Would you link me anyways? I still think that the information from then could still be interesting and I wanna read it again anyways.
Also it was interesting earlier, when we compared some thresholds for viability FD only was either better or at least dead even. I know you might not like the idea, just don't entirely discount it. Either way there will be good and bad characters, and a bit of mathematics show the numbers at a minimum would be at least the same. Why is that bad?
You can search smashboards if you want, I've got 20k+ posts. I ain't gonna do it.
I'll answer your "why is that bad" question with another one:
Why don't we do Pokefloats only FFAs with items?
Because you get consistent results with them, so really it's just preference.
Okay... one more post. Quick lesson time.
There are two schools of thought in how to balance a game. Everyone is at one point on this line.
There are
Constructionists and
Originalists. I have bolded the most important advantages below.
Originalists, on the extreme end, believe you should leave in as much of the game as possible. When you see something as a problem, you remove it, but only after it has proven itself to be an issue do you remove it.
Advantages:
- You get more content in the game
- As time goes on, nothing gets "unbanned" or "reintegrated" because you have recorded reasons for why it was removed in the first place
- You, by definition, end up with the best possible game given your goals
- It allows for the widest expression of play
- It removes opinion from the matter entirely (no direct conflict between "I like playing on FD only" and "I like playing with items only" as they're both discounted. No one cares what you want, only what can be removed via proof)
Disadvantages:
- It's very very slow
- It requires people to live through particularly unsavory things (Example: "Why ban items?" = Wait for proof = Eddie losing a set by down+bing and an explosive create spawning in his path, killing him and losing him the tournament)
Constructionists, on the extreme end, believe you should cut away as much of the game as possible until you get to the "core" that you're looking for. They use an axe, not a scalpel. When you see something that COULD be a problem or doesn't add directly to the game you want, you remove it immediately.
Advantages:
- It's incredibly fast. You can have your ruleset on release day.
- It's easier to grasp; it's hard learning a whole game, much easier if there are less variables to consider
- It caters directly to players that don't want to spend more time on game aspects they don't care about (see: learning CP stages or hazards)
- It removes the possibility that "bull****" stuff happens to players in high profile events; no exploding crates here
Disadvantages:
- It's inconsistent and driven totally by opinion, meaning that two people with the same goal can have the same conclusion
- Game aspects are banned, unbanned, and banned again depending on the TO / region, making an inconsistent playing field
- Things you actually would like can be removed prematurely due to lack of knowledge
There's a rough sketch for you.
Originalists and Constructionists
can easily want the same game but have different ways of going about it.
I am a clear Originalist. I want as much of the game as possible and, most importantly, want a reason for everything to be banned. A REAL reason, not a theorycraft reason.
"Why are items banned, OS?"
Because we saw in Melee that they can spawn with explosive canisters mid-move, killing a player. This amount of variance is unacceptable.
"You can turn off explosives in Brawl!"
Because in Brawl we saw healing items appear in mid-air and be picked up by an aerial. This ability to "randomly" pick up items is an intrusion you can't prepare for and is unacceptable.
"Why is (stage X) banned?"
Because we tested it extensively in and out of tournament and the results were either inconsistent (making it non-competitive) or consistent in requiring a non-desired form of play (circle camping, scrooging, CC and wall teching, edge camping on walkoffs, etc.)
"But what about Hyrule Temple? You didn't test that!"
Yes I did, and results were conclusive.
That's why I'm an Originalist.
"Why are items banned, mr. Constructionist?"
"Because we don't want to play with items"
That doesn't do it for me.
The biggest issue with being an Originalist is that it takes a
long time. We played on Port Town Aero Dive in the midwest for a long time and we learned the stage backwards and forwards. It's a GOOD stage despite the extreme hazards, but as we learned how to avoid the hazards we also learned how to manipulate them. We learned that getting lower port (for grabs) and grabbing the opponent resulted in them being murdered. The stage became more about playing to the hazard and less the stage and game itself. That took months. Constructionists said "those cars are strong, banned".
If you're not the kind of person who can deal with that kind of stuff, you're probably in the "Constructionist" camp. Constructionist philosophy is very popular with new players and "REAL SKILL" players. The "extreme" constructionists are the kids that literally play Fox Only Final Destination.
Most people aren't that far on either scale. When I see Palutena's stage on Smash 4 I say "That is incredibly large. We can time out and circle camp there easily." I know it will be banned from competitive play easily. A 'pure' Originalist would test it first.
A 'pure' Constructionist can say "Let's play FD only" and their reasoning be as little as "I want to play only on FD". It's not right, not smart, not clever, it's just a clear personal goal. "I want to play only on FD" = "Let's play FD only", the consequences are separate.
So when you have these kinds of discussions, figure out where you are on that scale.
Do you want the best game possible and are willing to deal with some hiccups? You're Originalist.
Do you want the game you can make
right now by removing the things you don't want and are okay with cutting some questionable stuff to do it? You're Constructionist.
If you're an Originalist and trying to explain to a Constructionist why "FD only isn't a good ruleset", unless their goal is something way off like "increased character viability" you can't convince them. They don't have logic, they have a personal goal.
If you're a Constructionist trying to explain to an Originalist why "FD only is the end result", the Originalist will simply say "then we'll end up there, but we don't have the evidence yet".
Yes this is an accurate observation...for melee and brawl. Even so it's not as if the things you describe are un-counterable. As you said, you beat players on CP stages. That's what real skill is, and skill is strong enough to shine through any somewhat inevitable checks and balances that FD will have on each character in Smash 4.
Think about it like this.
The way it is now, a character is ALWAYS advantaged, because people pick the stage where they have that advantage. Every single match. So I don't even really see how "some characters have an advantage" is even a good argument, because that's the case either way.
A predetermined stage that you can expect to play on, that you can dedicatedly train on, those are parts of a good recipe for fair and balanced match ups, leaving the character balance affair up to the developers.
Hey, you're right!
1v1, Yoshi only on Wario Ware is the new tournament standard.
This is a recipe for fair and balanced match ups, leaving character balance entirely out of the question!
What's your
real goal?