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IPY: Ultima Online classic shard. - Page 8

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InvalidID
Profile Blog Joined October 2010
United States1050 Posts
January 18 2011 14:49 GMT
#141
I have been playing this shard for the last few days and it seems pretty decent:

http://www.uosecondage.com/

It has ~600 people online at normal playing hours, and enough of them seem to not be afk to have actual player interaction. Brit bank isn't crowded like it was on OSI back in the day, but usually 10-15 there for refence.

It is pretty-much T2A, they are trying to recreate the rules and economy of mid 1999, prior to the house security changes and the release of Trammel.
futility
Profile Blog Joined December 2009
Japan134 Posts
January 18 2011 14:52 GMT
#142
I'll probably give this a try. Played on OSI from launch to shortly after UO:R. I couldn't find any solid info on whether or not there's going to be lumberjack bonuses, special hits, etc. so I'm going to go sword dexxer at the start to be safe.
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
January 18 2011 16:37 GMT
#143
Hey guys

btw for the teamliquid guild / group or whatever, we should have an irc channel

I nominate #ipy on quakenet (same irc server as #teamliquid)


Warturtle - DOTA 2 is KING
Mazer
Profile Joined April 2008
Canada1086 Posts
January 18 2011 16:49 GMT
#144
On January 18 2011 23:52 futility wrote:
I'll probably give this a try. Played on OSI from launch to shortly after UO:R. I couldn't find any solid info on whether or not there's going to be lumberjack bonuses, special hits, etc. so I'm going to go sword dexxer at the start to be safe.


There are no LJ bonuses or special hits as the PvP is based on Pre:UO:R. However, that might not necessarily be the case down the road. Sword dexxer is a good choice though.
Kirameki
Profile Joined December 2010
96 Posts
January 18 2011 17:51 GMT
#145
Imo, what every shard needs is player justice. There has to be a PvP guild that will go red to go after the reported bad guys, even if they are blue because they are noto PKs.

Without such a guild, the shard isn't worth playing, imo.
Nobu
Profile Joined June 2010
Spain550 Posts
January 18 2011 18:04 GMT
#146
On January 18 2011 04:28 djWHEAT wrote:
Show nested quote +
On January 18 2011 04:16 Nobu wrote:
WOOOOWWW Dj wheat playing uo too??? this shard its going to be epic! i've been searching for a shard for a year and this one finally seems to work out, I hope to get some friends too, they never played uo, so they are missing the ultimate mmo out there


I love Ultima Online so much, that my wife knows she can get my attention at anytime just by saying something like, "Oh UO2 is coming out?" or "They are re-releasing UO?" Defeated everytime.

BUT NOW THE JOKE WILL BE ON HER!!!


Dont get your wife into UO! i played uo for like 3 years with a girlfriend, and I ended up having to give her all the stuff because she was jealous that i had better gear I think you will have to mine the shit out of your crafter to give her some items
"There's farmers and there's gamers, farmers get up early, gamers sleep in." Artosis
Mazer
Profile Joined April 2008
Canada1086 Posts
January 18 2011 18:10 GMT
#147
On January 19 2011 02:51 Kirameki wrote:
Imo, what every shard needs is player justice. There has to be a PvP guild that will go red to go after the reported bad guys, even if they are blue because they are noto PKs.

Without such a guild, the shard isn't worth playing, imo.


Take a look at this: Paladins

Player driven system that is implemented. It's a really good read to understand where he's coming from with it and what the goals are.
Kirameki
Profile Joined December 2010
96 Posts
January 18 2011 18:38 GMT
#148
Trying to put such a thing into a system is always inferior to having a mature player base that can deal with this issue themselves.

The system still has red people as evil and blue as good. But the blue people will be evil and killing them will make you red. On Siege Perilous the good guys were largely red.

But you can't bet on such players to rise up and create such a system.
Mazer
Profile Joined April 2008
Canada1086 Posts
January 18 2011 19:30 GMT
#149
On January 19 2011 03:38 Kirameki wrote:
Trying to put such a thing into a system is always inferior to having a mature player base that can deal with this issue themselves.

The system still has red people as evil and blue as good. But the blue people will be evil and killing them will make you red. On Siege Perilous the good guys were largely red.

But you can't bet on such players to rise up and create such a system.


Maybe players have changed in the ~6 years since IPY1 went down but back then one of the major problems was rampant PKing. No one dealt with the issue with any sort of force or organization in game because the the risk vs reward factor was totally skewed in favour of the red instead of the blue.

From what I've seen on other freeshards, the PK mentality has not changed. The paladin system offers some incentives for players to fight back aside from just trying to be the 'good guy'. It still is totally up to the players to rise up but now they have some motivation.
luckyseven
Profile Joined December 2010
179 Posts
Last Edited: 2011-01-18 20:34:35
January 18 2011 20:31 GMT
#150
my game deals with griefing by........................

1. making it take 500+ hours to get shitty basic PK skills, which makes people value their characters and character's behaviour more
2. slowing down combat a little so you dont die in 2 hits and have more time to run away etc
3. making valueable items bondable so other people can't hold them (but can still loot/steal them)
4. deleting people for multiplaying/multiboxing and for using triggers (so everyone's characters actually means something rather than being botted overnight)
5. making the risks of PK extremely clear and making PK permanent to scare people away from it
6. allowing combat attitudes so if you get jumped you can go into defensive mode and dodge/parry more
7. not having super valuable items in the game, and not giving huge bonuses for having more expensive items
8. having a small population and admin that will step in if repeated harrassment occurs
9. having an unlimiting skill system where anyone can train combat skills, with severely diminishing gains
10. making it pretty easy to get money to replace items that are stolen or looted
11. having a massive enough world to travel around in and never be caught, but also having tools similar to scrying with which to locate people
12. since it can be tricky finding and killing someone, doing so is quite satisfying enough
13. since it takes so long to build up a character, most people have friends or allies by the time they choose to go PK (say after 1200 hours playtime), and are part of the game society. its uncommon to play for 6+ months until you're stong enough to kill people and then still have it in you to go around (attempting to) grief
Masq
Profile Blog Joined March 2009
Canada1792 Posts
January 18 2011 20:46 GMT
#151
Has anyone stepped up to lead any sort of TL based guild yet?
I would be interested in running a tight knit Paladin PvP group, but I wouldn't suggest that for a majority of the newer players.
Masq
Profile Blog Joined March 2009
Canada1792 Posts
January 18 2011 20:50 GMT
#152
On January 19 2011 05:31 luckyseven wrote:
my game deals with griefing by........................

1. making it take 500+ hours to get shitty basic PK skills, which makes people value their characters and character's behaviour more
2. slowing down combat a little so you dont die in 2 hits and have more time to run away etc
3. making valueable items bondable so other people can't hold them (but can still loot/steal them)
4. deleting people for multiplaying/multiboxing and for using triggers (so everyone's characters actually means something rather than being botted overnight)
5. making the risks of PK extremely clear and making PK permanent to scare people away from it
6. allowing combat attitudes so if you get jumped you can go into defensive mode and dodge/parry more
7. not having super valuable items in the game, and not giving huge bonuses for having more expensive items
8. having a small population and admin that will step in if repeated harrassment occurs
9. having an unlimiting skill system where anyone can train combat skills, with severely diminishing gains
10. making it pretty easy to get money to replace items that are stolen or looted
11. having a massive enough world to travel around in and never be caught, but also having tools similar to scrying with which to locate people
12. since it can be tricky finding and killing someone, doing so is quite satisfying enough
13. since it takes so long to build up a character, most people have friends or allies by the time they choose to go PK (say after 1200 hours playtime), and are part of the game society. its uncommon to play for 6+ months until you're stong enough to kill people and then still have it in you to go around (attempting to) grief


I think you're missing a fundamental point. Time spent does not equate to difficulty, while it certainly is a deterrent for people with less time. A system like this basically is holding the hand of people who are incapable of competing and is fostering an environment for lower quality players to thrive.
kataa
Profile Blog Joined August 2010
United Kingdom384 Posts
January 18 2011 21:10 GMT
#153
On January 19 2011 05:46 Masq wrote:
Has anyone stepped up to lead any sort of TL based guild yet?
I would be interested in running a tight knit Paladin PvP group, but I wouldn't suggest that for a majority of the newer players.


I don't want to lead a guild, but I'd be up for helping out in managing it. Would be awesome to have a Teamliquid town, I think Minoc would suite us very well.

I'd be up for a tight knit PvP group, keep in mind I think I speak for all of us when I say our UO skills are probably out of shape. The last time I was really really good, was back when I dueled with the -qop dudes in 2001.
Kirameki
Profile Joined December 2010
96 Posts
Last Edited: 2011-01-18 21:19:49
January 18 2011 21:11 GMT
#154
On January 19 2011 05:31 luckyseven wrote:
my game deals with griefing by........................

1. making it take 500+ hours to get shitty basic PK skills, which makes people value their characters and character's behaviour more
2. slowing down combat a little so you dont die in 2 hits and have more time to run away etc
3. making valueable items bondable so other people can't hold them (but can still loot/steal them)
4. deleting people for multiplaying/multiboxing and for using triggers (so everyone's characters actually means something rather than being botted overnight)
5. making the risks of PK extremely clear and making PK permanent to scare people away from it
6. allowing combat attitudes so if you get jumped you can go into defensive mode and dodge/parry more
7. not having super valuable items in the game, and not giving huge bonuses for having more expensive items
8. having a small population and admin that will step in if repeated harrassment occurs
9. having an unlimiting skill system where anyone can train combat skills, with severely diminishing gains
10. making it pretty easy to get money to replace items that are stolen or looted
11. having a massive enough world to travel around in and never be caught, but also having tools similar to scrying with which to locate people
12. since it can be tricky finding and killing someone, doing so is quite satisfying enough
13. since it takes so long to build up a character, most people have friends or allies by the time they choose to go PK (say after 1200 hours playtime), and are part of the game society. its uncommon to play for 6+ months until you're stong enough to kill people and then still have it in you to go around (attempting to) grief


I don't think this works or is good. First off, making skills harder to level just makes the game a grind and just makes it take longer before you can actually play the game and PvP. You can't PvP on your own level. You need to have the skills and stats as high as the established PvP players.

Secondly, I feel that 'everyone' should just be red. A fixed set of rules of who is red and who isn't just doesn't work because people can get around that. In UO when you do a single criminal action you go grey and people can kill you 'for free'. When the good guys come and try to punish these murderers they will be blue and the good guys will go red. And when 1 good guy is red and someone blue attacks him all other blue good guys will have to attack this blue guy too. It doesn't work.


If you want a PvP shard you need to do away with all these limitations on murdering and have player justice. You need victims and evil people for there to be able to be good guys. And I don't feel that getting killed every once in a while is so bad for a new player. On the idea server you shouldn't have that many valuable things you can't afford to lose. You just replace your items and continue raising your skills. And then when you are stronger you team up with either the good guys or the bad guys and do the PvP yourself.

Obviously the population density of a shard can't be too dense or too sparse, but those are all different issues. Point is that in UO player interaction should be the main aspect of the game, which includes roleplaying. And not grinding for skills or loot.

If I understand correctly the IPY system, Paladin's will never be able to attack blue's. This means they won't be able to attack blues that are famous for being immoral. How can they be Paladins if they can't defend the victims against these blues?

I might play on this shard. I am not a SP veteran that can lead a clan. I don't want to play as much UO as I once did anyway. But I do suggest if you really want to form a clan of the most noble knights on the shard, you can't be paladins under this system. You need to be willing to go red.

If the system punishes reds too much, like being killed by guards on sight, then this is a big problem for the shard period. If so, these people should learn the lessons of Siege Perilous which I don't think the people on UO Second Age have.

On Siege Perilous the new people knew which reds were the most noble knights on the shard because of clan tags. A reputation of such a guild is extremely important and you need to be very strict about who you let in. A fewbad members and your reputation is gone and your whole quest to bright justice is gone. You need to be well known among new people as those are the people who you need to protect. If they just run away because you are red you have a problem.
PiousMartyr
Profile Joined March 2010
Canada176 Posts
January 18 2011 21:30 GMT
#155
I'd love to help lead/manage the guild.

I think we should make a big TL town north or east of Minoc. Have a main castle, a PvP keep, crafters shop, mages marble tower and stuff like that. Set up dueling arenas and shops and stuff for everyone to enjoy :D Like PaxLair on Chesapeake
PiousMartyr
Profile Joined March 2010
Canada176 Posts
January 18 2011 21:58 GMT
#156
On January 19 2011 01:37 dacthehork wrote:
Hey guys

btw for the teamliquid guild / group or whatever, we should have an irc channel

I nominate #ipy on quakenet (same irc server as #teamliquid)




The channel is made! Come join :D
Regulate140
Profile Joined April 2010
Canada108 Posts
Last Edited: 2011-01-18 22:15:37
January 18 2011 22:14 GMT
#157
Updated the OP with Irc and delay info. My time will be spent between TL and a group of friends I'll be playing with, I check this thread everyday though so let me know if there's anything you want me to include in the first post.
Canada
luckyseven
Profile Joined December 2010
179 Posts
Last Edited: 2011-01-18 23:30:42
January 18 2011 23:16 GMT
#158
On January 19 2011 06:11 Kirameki wrote:
Show nested quote +
On January 19 2011 05:31 luckyseven wrote:
my game deals with griefing by........................

1. making it take 500+ hours to get shitty basic PK skills, which makes people value their characters and character's behaviour more
2. slowing down combat a little so you dont die in 2 hits and have more time to run away etc
3. making valueable items bondable so other people can't hold them (but can still loot/steal them)
4. deleting people for multiplaying/multiboxing and for using triggers (so everyone's characters actually means something rather than being botted overnight)
5. making the risks of PK extremely clear and making PK permanent to scare people away from it
6. allowing combat attitudes so if you get jumped you can go into defensive mode and dodge/parry more
7. not having super valuable items in the game, and not giving huge bonuses for having more expensive items
8. having a small population and admin that will step in if repeated harrassment occurs
9. having an unlimiting skill system where anyone can train combat skills, with severely diminishing gains
10. making it pretty easy to get money to replace items that are stolen or looted
11. having a massive enough world to travel around in and never be caught, but also having tools similar to scrying with which to locate people
12. since it can be tricky finding and killing someone, doing so is quite satisfying enough
13. since it takes so long to build up a character, most people have friends or allies by the time they choose to go PK (say after 1200 hours playtime), and are part of the game society. its uncommon to play for 6+ months until you're stong enough to kill people and then still have it in you to go around (attempting to) grief


I don't think this works or is good. First off, making skills harder to level just makes the game a grind and just makes it take longer before you can actually play the game and PvP. You can't PvP on your own level. You need to have the skills and stats as high as the established PvP players.

Secondly, I feel that 'everyone' should just be red. A fixed set of rules of who is red and who isn't just doesn't work because people can get around that. In UO when you do a single criminal action you go grey and people can kill you 'for free'. When the good guys come and try to punish these murderers they will be blue and the good guys will go red. And when 1 good guy is red and someone blue attacks him all other blue good guys will have to attack this blue guy too. It doesn't work.


If you want a PvP shard you need to do away with all these limitations on murdering and have player justice. You need victims and evil people for there to be able to be good guys. And I don't feel that getting killed every once in a while is so bad for a new player. On the idea server you shouldn't have that many valuable things you can't afford to lose. You just replace your items and continue raising your skills. And then when you are stronger you team up with either the good guys or the bad guys and do the PvP yourself.

Obviously the population density of a shard can't be too dense or too sparse, but those are all different issues. Point is that in UO player interaction should be the main aspect of the game, which includes roleplaying. And not grinding for skills or loot.

If I understand correctly the IPY system, Paladin's will never be able to attack blue's. This means they won't be able to attack blues that are famous for being immoral. How can they be Paladins if they can't defend the victims against these blues?

I might play on this shard. I am not a SP veteran that can lead a clan. I don't want to play as much UO as I once did anyway. But I do suggest if you really want to form a clan of the most noble knights on the shard, you can't be paladins under this system. You need to be willing to go red.

If the system punishes reds too much, like being killed by guards on sight, then this is a big problem for the shard period. If so, these people should learn the lessons of Siege Perilous which I don't think the people on UO Second Age have.

On Siege Perilous the new people knew which reds were the most noble knights on the shard because of clan tags. A reputation of such a guild is extremely important and you need to be very strict about who you let in. A fewbad members and your reputation is gone and your whole quest to bright justice is gone. You need to be well known among new people as those are the people who you need to protect. If they just run away because you are red you have a problem.



in my game, there is no "red" or "blue" bs; you can decide to become a PK and then stay that way. it is completely player-justice run, and i was trying to figure out and list reasons why it was able to work as well as it does.

the game is scaled to last a long time, with ~20 days of hardcore grinding giving you a decent base character (maybe you spent everything on sword and dodge or maybe you have a shitty floating shield, bandaging and stealing aswell). then deminishing returns kick in and if you focused on one thing then you can compete with much older players.

of course, it is impossible to catch up with someone who has been grinding for 7000++ hours hardcore and counting and putting it all into sword. but you might be able to vine them, vision them, fumble or snatch their weapon, then portal to the mountains and run screaming over a cliff.

the point is that if it takes 20+ days to get a PK with decent sword, dodge and tactics, then people are less inclined to treat their character as a throw-away and anti-social griefer. they treat the game more of a way of life or a place to live (for a few hours a day) rather than a quake3 playground

(not only that but the game lasts much longer, rather than everyone hitting some magical level-max after a few months, you can numberchase on the same character for 5 years as a wizard and still be interested in getting your stealth.inside up to par)

*edit: (dont misunderstand, you can do all sorts of shit after 2 days gameplay, just that it might mean you can only heal 150hp with your faith, or your magic shield might turn bright red after 5 minutes, or you get caught stealing dollars from a beggar even when its dark, or you can only summon a small whirlwind of dust, or you only have enough stamina to attempt to backstab once every few minutes, or you accidently crash into a bunch of muggers when you take a wrong turn on your flying broomstick. its the deminishing gains that slow you down around ~20 days and keep everyone reasonably competitive whilst being attached to their character)
Masq
Profile Blog Joined March 2009
Canada1792 Posts
January 19 2011 03:06 GMT
#159
That doesn't keep everyone reasonably competitive. Powergamers will still be powergamers.
All that creates is a barrier of entry for new players to have a meaningful role.
luckyseven
Profile Joined December 2010
179 Posts
January 19 2011 04:54 GMT
#160
On January 19 2011 12:06 Masq wrote:
That doesn't keep everyone reasonably competitive. Powergamers will still be powergamers.
All that creates is a barrier of entry for new players to have a meaningful role.


no, it means a 20 day old newbie PK can't kill a 300 day old numberchaser. this isnt a "barrier of entry". if no one your age is on it just means you have to pick your targets (tho there're always young thieves and assassins online). figure out which dumbass role-playing witch has 0 perception even though she's been playing for 2 years then filtch the shit out of her. or gank someone with a backstab or warcry while he's fighting npcs. or focus on support or defensive skills if you want to just tag along with some older guys.

my last two PKs were 25-30 days old, a warrior with berserk who could guard room exits and scared the shit out of unsuspecting people but had to run from covert/stealth users as soon as they got the upper hand, and a witch who could fly to people, then root them to the ground and try to snatch their weapons/steal money from them before flying away as soon as i started dying. one of my fav characters was a 10? day old thief with 400 stealing/filtch (and nothing else), and an assassin i made in '99 who could snipe other players using poisoned blowpipe darts. and the priest i made with nothing but defensive faith shields, who i'd form shitty little PK groups with people and be the last person standing because no one could deal a deathblow to me before i ran the fuck away laughing amongst the corpses.

if i wasnt voted "most feared PK" several years running then i was certainly one of the most infamous and renowned. all with shitty sub 30 day characters, but with a unique and mean attitude that the vast options in this game did let shine
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