hectohertz
Smash Ace
you can't stall indefinitely with rising pound, you lose height. sing stalling is also easily interruptable by grabbing ledge
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I know you can't stall indefinitely with it, but it stalls long enough that someone with a stock lead could take out a huge chunk of time. Sing stalling refers to when the opponent is caught in the sing. You can repeatedly put them to sleep if they were by the ledge, and there's nothing they can do. You could just sing and ledge cancel all game if you're winning.you can't stall indefinitely with rising pound, you lose height. sing stalling is also easily interruptable by grabbing ledge
Specifying what constitutes stalling is extremely important. I don't want players coming up to me saying their opponent stalled because they shino-stalled on the ledge with Sheik all game or that a Fox circle camping them is stalling. If only a handful of things are considered stalling, why not just list them so everyone knows EXACTLY what is going on? It's not like it takes a long time to read, and it doesn't really differ from that status quo anyways.I don't think rulesets need to specify minor technicalities as to what constitutes stalling or the exact method for generating pseudo-randomness (gaw hammers, rps, whatever).
I think the counterpicking / initial character selection ideas are pretty interesting, didn't give it much thought though, sorry
I have thought a lot about that. Obviously, the first thing I would do is apprehend the individual. Depending on the severity of what they yelled, I would give them a warning or if I believed they might do it again, I would just ensure they aren't within earshot of the players for the rest of the set. From then on it'd just be one more strike and you get ejected from the venue.Pretty good ruleset. But you see Bones, there's a problem...
Simply put, we urgently need to discuss wobbling.
On a serious note, regarding you definition of coaching, what would result of a crowd member shouting a piece of advice to players in a match? It wouldn't be at the fault of the players, however it is informative and could change the flow of the match due to still being viable advice that the player(s) may take into account. Would it merit a rematch, despite that no players were directly responsible? And also, punishments for said crowd member
I agree BSR is much simpler than DSRm, but it also has other benefits besides that.Rereading this ruleset. I like BSR, I mean it serves the same purpose but doesn't require people to remember where they won and avoids confusion.
As for coaching, I agree coaching needs a rule implemented but I think it should have a soft ban and fall under gentleman's agreement. I don't know how banned banned is for coaching in this ruleset, but I think it should be the opponents decision if coaching is allowed.
I also would like to know what would happen in the result of a tie during pools(not from a set but a tie in pool wins) in a battle for seeding. Are players required to remember the stocks of each match, play out another game, etc.
I actually was geeking out when the commentators at TFC were so confused by M2K being allowed to go to FD twice because I was just thinking how it all could have changed (for the better if you ask me) if they had used my ruleset.I have to admit I initially overlooked this thread, but now with the DSR discussion back again, I remembered this thread and how alternating bans solve everything much more elegantly.
The only thing I don’t like is the 10 minutes time limit. I get your logic and agree that it makes more sense than 8 minutes, but there’s also the option of keeping 8 minutes and decreasing stocks to 3. What do you think about it?
meh an interesting take but I am not a fan of the extra time on the clock. Anything that makes matches longer I am against. Personally I have been an advocate of 3 stocks for a very long time, but that's another convo.
The counter picking seems interesting. Loser seems to get a bigger edge which I think kind of takes away from the winners ability to adapt to their settings and "prove" as to why they are better. I just feel that being able to pick character that plays well after the loser picks their stage is a very desirable trait and a strong statement. I think its something that not everyone can do. This fundamentally promotes character diversity among players, which I have also been an advocate for.(multiple mains)
I agree with your ban rule. I think its good
I'm going to run through this real quick. Two fox players.
Fox One vs Fox Two.
Fox Two has a pocket marth specifically for use on FD.
Fox Two loses Game 1.
Fox One Selects Fox.
Fox Two Selects Marth.
Fox One Bans FD.
Loser of Game 1 suddenly has a disadvantage going into Game 2.
This strongly discourages picking up pocket characters for character+stage combinations.
Having those pocket CPs and the threat of a potential FD pick results in a benefit that we have designed and encouraged. Do you ban that player's best fox stage or do you ban FD? The player being forced to make that decision is in that scenario because the opponent has developed a pocket character strong enough to be a legitimate threat.
In a set under current rules, Fox Two selects FD, and then Fox One can either change characters if he cannot handle the shift in punishment game, or stay Fox. In a BO5, this doesn't even come into play because we straight encourage the idea that you should have to play on your opponent's best counterpick once in a set, with your own character diversity being the potential mitigation of that advantage.
I’m not sure if that’s what you were saying too, but in a Bones-bo5, the Fox-Marth player also gets to pick FD once. So it’s only in bo3s that the rulesets differ, and I personally think it’s at least not worse that the stages are +0, +1 and -1 instead of +0, +2 and -2.In a BO5, this doesn't even come into play because we straight encourage the idea that you should have to play on your opponent's best counterpick once in a set, with your own character diversity being the potential mitigation of that advantage.
This is the source of our disagreement. I don't think counterpicks should be ways of giving advantages to players at all. They should be ways of increasing stage variety while still maintaining a fair balance throughout the set. The only reason we default to giving the losing player their advantageous stage FIRST is because a lot of sets that end 2-1 would be played out as 2-0 because the winning player would get his advantageous stage first.I don't agree with that being the exact same logic because the purpose of the decision making in those two instances is very different.
Stage striking is intended to result in the selection of a stage both you and your opponent feel is the most even between your already selected characters.
The intent of counterpicking is to give the loser of R1 advantages going into R2. The extent of this advantage is the only difference promoted between rulesets that alter the counterpicking mechanism and its entirely opinion.
I'm curious, does SwiftBass not qualify as an individual whose opinion holds weight? Your criticism seems pretty silly when a very experienced player such as him raised those very concerns about counterpicking having too many advantages a mere 3 posts before your own. It's kinda confusing to be reassuring one player that I have indeed prevented as much advantage during cps as possible while simultaneously debating with another that there should be more advantage to a player who has done nothing to earn it (lost game 1). I'm sure there's also plenty of other top players who will express concerns about better cping. We've already seen an aspect of this come into play with the stage list as we've eliminated many radical cps because people felt they provided too much of an advantage when cping. To see this ruleset change and then turn around and say no one is worried about cps being too strong is downright naive.He feels that the counterpicking player has too many advantages. I don't see support for that opinion from individuals whose opinions have weight.
Picking up a Marth secondary to use on only FD isn't some small task if your goal is to use him against another high level player, so downplaying it as being not much of a secondary doesn't affect my points.
@Kadano: I don't understand what you mean. Between any players that have been in the scene for longer than a tournament or two (read: players where the stage influence on the matchup might actually have significance), they will know if their opponent has a pocket character for FD CP purposes. If you use your ban properly/intelligently, you mitigate the possibility of having those +2/-2 matchups already. This change doesn't affect anything. Bones is simply trying to avoid using a ban on FD in case his opponent has a secondary. He feels that the counterpicking player has too many advantages. I don't see support for that opinion from individuals whose opinions have weight. Speaking directly at using this in a BO3 set, this largely dissuades motivations towards developing a pocket character+stage combo because you will never be able to select the stage necessary unless your opponent makes bad decisions.
My interpretation of what your changes accomplish is different than swifts.
Your point is that people want different things, yet me stating why what I want is different than what I perceive your ruleset to give is not relevant to that point?
DSR
BF (3) Falco wins
FD (1) Marth wins
DL (5) Falco wins
PS (2) Marth wins
FoD (4)
DSR results in game 5 being played on 4 (FOD)while BSR results in game 5 being played on 5 (DL). Essentially, both reward the reward the winner of game 1 because it is the most neutral stage (determined by striking), but DSR has less of an imbalance in the deciding match. This seems good to me…BSR
BF (3) Falco wins
PS (2) Marth wins
FOD (4) Falco wins
FD (1) Marth wins
DL (5)
DSR
BF (3) Falco wins
FD (1) Marth wins
DL (5) Marth wins
DL (5) Falco wins
FD (1)
Both DSR and BSR result in game 5 being played on 1 (FD). The reason for this is that you reward the player who won on the stage that is imbalanced against him MORE than you reward the player who won on the most neutral stage. The problem with BSR, it rewards the player with (1) because he won on (4). DSR rewards the player on (1) because he won on (5). See the problem? BSR is a disproportionally large reward.BSR
BF (3) Falco wins
PS (2) Marth wins
FOD (4) Marth wins
DL (5) Falco wins
FD (1)
I’ll play devils advocate in favor of DSR without bringing character diversity into it.
Scenario 1: people win on their counterpicks
Here’s the stage order taken from your earlier post with a number 1-5 dictating stage neutrality (theoretically) in terms of counter picks. 3 is most neutral, 1 is in favor of marth, 5 in favor of falco.
DSR results in game 5 being played on 4 (FOD)while BSR results in game 5 being played on 5 (DL). Essentially, both reward the reward the winner of game 1 because it is the most neutral stage (determined by striking), but DSR has less of an imbalance in the deciding match. This seems good to me…
Scenario 2: “Serve is broken”
Both DSR and BSR result in game 5 being played on 1 (FD). The reason for this is that you reward the player who won on the stage that is imbalanced against him MORE than you reward the player who won on the most neutral stage. The problem with BSR, it rewards the player with (1) because he won on (4). DSR rewards the player on (1) because he won on (5). See the problem? BSR is a disproportionally large reward.
Here’s what I find interesting. Scenario 1 is how things should go. People win on the stages that are imbalanced for them, and therefore the winner on the most balanced stage wins the series. Both DSR and BSR have the same results of winner on battlefield being the winner of the series. I personally prefer DSR’s order because you’re essentially saying “ok, falco won on the most neutral stage, now, if falco is MUCH better than marth, he’ll win on FD next and the series will be a wrap quickly. If falco is only a little bit better than marth, he’ll lose on the +2 counterpick (as expected) and the series plays out.” Essentially, you identify a large skillgap sooner than you do with BSR. Just because he won on stage 3 and on stage 5, doesn’t necessarily mean he’ll win on stage 4. With BSR, once falco wins on FOD it’s pretty much a warp. He won on stage 3, he won on stage 4, of course he’ll win on stage 5.
Winning on your opponent's cp with BSR is no more or less of a big deal than with DSR. At the end of the set, you'll still have to win on stages of equal difficulty. DSR simply reduces the stage variety by allowing both players to repick their best cps. With BSR, if M2K wins on DL, PP will have to win on FD at some point in the set. If PP beats M2K on FD, that is a huge reward with BSR because that will be the last time he has to play on FD that set... With DSR, PP winning on FD basically ENSURES he will have to play it again the very next game...Scenario 2 is the weird scenario. Someone “breaks serve.” The difference is that DSR makes it a big deal if you do an “upset” and win on either stage 1 or 5, while BSR makes it a big deal if you do an “upset” and win on either stage 2 or 4. DSR makes more sense to me because, it IS a bigger deal to win on stage or 1 or 5.
It really is like tennis. When you win on your opponents serve, it’s on your opponent to not only continue to win when he’s serving, but to then break serve on you. M2k won on DL? PP now has to prove he can win on FD. It doesn’t make sense to say m2k won FoD? PP now has to prove he can win on FD.
3, 1, 1 may seem impressive when it's a 3-0, but then sets between equally skilled opponents (you know, the only ones that really matter) end up being decided by the first game, which is a lot less impressive than winning on 3 different stages.Yeah Hyuga's stance makes sense to me. I also like that a 3-0 with DSR means you won on 3, 1, 1 (battlefield, FD, FD in falco vs marth.) vs a 3-0 with BSR where you won on 3,2,1 (battlefield, PS, FD.) Basically, it’s less impressive with BSR than DSR. I feel like DSR does a better job of identifying not only who won, but by how much. It’s all subjective in the end though. DSR is indeed less stage variety but that just doesn’t matter as much to me.
I finally got around to watching the episode, and I actually agree with Scar's position. I think the whole view of wins and losses as penalties is a flawed way of looking at a set. If you don't lose your best cp after losing on it, it leads to the same lack of stage diversity we see with M2K's Stupid Rule. Here's an example set with DSRm without bans (players can't pick any of the stages they won on):That element of DSR is actually discussed in the last MioM. Scar takes your position of "if you lose on your counterpick stage, your penalty is that you lose that counterpick stage", while Hyuga takes the position of "if you lose on your counterpick stage, the penalty is that your opponent is one match closer to winning the set, you don't need to further penalize the player who lost".