they already are in this game, but they’ve, time and time again, ruined their own progress because they did NOT TAKE RESPONSIBILITY FOR THEIR OWN SUCCESS OR FAILURE.

You’re no longer a new player if you’ve spent 10s or even 100s of hours playing these pickups, scrims and mixes. You’ve probably crossed that line; so make the choice. Are you really still doing this for “fun” or do you have a more important motive for still continuing to play this game?

The third, the final, and the most notoriously bad purpose people believe these pickup-games, scrims and mixes are serving, is to prove your worth as a player or team, in comparison to other players and teams. This kind of mentality is what causes people to overvalue the result of scrims, and even feel intimidated by playing against better teams in scrims, because of the fear of losing, and thus, being considered a “bad team.” This is bullshit. This kind of backwards thinking has been going on ever since people realised there were “good” and “bad” teams in this game. Of course, this happens all the time in other games, but it is so amplified in our community, that you can literally see it so happening that a better team will almost be the least-challenged team in the entire community, contrary to what is naturally supposed to occur in any competitive environment.
The real purpose of these short-term games is to offer individual PRACTISE for new players and teams; PRACTISE for which that team or player can make use of in a REAL COMPETITION such as a league or tournament. And if you have any understanding of the foundations of a strong competitive environment, you’d understand that in PRACTISE, WINNING AND LOSING HAS NO VALUE.

Good players really do have the opportunity to help out here and to give value to the new players. By playing with the new players, and helping them improve, you become a positive enforcement in the means through which new players can improve and encourage players to want to improve. Likewise, you can simply take value away by showing off your skill in pickups and mixes, and look down on these players by comparing your skill to theirs.

If people are constantly going to compare themselves to others, they must expect to be disappointed. Even in the case of a better team looking down on lesser teams, eventually, the better team will be overwrought with depression and frustration when they lose to these previously-lesser teams. Is this the makings of a good competitive environment?

If people are going to take what means that a new player and team is supposed to make use of, a means for initiation and practise, and call it “the defining competitive playing field,” they must expect to lose in a real competition with real stakes. The majority of our teams are in alignment with this paradigm. Is this the making of a good competitive environment?

If people are going to participate in short-term indulgences such as success in pickup-games, scrims and mixes, and winning in these games, rather than focusing on long-term success, such as improvement, future competition, and dedication, then they must understand that they are going to conflict with their natural desire to genuinely improve their standard of play, and thus, end up making ridiculous excuses to protect themselves from their own success. The majority of our players make excuses for doing what they genuinely want to be doing: improving. Is this the makings of a good competitive environment?

The answer is no, no and no. You might call me crazy for going to such extreme lengths to describe what I believe is causing the problems in this community, but I describe them so because I have witnessed great extents of hypocrisy, conflict, and counter-intuitive behaviour.

I’ve seen teams terrified to scrim against other teams to the extent that they end up with a fancy tag and avatar, as well as a steam group and website and T-shirt design, only to see it all disappear the next week.

I’ve seen players team-hop so quickly that you wouldn’t be able to keep up with their alias-change history within a month.

I’ve literally seen a team tear themselves up over a loss in a scrim, and end up arguing and complaining amongst themselves in such deep frustration that one of their players ends up complaining to me that it’s my fault for “challenging” them and my fault for allowing them to accept my “challenge” to a friendly scrim.
The same team’s players clown around in pickups on a regular basis instead of genuinely practising. They’re still not aware of the reason why they are still a mid-tier team at best.

With this kind of behaviour, madness is the only thing that comes to my mind when trying to fathom what players have done to themselves to actually believe this is the way a competitive community is supposed to work. But it doesn’t stop there.

Players are so obsessed with short-term, individual skill and achievement, that they are willing to give useless validation to players for mid-airs, killing sprees and the like, and the said players aspire to do and be the same. But when was the last time someone mentioned the name of a team like torment / brazen?

For those of you that don’t know, brazen was the longest-lived team in our community’s history, possibly the only team to stick around for as long as it did with probably only one big line-up adjustment throughout its lifespan. As well as that, they practised regularly, and actually watched demos as a team to learn strategies and to refine their game-play. It was also the most dedicated team to the community, allowing players of all skill levels to learn from and challenge them. With such dedication, support and finesse and leadership, you’d think players today would aspire to create a team of players like that, or talk about a team like that, or at least remember a team like that.

No; individual skill is where it’s at. Dedication is so 2009 according to the average, local player’s logic. You want a good team? Throw 6 “good” players together and wing it. Real logic, right? No, again, this is bullshit, but people have slowly grown to buy into it.

So you see, we have no competitive value the way things are going. There’s no value in being the best team. There’s no value in wanting to be the best team. There’s not even going to be value in being a team, if things keep going the way they are going.

If people refuse to accept these ridiculous beliefs that they’ve adopted throughout the last two years, things will go no where on the competitive landscape of this game. But if people do accept it, we’ll have a chance to change things for the better, and bring TF2 to its full glory.

Right, so if we know it’s a problem, at least we hope we’re starting to accept it. But if we are accepting it, what do we do? Well, as an individual player or team, it’s simple:

1. Stick together as a team, regardless of skill level.
2. Scrim. Scrim. Scrim, against all teams of all skill levels.
3. Recognise your weak points, practise to become a better player.
4. Practise as a team; watch demos, get on a server and work on specifics. Do whatever it takes to improve your team’s level of play.
5. Put that practise to use in REAL competitions, not just scrims.

That’s it, really. If you do that, you create real competition, if you create real competition, you give value to being a competitor, and a successful competitor. If you give value to the competition, value is given to good players and good teams. With value placed where it should be; on real competitions and good teams and players, then people ASPIRE to be part of that, and want to aim to be a good team and a good player. With enough players like that, you have more new players being attracted to the competition and wanting to be a part of that, and so it goes on.

That’s how a competitive community should simply be. And our community can be that, but it starts with you, as a player and your team or future-team. You must take the competition seriously, but not the winning and losing, especially in practise. It’s a tough paradigm to break through, but people must start doing it if they want to gain value out of playing this game anymore.

I’ve probably thrown about R10 worth of 2 cents at everyone in this community, but again, it’s your advice to take or throw away.

Good luck in the future competitions.

11 years ago

I can’t speak for everyone here but my main problem is time. Work, wife, studies and cricket. Most of the clan matches/scrims I have played over the last couple months have been straight after cricket practices where I havent even had time to to eat or shower before I have to play.

To say gaming has put a strain on my relantionship and life in general is an understatment however I am to competitive and have tried to find a balance. I might not the best player I could possibly be if I was a student or didnt have other commitments but I have always tried to maintain a competive level of play and with the amount of time I have I think I have done alright.

However I know X and Eq` are up for a challenge.

11 years ago

Joint: “I’ve literally seen a team tear themselves up over a loss in a scrim, and end up arguing and complaining amongst themselves in such deep frustration that one of their players ends up complaining to me that it’s my fault for “challenging” them and my fault for allowing them to accept my “challenge” to a friendly scrim.
The same team’s players clown around in pickups on a regular basis instead of genuinely practising. They’re still not aware of the reason why they are still a mid-tier team at best.”

Thanks for the essay Joint, only just got round to finishing it, and I noticed that this extract is dedicated to us, an honour. Just to set the record straight, because you and enemy seem to think that I was whining about our loss to you guys, I was basically telling you that that game was the reason we didn’t want to play against you at that stage.

We wanted to improve before playing against the top teams as any logical team would do. You don’t start out at the top, you work your way up. There was no point to that game, as I had told you many on every one of the many occassions you asked us for a game and we turned you down. You beat us 5-0 in record time, neither of us got anything out of that game.

Lets look at it this way. A team like dignitas doesn’t want to play against a low level team because they will ROLL them 5-0 in ten minutes and it will just be a waste of valuable practise time for all concerned. We didn’t tear ourselves up over that game as you can see, we still have the same lineup which is more than can be said for your team.

And you say we mess around in Pickups, now even though you contradict your self here I know what you mean. We don’t take pickups seriously, it’s true, but isn’t that what you said in your article? That pickups aren’t meant to be there to replace clan games. We play pickups to improve individual play and have a laugh with friends. I don’t play pickups unless there are other players from severe playing because I DO do it for fun.

Clan matches are different, if you were in our mumble while we are playing scrims you would see that we are 100% into the game and 100% serious. You judge us from the little bit of us that you see, and the little bit of us you see is the little bit of us that likes to have a little bit of fun.
But the thing is that there are other people playing this game, and many groups of people, but at the moment there are two main groups that stand out to me:
1) The admins and their friends.
2) The people who won’t take kak from the admins and friends.

It’s a shame that group number 2 is so small.
Anyway, my article is almost as long as yours now so I will end by saying that I agreed with most of your article and you seem like a pretty intellectual guy, but please, don’t judge us before you get to know us properly. We aren’t here to mess up the community or undermine the admins on every point, we just want to co-exist in a sound community.

11 years ago

I don’t celebrate christmas. :<

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