Team Competetive Rank System Explained

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Team Competetive Rank System Explained

Post by Zenjirou on Wed Nov 11, 2015 9:45 pm

Improving the Players
One of the team's major goals and values is improving the member's skills. The rank system and everything its composed of was made with that in mind, serving as a model and guide for self improvement as a duelist.

Gaining Team Rank, 2 Methods
There will be 2 ways of gaining team rank. The first way is through a devpro rank chart. The advantage to this method is that its simply and your achievements are more concrete. The disadvantage is that at the start of each new format (whenever rankings get reset), you will start all over (be reborn) at Svartleheim. The other method is through dueling people in the team. By dueling and documenting the duels, you can win points within the team, and at regular increments, you will reach a "test," where an admin will test you with a duel. The duel will be geared towards tempting you to slip up in some way. The idea is that your opponent will try to get you to display one of the 9 disadvantageous behaviors. Only when you win the duel and pass the test will you be advanced. The advantage to this method is that your rank in the team will not be reset every format, if you gain team rank this way, the rank is permanent. The disadvantage is that if you will not only have to duel people within the team and document the results to gain points (in the duel arena here), but you'll also have to be tested to advance. Neither rout will be meant to be easier or harder than the other, its up to you which rout you take to get to Valhalla and achieve the fabled Helheim status. We also do not favor either. We need people with good rating every format to boost the team's success AND we want to promote you guys dueling each other and having fun. Keep in mind you can always do both.

Once you pass a test of your rating reaches a certain point, you will be notified first and officially congratulated in Vanheim. The team chain of command post will also be modified to reflect your movement up the chain.

If you do chose to do both, your rating range can only be used to skip tests 1 - 4.


This is because, conveniently, ranks 1 - 4 are about getting better at the game as far as playing the game goes, learning deck building pretty much. The higher ranks are about internal things like dealing with stress. If you have high devpro rating, we can safely assume you know how to build a deck, but the other more psychological skills the rank system tries to incorporate into you are less likely to be grasped and are worthwhile.

Why doesn't the rating scale start at 1200?
You need to put in a little work initially to prove yourself first in order to be recognized as a competitor. This is what distinguishes a strictly casual player (who don't / have never played in rated) from a competitive player for the team. Think of that extra little bit you have to earn as a show of commitment to being a competitive player, otherwise everyone with 1200 rating (what you start with) would be a competitive player!

Rank 13
The team competitive rank system has 12 attainable ranks plus a last unattainable rank. The idea behind the unattainable rank is that its something "higher than high." Something "off the chart" for even our best players to aim for but never realistically be able to achieve. In short, having a model of perfection to always aspire to keeps us sharp and from falling into the trap of getting good and feeling like we are the best. Every good action anime or show will always teach you, even when you rank among the best, there is always someone stronger, there is always room for improvement. Also, as you can see our rank system is based on the Xyz monster rank system.

Theme Origin
The theme behind the rank system is the journey the pharaoh Atem went through in order to become worthy and rest in peace. In ancient Egypt, it was believed that when someone died, they had to go travel through the duat, an underworld filled with monsters and malevolent spirits and deceased people. The duat was full of numerous trials and lots of dangers. The soul had to cast spells and call upon various gods and spirits to protect them as they traveled through it. Each trial was designed to test a person's worthiness to move on to the next level until they reach the final test, the weighing of the heart on a scale to judge if they were pure of heart. This journey through the underworld, passing numerous trials and tests, was the basis of the "Shadow Games." By playing a shadow game, both players entered an alternate dimension or spirit world (like the Duat) and dueled by playing Duel Monsters (summoning spirits and casting spells to protect themselves and destroy their enemy). The Shadow Game itself drew out the negative emotions inside of people the more the duel went on (causing feeling like anger, depression, fear, blood lust, greed, or outright driving people insane like Marik) but the one who succumbed to their negative emotions usually lost, just like how in the Duat, if you were unworthy, the evil inside of you caused you to fail each trial. This is why Yugi always won every Shadow Duel, because he kept his heart pure and didn't succumb to the dark emotions that led his opponents to their defeat.

The name for each rank is the name of the type of demon that caused the particular vice that is associated with that rank. In Egypt and in Yugioh, a person's personality is known as their Ka. Whether a person was good or bad influenced the type of Ka they had. A good ka was a good personality while a malicious ka belonged to an evil person. This is symbolized in how Yugi's personal Ka was Kuriboh, a rather harmless and nice creature, while Bakura's ka was Diabound, a sinister creature with wings and a snake's tail. The Ka was capable of acting independently by separating from, influencing, protecting, or possessing the person it belonged to. In Yugioh, this entailed the process of extracting a person's evil ka from them to remove their evil from them and sealing the ka in a stone tablet. The idea is that each of the 9 bad habits is a part of a bad personality that has to be quelled or controlled or purified. In other words, its like a ka, or evil spirit, that possesses you during a duel and causes you to lose if you cannot control it. Notice how in Yugioh, certain cards that have spirits attached to them (like the "Numbers" from Zexal, the "Earthbound Immortals" of 5Ds, The "Cyberdark" and "Evil HERO" archtypes in GX, and in the original Yugioh Manga there were cases where individual cards possessed people I'm sure) corrupt or change their hosts (players).

Think of each of the "Demons" as mascots to associate with each rank you reach.

Rank 9
The final stage of the rank system is symbolic of Yugi and Atem's ceremonial duel at the end of Yugioh. At the end, by losing to Yugi, whom Atem mentored throughout the entirety of the series, he proved that he was worthy of learning his name and entering his eternal rest. Perhaps that's symbolic of a good person showing their goodness by leading others to be just as good.

Viking Involvement
The Vikings had a similar idea. They believed that no god or goddess punished or even cared about sin. To them, sins punish themselves and virtues reward themselves. If you are greedy, then no one will share with you when you need something. If you are vengeful or wrathful, then you'll keep getting into fights and trouble and suffer as a result. Instead of a Duat, the called their underworld Helheim. It was their gloomy and dark land of the dead, but Valhalla, the special place that was their version of heaven, was located at a special place inside Helheim. To get invited into Helheim, a warrior had to die a violent death, and if their god, Odin, deemed them worthy, then special angelic beings called Valkyries would take them to Valhalla. If not, they would eventually just end up in some spot in Helheim and exist forever in a gloomy dark state.

The idea that our rank system is based on is that negative personality traits display themselves during competition, and they punish themselves during or after the duel. We all have heard something similar to the phrase "competition brings out the best in us." The opposite is also true, that competition can, and if we let it, does bring out the worst in us. It is never hard to see the point where someone's emotions get stirred the wrong way and what's supposed to be a beautiful friendly game turns into an ugly vulgar struggle. Usually though, the side that maintains their level head and good qualities comes out on top. We strive to eliminate bias from everything for a reason. We try to be as objective (unemotional) about every science and professional thing as possible for a reason. Its because when negative emotions get involved, performance diminishes. As a competitor, if you want to get better, you must be able to recognize these negative qualities inside of yourself, acknowledge that they are a part of your nature as a human being, and strive to stay in absolute control of them during a duel. Dueling isn't just about playing the best deck the right way. Its also about knowing and mastering yourself. This is the point where Yugioh evolves from being a game to being an art.

In regards to the team's 9 worlds, getting better means traveling from Svartleheim to Helheim in order to reach Valhalla, the glorified and famed point of becoming a "pro." Valhalla was full of treasure, famous people, and a generally beautiful place. It was everything positive and every bit worth the struggle to reach. Everyone in the process of gaining rank is said to be in Svartleheim. Once they reach the highest rank, they are considered to be in Helheim.
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Zenjirou
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