Players who are only REALLY good at triplepre get rewarded more than those who are decently good at every technique.
I think that the coming expansion of top times to reward players at 11th place and beyond should naturally solve this at least to some extent, though I'm just speculating. Players who are excellent at triplepres will presumably already have TTs on triplepre maps, while balanced demos might have a whole bunch of top20s just waiting to be cashed in, with a few top10s scattered around. It would of course depend on the details of how many triplepre vs balanced maps there are and how handsomely the allrounder demos are rewarded for 'decent' times.
Effectively, the difference between wallpogo maps that are designed for soldier versus demo maps that become exclusively wallpogo seems to be technical diversity.
Nail on the head, really.
I've said it before but I barely consider attached c4 to be a wallpogo course. I tend to think of it as more of a wallpogo gimmick course because of its technical diversity. No two levels are alike, and even when expanding to the entire realm of jump there is some pretty unorthodox tech on that course. How many maps out of the 430 odd have drop pogos or 180s or button walls?
To clarify, it would be tts and wrs that would be reduced, not completion.
It is said that if one were to listen closely to the night's wind while resting in the decrepit temple of jump_serenity, the faint sound of 10,000 words being deleted can be heard creeping over the temple's moss-laden stones. On the eve of the winter solstice, the anniversary of the slaughter, the haunting, tormented cries of the author can be heard falling through the gaps in the rubble deep within the ruin's core.
Most of the issues I have with the current system can be summarised with ‘completion is over represented, speedrunning is under represented’. If speedrunning points are being increased both numerically for the top10 and for the number of runs that are given points (scotch has confirmed both of these), then naturally completion means less. Getting to high baron with t4 and t5 wallpogo completion alone is a problem because the technical diversity (excellent term bruv) required to do this is complete wang. The way I see it, wallpogo completion has already been indirectly-nerfed by the speedrunning buff (I am organising a protest in Wagga Wagga against this disgusting power creep, details to come).
However, wallpogo speedrunning, the unholy half-breed, is another matter. I think wallpogoing quickly is a legitimate skill that is no less impressive than any other, and reducing the prestige associated with that is a quick way to alienate a chunk of the community. Because of that, and because I haven’t seen the system’s effect, I am extremely hesitant to support any arbitrary point multiplier for certain maps before we have fully seen the new system at work.
If this functionality is left out of the first tempus release, and wallpogo speedrunning is deemed ‘not an issue’ (whatever that means), then that’s great because there will be less work for jayess et al. If it does turn out to be a ‘problem’, then yeah sure let’s have this discussion. I think cautiously taking things one step at a time is the better option here, and I don’t see why another component should be added to a yet unseen system. At least initially, I think that the new system should be implemented without this feature, before grabbing some wine and seeing where the night takes us.
A long time ago I played a mod for some game where there were 3 major playstyles. I put easily 300 hours into the 3rd style. After about 6 months, that playstyle was completely removed because it was called ‘unfair’ and ‘unfun’. I respected the admins’ decision as I could see their arguments and the community’s arguments did have some merit, and then I quit cold turkey. I wouldn’t consider myself a wallpogo main, and I certainly don’t think anyone would consider me fast at wallpogo, yet I can’t help but remember that mod and remember how shitty it felt to have my playstyle destroyed. I’m not trying to imply that this will be a knife in the heart for wallpogo, because it won’t be. I’m just saying that it might hurt people.
Maybe the Tempus big names and architects have some insight that I don’t or maybe I’m missing something, but I don’t think off class runs should be nerfed, at least just yet. I don’t think it is worth jumping the gun on this and alienating players and discriminating against a playstyle for the potential marginal increase in rank fidelity. For better or worse, wallpogo is now part of soldier jumping. If the decision to nerf off-class runs is made, it should not be made lightly. It is a hard decision to make and I do not envy whoever makes the final call.
TL;DR: I don’t think certain techniques should be discriminated against. I do think it is too early to have the discussion of how to reward technique mains vs balanced mains. Design the new system in a way that can support the anti-offclass-runs feature, but do not include this functionality on release. Once the new system is in and the rank shake up occurs and settles, gauge opinions and react accordingly.