Piford
Smash Lord
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At this rate, our new stage selection process will be called DeLux's Cat.It's like the reverse of the prisoner's dilemma. We shall call it, the DeLux dilemma.
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At this rate, our new stage selection process will be called DeLux's Cat.It's like the reverse of the prisoner's dilemma. We shall call it, the DeLux dilemma.
Is there a name for a reverse prisoner's dilemma?
Anyways, yeah this wont work. while the idea philosophically sounds good in practice it's not decent to enforce.
Meh, if we name anything call it the "Capps" something. I wanna be internet famous
The name for it is actually the reverse prisoner's dilemma, simple as that.Is there a name for a reverse prisoner's dilemma?
Anyways, yeah this wont work. while the idea philosophically sounds good in practice it's not decent to enforce.
Meh, if we name anything call it the "Capps" something. I wanna be internet famous
What if its both players refusing to agree with each other, with no clear player being stubborn or something.
It's actually not within reason; it is unreasonable for attendees to travel (rather far distances for many of my events) and pay to enter a tournament I am running just to do something to get them DQ'd.Sorry but the players here bring up a valid point. I could easily argue that I do not want to fight on the stage the opponent does and simply go towards DQ time kicking us both out of an event even though it's totally within reason for me to refuse said stage or not agree. This rule can't work simply for that, you could pressure players into choosing your stage or just being DQd.
Instead of DQ for not being able to agree, I would think something like forcing the players to choose random from the stage list would be a better option.It's actually not within reason; it is unreasonable for attendees to travel (rather far distances for many of my events) and pay to enter a tournament I am running just to do something to get them DQ'd.
Now the problem you are facing is NOT about my way of determining a stage, it is about the Tardines Rule. And, I'm sorry, if a player is not playing their game because they are not present or refusing to play for any reason then they are DQ'd. If two players are doing this, they are both DQ'd:
Question to both of you: What works better than DQ'ing players who are not playing their match whether present or not and for any reason?
When either of you can give me a stronger reason for an alternative I will try it out, but until then I will defer to the Tardiness Rule that many TO's adhere to as a Standard.
Reminder: Trying not to get off topic of Stage Selection, as this is actually about Tardiness for the moment.
When I play the best player in my state, I would insist on my favorite stage, or play a random stage to try to upset him.Instead of DQ for not being able to agree, I would think something like forcing the players to choose random from the stage list would be a better option.
Very good thoughts. And... That is actually what I use in my tournaments.Instead of DQ for not being able to agree, I would think something like forcing the players to choose random from the stage list would be a better option.
But isn't a tournament finishing on time extremely important. Having the Grand Final get canceled is much worse than having the chance at loosing your advantage, is it not? Smart players would still agree to stage strike if they can't agree on a stage quickly because they wouldn't want to get DQd.Stage striking is a zero sum game. Striking a stage gives me an advantage and you lose that same advantage.
Chicken/Tragedy are not zero sum games, there's a possibility where both players lose, both are DQ'ed. They'll make your tournament finish on time, sure, but forcing a player to concede advantages to you by threat of mutually assured destruction doesn't have a competitive feel to it because it's not zero sum. The free-for-all format is entirely unpopular almost solely because player interactions aren't zero sum.
So how should we pick stages?Grand Finals or fair play is a false dilemma.
In practice players probably wouldn't stage strike with this rule, because there's no list to stage strike from, and it's harder to create a social norm of that complexity. A social pressure like the "don't be a d*** and pick akuma" social pressure would emerge to replace the missing rule, and it would probably end up being "agree to play on Smashville or you're a d***". That pattern would mainly be broken by brand new players and unusual cases where the stakes are high and someone wants to play chicken, or player A hates player B personally and wants to play chicken, or player A is already a social outcast so he goes ahead and plays chicken all the time anyway.
It's actually not within reason; it is unreasonable for attendees to travel (rather far distances for many of my events) and pay to enter a tournament I am running just to do something to get them DQ'd.
Now the problem you are facing is NOT about my way of determining a stage, it is about the Tardines Rule. And, I'm sorry, if a player is not playing their game because they are not present or refusing to play for any reason then they are DQ'd. If two players are doing this, they are both DQ'd:
Question to both of you: What works better than DQ'ing players who are not playing their match whether present or not and for any reason?
When either of you can give me a stronger reason for an alternative I will try it out, but until then I will defer to the Tardiness Rule that many TO's adhere to as a Standard.
Reminder: Trying not to get off topic of Stage Selection, as this is actually about Tardiness for the moment.
See, this allows a player to force the opponent to go random for no other reason then to try and get a random advantage. Which people will do. During a Grand Finals Set. I would LOVE to see how a stream or even just other players would react to such a thing.Instead of DQ for not being able to agree, I would think something like forcing the players to choose random from the stage list would be a better option.
But what if you want to switch characters? You might end up on a stage thats bad for the character you want to counterpick. Maybe a variation on that could work where the looser could choose from the last 5 (this number is dependent on the amount of legal stages ther are) stages the winner struck from.Status quo is better than having players agree on a stage and DQing those that don't.
My favorite stage selection method, which I already posted in this thread i believe, is full list stage striking from the list of stages without random elements, then subsequent games played on the stage that winner struck last during stage striking.
It seems still a little too restrictive. The whole point of counter picking a stage is to get the advantage over your opponent, not a slightly less neutral stage. Counterpicking rewards knowledge of the game and its matchups, and rewards those with skills on all the legal stages. I still think Counter-picking was handled well, but if you could use the first round stage strike to quicken it up thats great. For your method, limiting counterpicks to 3 out of lets say 15 legal stages is extremely limiting. It also heavily favors characters who are better on more stages. For example, lets say we have Mario and Luigi and a 15 stage list. Luigi's better on 5 stages, Mario is better on 9, and there is one neutral stage. When stage selecting goes correctly. Mario first 6 bans are all the stages Luigi's good on and the neutral stage. Luigi bans mario's 6 best stages. Now were left with 3 stages, all of which Mario has the advantage on. The first match is now played on Mario's 8th best stage. Now with your way, round 2 can only be played on stages that give Mario and advantage. Now Luigi is being forced to CP on a stage that doesn't give him an advantage. But if you perform old CP, Luigi will play on his 3rd best stage (assuming 2 strikes). So now game 1 Mario has a slight advantage, Game 2 Luigi has an advantage, and Game 3 Mario has an advantage. In your way, Mario has a slight advantage all 3 times.If you increase the number of stages the loser can choose, he's probably going to pick the earliest strike he can get at every time, which breaks the spirit of the system.
I'd propose instead that the loser could pick the same stage he just lost on if he likes (which is probably pretty neutral and should be at least adequate for the character he wants to CP) or treat the game as a win if he likes (next game is played on the stage HE struck last during FLSS). The gives the loser a choice of three stages, which should be plenty for him to have access to a stage that works for his pocket character, especially if he's strategic during stage striking (if you main a platformy character but pocket a campy wallclinger, you can strike omegas late instead of early to keep your option open to CP to a wall-omega)
EDIT: If you want it to extend better to Bo5, any stage a player lost on can be picked, not just the most recent one.
I think you make a lot of good points, but its all kinda hard to follow (or im just stupid ). But in my example, wouldn't we want then the matches to be played on the neutral stage to let "the best man win?" It would remove advantages that characters give. But theres really no way to make sure that the match happens on the neutral stage, unless we say something like "All first games between Mario and Luigi must be played on Skyloft" I think determining a the closest-to-neutral stage for every matchup and forcing game 1 to be played on that stage, but that would require a lot of work and research. Also, sorry if I'm making no sense because my logic is flawed.-Mario gets a slight advantage all 3 times because Mario is a better character, as evidenced by him being stronger on more of the game's stages than Luigi is.
-If you recalibrate the numbers in your example, whether Luigi gets an advantage can depend on the number of bans. How do you know that's the right number of bans? How can you be sure that's the right number of bans for all Mario-Luigi sort of pairings? It seems arbitrary.
->>I don't agree with the loser's right to large stage counterpick advantage, so my viewpoint is radically contrary to most people's. In my view, the point of a smash set is to scientifically determine which player is better within a half hour time limit, with maximum accuracy. Giving the loser a strong advantage in games following a loss reduces the accuracy of the experiments, because it behaves more like a Bo1 followed by players taking turns winning. That inaccuracy should be reduced if possible, even at the expense (or perceived expense) of stage strategy mechanics that make the game slightly more interesting.
After ungratifying victories on Halberd and stupid losses to Melee Peach stitch pull in PM, I put a pretty big emphasis on wanting to see ruleset choices that minimize violations of "may the best man win".
I'll point out the the status quo ruleset for counterpicking itself shows inner turmoil and a disdain for permitting highly polar stages. Why does winner get a ban (or sometimes, for no reason at all, two) to restrict the loser's ability to get a strong advantage for the next game? It's not elegant or internally consistant at all.
Right, it's a lot of work to figure out what Mario and Luigi's true Skyloft is, so you use stage striking (preferably full-list) to make it the Mario player's and Luigi player's responsibility to strike down to that stage.I think you make a lot of good points, but its all kinda hard to follow (or im just stupid ). But in my example, wouldn't we want then the matches to be played on the neutral stage to let "the best man win?" It would remove advantages that characters give. But theres really no way to make sure that the match happens on the neutral stage, unless we say something like "All first games between Mario and Luigi must be played on Skyloft" I think determining a the closest-to-neutral stage for every matchup and forcing game 1 to be played on that stage, but that would require a lot of work and research. Also, sorry if I'm making no sense because my logic is flawed.
That works on a stage list of 5 stages, but if we have 15 stages in Smash 4 its a different story. With your way of striking, I'm guaranteed to not need to know how to play on 6 of those stages. I'm also guaranteed to play on one stage every set, so I might as well learn that stage the best. Now if this is a good or a bad thing, I'm not sure. It could be disadvantageous to always strike the exact same stages. One thing I could see happening is that people wouldn't learn a stage, and then get taken to it on surprise and then people blame the stage. Lets say Orbital Gate ends up being legal. Thats a stage that requires knowledge of the order of the stage to play most effectively. A match might be taken there with one player not knowing how the stage work. He didn't strike it because usually the other player strikes it. Now he looses horribly there, and people use that match as evidence that Orbital Gate needs to be banned, and then it gets banned. It got banned because it was disadvantageous to learn to play there, so people didn't learn it. And since people didn't learn it, it got banned for no reason.Right, it's a lot of work to figure out what Mario and Luigi's true Skyloft is, so you use stage striking (preferably full-list) to make it the Mario player's and Luigi player's responsibility to strike down to that stage.
Playing that neutral stage reached by striking for every game of the set would be the absolute most scientific thing to do, but you get a lot of variety and sacrifice only a smidge of accuracy if you select the winner's last strike as the subsequent stage of the set.
A pessimist might say that removing free loser's choice counterpicking kills variety and the value of stage knowledge, but I think there's plenty of room for that with striking, if not more room for it. At the Brawl event a week ago, I played Meta Knight against a Sheik, I asked if we could agree on Smashville but the guy said he would prefer to strike. I struck FD and Yoshi's, he surprised me by striking Battlefield and Smashville, leaving Lylat. I expected an edge but the guy had a really good knowledge of how to fight on slopes and what his gameplan was. Practicing certain stages so that you can use your strikes in unexpected ways can payoff, just like learning an unusual, theoretically weak opening in chess can be beneficial if you practice it more than your opponent has
The scenario you describe with Orbital Gate is basically one of my biggest concerns with any liberal stage list.That works on a stage list of 5 stages, but if we have 15 stages in Smash 4 its a different story. With your way of striking, I'm guaranteed to not need to know how to play on 6 of those stages. I'm also guaranteed to play on one stage every set, so I might as well learn that stage the best. Now if this is a good or a bad thing, I'm not sure. It could be disadvantageous to always strike the exact same stages. One thing I could see happening is that people wouldn't learn a stage, and then get taken to it on surprise and then people blame the stage. Lets say Orbital Gate ends up being legal. Thats a stage that requires knowledge of the order of the stage to play most effectively. A match might be taken there with one player not knowing how the stage work. He didn't strike it because usually the other player strikes it. Now he looses horribly there, and people use that match as evidence that Orbital Gate needs to be banned, and then it gets banned. It got banned because it was disadvantageous to learn to play there, so people didn't learn it. And since people didn't learn it, it got banned for no reason.
That's why I think counterpicking should remain how it was before. It forces you to learn all the stages that are legal, not just the ones you want to.The scenario you describe with Orbital Gate is basically one of my biggest concerns with any liberal stage list.
I just had a hilarious idea. Suppose each player keeps vetoing the other's suggestion, so that only the most dynamic-yet-legal stages are left because neither seriously considered them as an option. So they have to play on one of them by default, either by mutual agreement or when they leave only one left.That's why I think counterpicking should remain how it was before. It forces you to learn all the stages that are legal, not just the ones you want to.
Also I still like my idea of stage suggesting for round one, since its basically just stage striking in reverse. You suggest a stage to play on, and then your opponent accepts or vetos. You continue until a stage is accepted or there is one stage left.
Just throwing that out there.
It would likely never happen if the player new what they were doing. And if they didn't know what they were doing and ended up on a stage that was bad for them, its their fault.I just had a hilarious idea. Suppose each player keeps vetoing the other's suggestion, so that only the most dynamic-yet-legal stages are left because neither seriously considered them as an option. So they have to play on one of them by default, either by mutual agreement or when they leave only one left.
I'm not sure if that's a point for or against the idea but it made me giggle.
I'm not sure how a 1 in 3 (or 5 depending on stagelist) chance is really going to be that advantageous when 66.6% of the time on a 3 stage list you are going to get screwed over and on a greater stage list it's even worse. Which is why people didn't want to opt for that... however...See, this allows a player to force the opponent to go random for no other reason then to try and get a random advantage.
I'm not sure how you got that a DQ could be forced on someone, just the player refusing to play their match... nothing new there (not sure of a TO that does not use this ruling).Players shouldn't be able to abuse your rules to force the other player to either take a tardy DQ or go random and hope for luck.
Still not showing how. As soon as someone refuses to play on every stage in the game they are essentially saying they are not going to play the game, thus their opponent(s) wins through DQ.The rule you have made for players to choose a stage IS the problem since it allows them to abuse your tardiness rule.
Sorry, but most of these rules weren't even of my own device; these rules have been around for a long time and were used in practice simply through "common sense" before they were written down. Tardiness rules and coinflips/Judgements regarding disagreements can be found in Apex and other nationally used rules because it is the most fair method we have.This will never work in a large scale tournament without wide scale abuse. Rules need a better structure then that, and they need to not be able to be used with a loophole to do something bad.
If we thought going random was a good way to decide the stage we would still be doing so in Melee. There is a reason that if your rules loophole here allows me to force that other33% chance to get the other stage I want it's a problem. The difference between winning match one, the most important match of the game or not is too important to leave to RNG.I'm not sure how a 1 in 3 (or 5 depending on stagelist) chance is really going to be that advantageous when 66.6% of the time on a 3 stage list you are going to get screwed over and on a greater stage list it's even worse. Which is why people didn't want to opt for that... however...
This is why I said I would rather just opt for a DQ for whoever was not playing their matches (Apex uses this rule as well, for example). As it just makes my job as a TO that much easier and doesn't run into potential complaints about theoretical possibilities. Refer to rule #3: Play the Game.
An example. "I refuse to play on any stage other then Find Mii for the first match."I'm not sure how you got that a DQ could be forced on someone, just the player refusing to play their match... nothing new there (not sure of a TO that does not use this ruling).
They risk taking a coin flip and actually fighting their first match on Find Mii at a 50% chance. That or they realize those odds are terrible and try to beg for random on starter stages, still leaving it up to random. There is the loophole and problem. I have a strong chance of manipulating my opponent for no other reason then to force them onto a highly uncompetitive stage to try and force my luck to win. I shouldn't be able to game your rules to win. I should only be able to win by player skill.But I'll help you out here: In an extreme case where BOTH players refuse to play on EVERY Stage except only one AND at which their opponent does the same with a different Stage then they've essentially done a strike method leaving two stages.
If they've agreed to a Strike method without heeding proper protocol on who gets to choose first/last then a coinflip (or in-game Judgement) is used to determine this (all disagreements are ruled through a random decision, as found in Apex rules and most official sports rulings).
At any point after this someone refuses to play, they are DQ'd.
A DQ cannot reasonably be forced on another player in this situation from what I see when following simple protocol even in this extreme situation. Is there something that needs patched?
I sit down with Capps. I tell him I refuse to play on every stage in the game except FD.As soon as someone refuses to play on every stage in the game they are essentially saying they are not going to play the game, thus their opponent(s) wins through DQ.
First, deferring to Melee's past is fallacy ad traditionalis. What was done in the past does not determine our future.If we thought going random was a good way to decide the stage we would still be doing so in Melee. There is a reason that if your rules loophole here allows me to force that other33% chance to get the other stage I want it's a problem. The difference between winning match one, the most important match of the game or not is too important to leave to RNG.
An example. "I refuse to play on any stage other then Find Mii for the first match."
"That's silly! At least go to Battlefield or something."
"Nope, it's either Find Mii or you are forced to go random."
Ah, ok, you are still taking the assumptive path that a Random-only method is being used.Now, let's pursue this. Either as you said we go random from a starter list (defeating the purpose of this stage procedure in the first place and giving someone a 33% chance of getting a very polarizing stage). OR
They risk taking a coin flip and actually fighting their first match on Find Mii at a 50% chance.
I think you just made a mistake thinking the previous system excludes a FLSS option. As illustrated above I've shown how it is inclusive. So it cannot be replaced with a FLSS as it encompasses it.If you want more stages played on, use a FLSS (Full List Striking System) and have players strike from the entire list of legal stages. Not only is this more fair, it increases stage variety as well. There already a better system, so just use that one for what you want.
I was only mentioning Melee to show WHY we don't use random stage selection anymore. It created issues where getting certain stages could seriously decide who won an entire set all at random. Any kind of random stage selection should be avoided as much as possible for that reason. At least our current system involves player skill and knowledge when selecting matches even if it has some issues. There is no point deferring to random, an inferior system, when we had no need to. I would say random received years of testing to show it does not work well, it has be tried enough to be knocked.First, deferring to Melee's past is fallacy ad traditionalis. What was done in the past does not determine our future.
Second, if a random ruling is, as you say, "unfair" then you'll have to explain why - you may like to know I borrowed the idea from what I heard was used in Starcraft II tournaments (striking stages to a pool and randoming the remaining). You may also have to take up your accusation to professional athletic sports leagues who use similar methods to determine any kind of advantage (random coin flip to determine who gets first play). As far as I can see if two players are made aware of the possibility and the potentiality of the ("neutral") Stages that can come up random then it is fair play.
Thirdly, I was not purporting a random stage should be the only system used, I simply pointed out the option of it. I may have already stated that I am NOT using it in my near future events but it will be a POSSIBLE option for competitors to use. And, yes, I have used it (to great success) which is to say I try things before I knock them, can you say the same?
I can refuse every single offer my opponent gives me for stages besides Find Mii. Your method allows this. I have no need to offer any alternative of my own. All you said was "pick stages". I chose Find Mii. If my opponent refuse to agree, what do we do then?I see where your confusion lies:
Refusal is not part of an Agreement method.
Agreement method is offering to go to a stage. If it is declined the other player would offer an alternative.
I think I already illustrated through example how it would come to another alternative of agreement (e.g. agree to striking, agreeing to a random starter, etc.
Again, I hope you are not insisting I am pushing a random-only choice here, as that is just one of many options to agree to
Then every player you have is being silly and not abusing your system. I would do so in every single match as it is far superior to have a random shot at getting a large advantage to to go to the most even stage. Your rules can be gamed, there in lies the issue. You might as well keep a solid standard and just use that to decide stages, at least it can't possibly be horribly abused to give someone a possible undeserving win. The rule itself is flawed, and even if most players wont abuse it it only takes one lucky player to ruin an entire tournament with it.Ah, ok, you are still taking the assumptive path that a Random-only method is being used.
Here's how it is actually played out at tournaments:
"Want to go to Find Mii?"
"Sure/No"
If Sure: end
If No: "How about Battlefield instead? It's a bit more basic for a first round of play."
If Sure: end
If No: "We'll strike or choose Random then" (either from starters or from FLSS)
If Random: end
If Strike: They either agree to use Mr. Game & Watch's Judgement in-game, or a Referee is called to coin-flip to determine who strikes first/last and strike down to at least one stage.
Else: The player refusing to ANY method will be given a 5 minute warning to agree to which method to use (Striking, or Random Starter if a Gentleman's Agreement is not met).
If Time Up: DQ'd
If Agreement is made before time: end
Done in about 2 minutes or less. And this is at the extreme cases. Over a span of monthlies for a year there was only ONE instance where someone wanted to test out the extremes and ended up getting a random stage (Wario vs Meta Knight on Final Destination, Wario won and it didn't seem the Stage had much to do with it as he had won on Battlefield previously in a very similar game).
No player in their right mind should be agreeing to do what the other players wants in any way as it gives them an advantage. Strike stage? Which ones? I want to only strike from find Mii, Gaur Plains, and Living Room. There lies another part of the rules that can be gamed. I can make simple and reasonable requests since in your rules these technically are reasonable requests even though they have ridiculous outcomes.I think you just made a mistake thinking the previous system excludes a FLSS option. As illustrated above I've shown how it is inclusive. So it cannot be replaced with a FLSS as it encompasses it.
But I am interested in hearing you out why it would be "more fair" (and more fair than what exactly?)
FLSS using a list of "legal" stages sounds like an oxymoron, in that it is not a "full list" if there are legal stages it entails there are illegal stages, thus a not-full list of Stages, ergo oxymoron. Not that this would invalidate the system, just points out how it could come off a little dishonest and some may just avoid it because of that.
Hope I cleared up all questions for you and popsofctown. Let me know about anything else before I spring the system I'd like to use in future events, almost there & thanks for following me this far.
It's still fallacy to do that, no matter what you believe your motivation was.I was only mentioning Melee to show WHY we don't use random stage selection anymore.
So, striking method and even the FLSS can create said issues, this point seems, if true, would also seem to invalidate your reasoning.It created issues where getting certain stages could seriously decide who won an entire set all at random.
Or more concisely: So, you knocked it before trying it. Ok, well that's cool and all... but a double-standard considering your opinion of TO's banning stages without trying them out...I would say random received years of testing to show it does not work well, it has be tried enough to be knocked.
Just to help you out a little further:I can refuse every single offer my opponent gives me for stages besides Find Mii. Your method allows this. I have no need to offer any alternative of my own. All you said was "pick stages". I chose Find Mii. If my opponent refuse to agree, what do we do then?
Might as well put in a reminder that they are not 'my' rules, I have given you rulings from nationals such as Apex where Stage choice in striking ultimately comes down to a random decision (or worse yet, they do allow for Rock Paper Scissor matches to be an officially determining method... anathema to Competitive Principals).Then every player you have is being silly and not abusing your system. I would do so in every single match as it is far superior to have a random shot at getting a large advantage to to go to the most even stage. Your rules can be gamed, there in lies the issue.
You'll have to clarify how. As it is you made it out like I was gunning for random method only.The rule itself is flawed, and even if most players wont abuse it it only takes one lucky player to ruin an entire tournament with it.
Who said agreeing to a stage was going to give them an advantage? I've agreed to many different stages because I could abuse them better than my opponent (who was hoping the "random" elements would help them).No player in their right mind should be agreeing to do what the other players wants in any way as it gives them an advantage.
If you notice the rulings for striking I gave you stated to strike from the starters (FLSS or otherwise). If you strike from Find Mii, Gaur Plains, and Living Room because they are on the starters (FLSS or otherwise) then I'll strike whichever are left, choose my character and play it out.Strike stage? Which ones? I want to only strike from find Mii, Gaur Plains, and Living Room. There lies another part of the rules that can be gamed. I can make simple and reasonable requests since in your rules these technically are reasonable requests even though they have ridiculous outcomes.
I'm sure it will be real popular. Good luck with that.Anyways, FLSS is just the name it has had over the years, as you strike from the FULL LIST of legal stages. Yes it's not perfect, but it's the name it most commonly is know by and it's not so easy to rename these kinds of things (plus FLoSSing is a fun way to say it or something like that.)
Ok, I'll look over it and give my impression.Compared to the current system of starter/counterpick or your proposed system, FLSS is superior in many rights and reasons
As much as I was agreeing with your issues with the flaws of the counterpick system, I have to stop you here and challenge you on your idea of "A reality... is no stage is equally fair..."The idea of this system is that instead of separating stages into starter and counterpick, all stages are legal to play from game one. You strike from the FULL legal STAGE LIST.
A reality to the game we play is no stage is equally fair; every stage offers some characters and competitors advantages and disadvantages over others.
I encourage you to read what I wrote again. I mean no offense but it seems that everything I said flew over your head, like you could not comprehend the point I was trying to make or ignored details to it. I read over your response and it seriously seems like you missed entire sentences of what I wrote. I'm not sure if I need to be more clear or what else to do honestly. I'll try again here and see how it goes.Stuff.
It created issues where getting certain stages could seriously decide who won an entire set all at random.
You missed the key words, at random. The current system and FLSS has the players themselves deciding which stages to play on, there is no random factor. If a player strikes to a terrible stage in FLSS they must blame themselves, not RNG. Yes players could still pick a very polarizing stage in both methods but the players are willingly doing so.So, striking method and even the FLSS can create said issues, this point seems, if true, would also seem to invalidate your reasoning.
I was specifically referring to how you would handle it if two players could not decide on a stage. You said at first you would go random with starter stages, but if possible you would go random between the two stages they had chosen. I'm not saying you want to go all random, but a stubborn player could always just on purpose not let a stage be chosen and when you deferred to your random starter stage method in the rules take their chance and hope for their lucky stage. If they did this all tournament, it would essentially be going all random for starters anyways. (I would do it every single match, I'll take a 33% chance to have a polarizing starter stage on the most important match of a set, it could win me the entire tournament with enough luck.)Might as well put in a reminder that they are not 'my' rules, I have given you rulings from nationals such as Apex where Stage choice in striking ultimately comes down to a random decision (or worse yet, they do allow for Rock Paper Scissor matches to be an officially determining method... anathema to Competitive Principals).
You're preaching to the choir here about how it CAN be better... but it's up to you and I to work out a better place, not to detract on matters like I pointed out above.
So, work with me here, it's not a battle of wits how I see this, but a plan to help each other out.
You seem to have misunderstood me. You said I was allowed to pick a stage in whatever method I choose with my opponent. I could only offer my opponent the chance to strike from a horrible stagelist and refuse any other stage selection method no matter what they offered. By doing so, you would refer to your choosing at random rule again. Is the problem coming more apparent? I can be a jerk and force my starter stage to be chosen at random every time, there's an issue when that can happen.If you notice the rulings for striking I gave you stated to strike from the starters (FLSS or otherwise). If you strike from Find Mii, Gaur Plains, and Living Room because they are on the starters (FLSS or otherwise) then I'll strike whichever are left, choose my character and play it out.
So now that I see you see how it is resolved. Thank you.
I promise I am not the one who came up with FLoSSing... It's just been around a while and some folks like it. I guess it might be a clever way to remember what it is or to call it out quickly for commentary. Anyways, how catchy a name is is definitely not worth continuing on.I'm sure it will be real popular. Good luck with that.
It does take more time. However, it does allow players to just choose that one stage if they really want to (like your method, this is the one time where Gentlemen's Pick really shines) BUT forces a safe default to fall back in in case a player can't decide, or allows those that want to strike it out to still do so.Before I do I'll let you know I've already developed a Full Stage Striking method long ago and rejected it - not due to any flaws it inherently had, but because the system when put into practice was very time consuming.
Sorry, this puzzle itself wasn't that bad to solve. The stage itself is not unfair in your scenario. The issue is a TO can force players to not be allowed to play on the stage most fair for their character matchup (within reason, no one is saying legalize 75M for matchup fairness), forcing them to either change characters or have a worse chance of winning. This in turns skews the meta unfairly for those characters. That is what happens when you have starter/counterpick, stages that could (and sometimes are) the best and most even stage for game one can't be played on and it hurts viability since game one is the most important match of the set.So what this equates to is that the Stage itself is actually not the problem of "fair", but the character matchup (and I'll get to competitors later)... CHARACTER MATCHUP.
The Stage does not change when characters are chosen...
So why is it that you believe the Stage somehow becomes unfair when the players have the choice of which characters to use AFTER the Stage is determined? (unless not so)
If I am choosing a character after we've agreed to a Stage and there's some kind of skewed matchup between your and my choice then it's not the Stage to be blamed, it's ME.
Is this some kind of bizarre scapegoating of a Stage or is there something you can clarify for me? Because this has just become illogical to blame an unchanging Stage for MY choice of make the match "unfair".
I'll get more into it when we've crossed this barrier.
Until then, I'll leave this puzzle for your hands.