LordVacation
Smash Journeyman
Some pleb was killed at 4%?
Was he even there?
His thumbs fell off?
He let his new born sister play for him?
Was he even there?
His thumbs fell off?
He let his new born sister play for him?
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I cannot agree with this statement any more. Not only will kills just come earlier and earlier due to keeping fresh kill moves, gimping, and successful edge guarding when they come into play, but taking off an extra stock early becomes as easy as down tilt press b with little mac. This game is only going to go faster, and throwing the stocks under the bus this early is anything but wise.Little Mac is in this game. I have personally seen a tournament match end in under one minute as Little Mac got an f-smash read off a roll, acheived his OHKO, and then killed the respawning player the moment his invincibility was gone.
People are asking for two stock in a game where a character literally has a OHKO.
Variance has a name, and his name is Mac.
It could happen to anyone, don't be a **** about it.Some pleb was killed at 4%?
Was he even there?
His thumbs fell off?
He let his new born sister play for him?
No, i'm just looking out for you.It was you, wasn't it?
Seriously though it's a joke, calm down...
Unless this is your first day on the internet? You'll come to expect these things
Strange how other people try to come off as knowing other fighting games, but getting facts wrong about them. Thanks for clearing things up!Smash isn't most fighting games. In fact, it's a platformer first.
Besides that, most traditional fighting games have 3 games in a set and best-of-3 sets, whereas Smash has 3 games in 1 set (this is outside of like top 8 and not counting 1 stock Brawl).
Those traditional fighting game sets take up roughly 3-5 minutes, roughly the same time as a Smash match.
Seeing as how we can have up to 3 sets in a traditional fighting game and up to 3 matches in a traditional Smash set, this means they're about equal in match duration.
I used the OHKO as an example due to the similarity to the situation of the 4% kill. The person in question had an advantage of the other player being off stage, and messed up on gimping them then likely got grabbed out of their up b which takes away the recovery, which is a very similar situation to coming off of invincibility to be killed so quickly by a one-two from little mac....Looking out for me?
Jeez... thanks...
Fairly sure Mac's one hitter would do more than 4%, hence why I made the comment I did asking how someone could die from like, Mario's fireball it seems.
Especially in competitive play; where by the way, people say a lot worse than I did
People had heard about "down DI" but not the more important "up DI" used to escape combos.Everyone at this event was already using VI, even if they didn't understand it. The commentators even talked about it, calling it "Down DI".
The game hasn't changed, only our understanding of it.
And we'll see how that plays out over time in multiple brackets for the next few months. But, I hardly think that anecdote is scary enough to justify it changing anyone's minds on the matter right now.Little Mac is in this game. I have personally seen a tournament match end in under one minute as Little Mac got an f-smash read off a roll, acheived his OHKO, and then killed the respawning player the moment his invincibility was gone.
People are asking for two stock in a game where a character literally has a OHKO.
Variance has a name, and his name is Mac.
ORAnd we'll see how that plays out over time in multiple brackets for the next few months. But, I hardly think that anecdote is scary enough to justify it changing anyone's minds on the matter right now.
Precisely.The 3 stock 8 minute format is what was used for tournaments prior.
The For Glory format is what is used for online 1v1 matches on final destination only.
I personally think we should go with what was used in tournaments prior, and not what is being used for a quick online session.
If it really is an issue, jumping down to 2 stocks shouldn't be a problem.
I think PM at CEO had a lot to due with the large stage list (striking 7 stages, banning 2 every match, coaching in between games, etc.) With Smash 4 we have like 3 or 4 legal stages with probably no stage bans so I don't think time in between games will be anywhere as long. Though I agree with 2 stocks is still worth a look at the very least.I appreciate you collecting this data. However I still yet to see the real benefit in choosing 3 stocks over 2 stocks. This proves that 3 stock matches aren't too long, however 4+ minute matches on average still don't run well with bigger tournaments. As shown at CEO and EVO, both Melee and PM already have stretched their time constraints for both tournaments even with their faster paced games.
In short, 3 stocks seems to be "okay", but I don't see a reason to not try out 2 stock matches either. There are quite a number of benefits of running 2 stock while not so much when running 3.
For the record, as I mentioned to you in another thread, I'd personally be able to plan around 5 stock Smash 4 tournaments just fine. I don't have the problem specifically when it comes to time management with multiple games.3 stock is better than 2 stock in every conceivable way except for the amount of time a game takes on average is increased by a whopping minute and half to two minutes.
If your tournaments are running over, it's because your TO didn't run his tournament properly. There is absolutely no way a tournament should run over on time unless the TO didn't plan for it successfully. If you try to cram in half a dozen games into one day and allow signup overlap, you're going to run out of time.
Altering rulesets so you can play more games is a bad idea. How would you feel if people wanted to play hackeysack at your tournaments so they reduced Melee to 1 stock? That's basically what you're suggesting here.
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I hope you do realize that this actually doesn't prove much.Hey guys, for the people who were interested in the data of the Clash Tournaments tourney that was run, I have thrown it together;
Kill Percents:
Average: 135%Code:17% 43% 51% 60% 76% 77% 78% 79% 80% 87% 93% 94% 97% 97% 97% 100% 101% 102% 102% 103% 103% 103% 104% 104% 105% 108% 109% 115% 115% 117% 120% 121% 121% 121% 122% 124% 125% 125% 129% 130% 130% 131% 131% 132% 132% 132% 132% 133% 133% 134% 134% 134% 135% 135% 136% 137% 137% 137% 139% 139% 139% 140% 140% 140% 141% 141% 141% 142% 142% 142% 143% 143% 144% 145% 145% 146% 146% 147% 148% 148% 149% 150% 150% 152% 152% 153% 154% 154% 156% 160% 161% 162% 163% 163% 165% 165% 169% 170% 172% 174% 175% 176% 178% 180% 181% 182% 182% 183% 185% 186% 187% 190% 191% 202% 215%
Note: Same as the data in the OP, this is post-hit kill percent
Match Length:
Average: 4:32Code:1:38 2:44 3:10 3:17 3:26 3:27 3:36 3:53 3:55 3:55 4:15 4:21 4:25 4:27 4:46 4:47 5:08 5:13 5:24 5:27 5:30 5:44 6:09 6:18 6:28 6:38
Average per Stock: 1:30
So the data is essentially the same. Even then, Chibo, who has a campier playstyle than others, was in a large portion of these matches. So stats could probably be lower at a larger tournament.
I think this further proves the point that the change to 2-stock format is completely unneeded.
If someone can't stay interested in 4.5 minute matches, they probably don't like Smash very much.I hope you do realize that this actually doesn't prove much.
Your data has no comparisons to Brawl, Melee, PM, or other fighting games and stands by a subjective opinion that "1 minute and 30 seconds per stock for 3 stocks is better than the same data for less stocks" Maybe even a comparison to average attention span of a human can double your arguments validity.
Actually that will likely make your argument worse as I already know many people with not enough attention span to read our posts, let alone stay interested in 4.5 minute matches.
Those same people might be willing to pay for Twitch Subscriptions and generate Ad Revenue with stream views if the game was shorter though. I don't believe Smash is at the point where our spectator base is completely tapped, and it will never matter if we shrink time limits/have shorter matches. If that were the case, our community would probably be in a recession or stagnant for that to hold true.If someone can't stay interested in 4.5 minute matches, they probably don't like Smash very much.
Correct me if I'm misunderstanding the post, but you're saying that you hate how this argument is mostly opinion based, so the real data you want to compile are the opinions from players and viewers? Isn't that what this thread is already doing?This is still a pretty opinionated debate. You can make arguments for smaller (and larger) stock counts that have nothing to do with tournament time issues. The Swiss format would take care of most time issues, since you could just require that every player have his own 3DS/game to participate and cap how long "rounds" take. Swiss doesn't work for most normal Smash tournaments due to our constant lack of enough setups or space for bulky setups: that would hopefully be a non-issue for Smash 3DS.
If tournament time issues are out of the picture, there are still other fairly valid reasons you would consider changing stocks. Making the game more accessible to spectators, aligning the game to what players feel gives a better match quality, etc.
What I hate about this stock debate, is that it is 99% opinion backed. The only question that appears to be solved (or even provided any data whatsoever), is whether 3 stocks would take up too much time for this game. The answer to that should have been obvious though to anyone that gave thought to the Swiss format, since you can run tournaments much faster (and arguably more satisfying for players who normally lose 0-2 or 1-2 in tourney brackets a lot). Tournaments running on time for the 3DS version was basically the least important question: hell I could probably manage a 5 stock tournament with Swiss format and run it on time! Now that it's solved, we're still not very far on answering the stock count debate.
What would also be important, would be gathering polling information from Smash 4 players and stream monsters/watchers over which formats they prefer and why. Along with testing out different options for tournaments:
1. Try out different stock counts. Anything from 1-6, because why not?
2. Try out extended set counts. All sets 3/5. If you want to lower stock count as compensation for this, that's probably fine.
This post and the data collected is great, however it's far from answering the total debate. The game deserves some experimentation, some more data collection, and some polling from people interested and participating in the game to figure out what might be best. Until then, we are going to be stuck with plebeian arguments and one-liners from Smashers such as "2 stocks is way too fast" or "3 stocks is perfect". ****ty Middle School levels of thinking and expression are ruining us.
That is exactly the point though: I'm not putting down 3 stocks as a viable amount. I'm saying that the argument right now is silly, since both sides are basically throwing out opinions. The argument about 3 stocks "taking too long" may be completely resolved, but that is not the only factor or reason people are looking at alternative stock counts. Even with this data, it doesn't resolve the more arbitrary factors and arguments that are still out there for both sides.
My question to you is what makes higher stock count preferable to more games in a set? For versions where setups do matter, running 2 stock 3/5 has the benefits of larger stage variety and similar time per stock with the downside of the extra time between matches. For events out of our control like say, EVO, reducing 3/5 to 2/3 is a much less drastic way to modify the ruleset to something managable for the community when avoiding schedule conflicts is nearly impossible.If someone can't stay interested in 4.5 minute matches, they probably don't like Smash very much.
I think the point is that your events can only be so good without good advertising, good marketing, and enough capital to buy consistent setups, streaming equipment, and rent the best venues. Now, that's not to say that, maybe, you're satisfied with your events. That very well may be the case.I'm not in the business of supporting twitch streamer ad revenue -- my goal is to have good tournaments. If my goal was to support twitch streamers with ad revenue I wouldn't even suggest public tournaments, just invitationals with top names only.
I feel you're not understanding this well.I'm not in the business of supporting twitch streamer ad revenue -- my goal is to have good tournaments. If my goal was to support twitch streamers with ad revenue I wouldn't even suggest public tournaments, just invitationals with top names only.