Volt-Ikazuchi
Smash Journeyman
All right, thanks.I'll have to find that out through testing, which I promise to do. Once I have results I'll let you know.
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All right, thanks.I'll have to find that out through testing, which I promise to do. Once I have results I'll let you know.
That would cause another deadlock.@ LiteralGrill a nother way to resolve gridlock in your system, in the interest of time, is to use a set ordering of the stages. The earliest one wins. Alphabetic, onscreen order, whatever. Both players seem to want to play on one, anyhow.
If you wanted to avoid the stage that is earliest in the list getting unfair extra usage, you could make the list circular, and have the stage that is further counterclockwise dominate the one that is less counterclockwise. That can't tie with an odd number of stages.
It is very easy to simply go into the stage select and strike stages there (there was an argument about FLSS being too confusing without in-game strikes like PM). With 19 stages the striking could go: 4-5-5-4. The striking system CAN be adjusted for any (odd) number of stages, and given that it is tried and tested it's as simple as players turning off stages they know they dislike. Players are already going to know which stages they want to play on and I can't see striking taking as long as has been suggested.I agree entirely, this is truly the weakness of FLSS if we are all honest. I'm guessing in the end we wont have twenty stages or more, maybe 15 tops (more like 11-13) but even those lower numbers does take considerable time. We could make the striking go faster (so for an 11 stage list instead of like, 1-2-2-2-2-1 go 2-3-3-2 or something which would slightly help).
If the usual stage striking system is used, P1 strikes Yoshi's, P2 strikes BF and they go to FD. This stage selection thing seems like change for the sake of change.FD is the first thing to match, so there's no tiebreak and no gridlock. I don't follow.
In this case you would definitely go to FD. The players both agree its the second best stage for each of them. If you picked BF, P1 has the advantage. If you pick Yoshi's then P2 has the advantage. FD would then be neutral.That would cause another deadlock.
Ex: P1: BF - FD - Yoshi
P2: Yoshi - FD - BF
That case would have to be solved via RNG. The priority system I suggested earlier works better and it's more straightforward.
It was kind of a bad explanation and a bad example too. I don't even remember what I was thinking. Something about circular lists creating unnecessary deadlocks, like 3rd + 1st Vote Yoshi having the same priority of 1st + 3rd Vote BF instead of both players going to FD since it was the second best option for both.In this case you would definitely go to FD. The players both agree its the second best stage for each of them. If you picked BF, P1 has the advantage. If you pick Yoshi's then P2 has the advantage. FD would then be neutral.
More people working to solve problems are always more helpful, but what is this thing you aren't a fan of? The current system or the system I suggested?I'm not a fan of the thing but I wanted to be helful
Is there a way you could show this to me visually so I could maybe get a better grasp of it? I think I understand what you are saying but something about it isn't lining up in my head.@ LiteralGrill a nother way to resolve gridlock in your system, in the interest of time, is to use a set ordering of the stages. The earliest one wins. Alphabetic, onscreen order, whatever. Both players seem to want to play on one, anyhow.
If you wanted to avoid the stage that is earliest in the list getting unfair extra usage, you could make the list circular, and have the stage that is further counterclockwise dominate the one that is less counterclockwise. That can't tie with an odd number of stages.
Why have priority in the Legal Stage List in the first place? Sounds counter productive. Not to mention abusable in certain matchups.With 5 and 3, for simplicity
Player 1: FD, Battlefield, Saffron City
Player 2: Battlefield, FD, PokeFloats
Then you have a fixed list in the ruleset that resolves these ties.
1. Peach's Castle
2. FD
3. PokeFloats
4. Saffron City
5. Battlefield
So the game will be played on FD because FD is earlier in the list, and the tie is FD and Battlefield.
This list would likely mean that Peach's Castle sees more play than Battlefield. Maybe not much more, but it could bother you. If it did bother you then alternatively you'd want a circular list:
12:00 Peach's Castle
2:24 FD
4:48 PokeFloats
7:12 Saffron City
9:36 Battlefield
With a circular list, with most counterclockwise item dominating, Battlefield would actually win, because the smaller gap between FD and battlefield is across the top over Peach's castle, not along the bottom, and Battlefield sits on the more counterclockwise side of the gap.
The circular list is kind of like the traffic rule for what happens when 2 cars arrive at a 2 way stop at the same time, the orientation with respect to eachother breaks the tie.
Not trying to put down your suggestion (it's rather clever IMO) but in the context of a tournament where a stage selection process will be carried out many times over I think it's important that whatever procedure we go with can be done on the fly in one's head, without the need for diagrams or writing things down, even in the worst case where players can't agree.It's not really abusable, you won't end up on the stage if you don't write it down
This is arbitrary like RNG, but fixed and predictable.
It was just a suggestion
Well currently I have it so players are allowed to use RNG IF THEY WANT. That being a huge key, it's not forced on them. But if they can't agree (and they are free to use other methods as well) they just strike down further so at least we always have a solution to make sure a stage is chosen.Why have priority in the Legal Stage List in the first place? Sounds counter productive. Not to mention abusable in certain matchups.
I still favor my original idea of letting some sort of RNG pick the stage in the case of a unsolvable deadlock (From the stages the players picked, of course)
It's not a terrible idea, I do just worry what would happen if we rated stages in such a way to make that possible if we might do something similar to what already happens in starter/cp. I mean at worst player have to strike down to their fifth/sixth favored stage most of the time from what little I've done at home (a few people came and we tried this out with Brawl a bit, so far so good).It's not really abusable, you won't end up on the stage if you don't write it down
This is arbitrary like RNG, but fixed and predictable.
It was just a suggestion
The writing it down part is honestly the only issue it has as of now. For online tournaments this would be CRAZY easy to implement though.Not trying to put down your suggestion (it's rather clever IMO) but in the context of a tournament where a stage selection process will be carried out many times over I think it's important that whatever procedure we go with can be done on the fly in one's head, without the need for diagrams or writing things down, even in the worst case where players can't agree.
Yeah I agree, just kinda putting it out there.Not trying to put down your suggestion (it's rather clever IMO) but in the context of a tournament where a stage selection process will be carried out many times over I think it's important that whatever procedure we go with can be done on the fly in one's head, without the need for diagrams or writing things down, even in the worst case where players can't agree.
Not trying to put down your suggestion (it's rather clever IMO) but in the context of a tournament where a stage selection process will be carried out many times over I think it's important that whatever procedure we go with can be done on the fly in one's head, without the need for diagrams or writing things down, even in the worst case where players can't agree.
As long as no player can influence the system via knowing what the other player is picking, it shouldn't be a problem. In fact it would be even better. You can do some stuff like telling someone directly beside you and then having the person confirm if you said exactly that, or even write in your phone and just showing it. No need for paper as long as you can maintain the blind pick.The writing it down part is honestly the only issue it has as of now. For online tournaments this would be CRAZY easy to implement though.
How does this work? What is used instead of the RNG if the players don't want it?Well currently I have it so players are allowed to use RNG IF THEY WANT. That being a huge key, it's not forced on them. But if they can't agree (and they are free to use other methods as well) they just strike down further so at least we always have a solution to make sure a stage is chosen.
Speaking of strikes, I had an idea. If both players strike a stage in the same suggestion round, that stage is banned from the set. That way, we don't need to consistently waste strikes on the same stage and instead use them to strike different stages, which can force more variety in the stages played. Would never work on 3DS since it has like, 6 Legal stages.It's not a terrible idea, I do just worry what would happen if we rated stages in such a way to make that possible if we might do something similar to what already happens in starter/cp. I mean at worst player have to strike down to their fifth/sixth favored stage most of the time from what little I've done at home (a few people came and we tried this out with Brawl a bit, so far so good).
So to answer:Anyways, so far we have this:
1. Players takes turns banning stages from the legal stagelist until only 9 are left
2. Players write down 5 of those nine stages in order from the one the want to play the most to least.
3. Players then simultaneously reveal their lists to each other.
4. The stage closest to each other on each list is the first stage chosen.
5. In the case of a deadlock players will continue to check the list to see if any other stages match. If there is a match they will use that stage.
6. If there is still a deadlock, players may agree to use one of the deadlocked stages using any means they deem fair.
7. If players cannot agree to one of the deadlocked stages the players will write down the remaining four stages in order from the one the want to play the most to least.
8. The players will then compare their list again and use the stage closest to each other on each list for first stage chosen.
You still use the entire legal stage list, so it's close to FLSS without the issues of how long it takes.How would this system work in tandem with FLSS? Can it even work with it? I'm just curious, since I thought of this system as an auxiliary blind pick system, but it seems that it has more potential than that, and I want to know how well it would interact with other systems.
My system as it stands allows players to ban stages at the beginning of the match until there are nine left. This lets each player get rid of their worst stages so they cannot be used during the first match. While this could be used to ban a stage for the entire match easily I agree that:Speaking of strikes, I had an idea. If both players strike a stage in the same suggestion round, that stage is banned from the set. That way, we don't need to consistently waste strikes on the same stage and instead use them to strike different stages, which can force more variety in the stages played. Would never work on 3DS since it has like, 6 Legal stages.
I don't think banning a stage from a set is a good idea because one stage might be awful for the character you use round one, but great for the character you counterpick round two.
How does this work? What is used instead of the RNG if the players don't want it?
So basically before they are forced to strike down to a less favorable stages, the players can decide to use random, RPS, or ANY method they deem fair to pick from the deadlocked stages. But if they can't agree, the system has a backup that will make a stage be chosen so matter what.5. In the case of a deadlock players will continue to check the list to see if any other stages match. If there is a match they will use that stage.
6. If there is still a deadlock, players may agree to use one of the deadlocked stages using any means they deem fair.
7. If players cannot agree to one of the deadlocked stages the players will write down the remaining four stages in order from the one the want to play the most to least.
8. The players will then compare their list again and use the stage closest to each other on each list for first stage chosen.
Now I get it.I think you missed my post explaining the how everything goes. I think it answers most of your questions.
So to answer:
You still use the entire legal stage list, so it's close to FLSS without the issues of how long it takes.
My system as it stands allows players to ban stages at the beginning of the match until there are nine left. This lets each player get rid of their worst stages so they cannot be used during the first match. While this could be used to ban a stage for the entire match easily I agree that:
So basically before they are forced to strike down to a less favorable stages, the players can decide to use random, RPS, or ANY method they deem fair to pick from the deadlocked stages. But if they can't agree, the system has a backup that will make a stage be chosen so matter what.
Thanks! I was trying to allow for all the stages to still get struck in a way, but cut back on time. Only striking down to 9 stages is way faster especially with a big list.Now I get it.
When I proposed the original system I proposed a variable number of Strikes and Suggestions depending on the total number of Legal Stages on the same "paper" since it would remove the need of striking from a full list and speed up the process. That was why the RNG was so crucial to the system, in case of no matching suggestions, the RNG would have been the fairest and quicker way to pick the stage.
I was actually focusing more on speed instead of counter-picking or whatever, but your system is good too.
I agree, and that alone is why the idea of Simultaneous Stage Selection isn't going to work. After testing it, people found it difficult to understand and while it wasn't slow, it felt cumbersome at times. Back to the drawing board.I want to emphasize that whatever system is used must, must, must be simple and fast.
It has to take less than 20 seconds to explain, and less than 20 seconds to do.
This is simply a non-negotiable requirement that super-cedes all others.
I agree with the former, not sure about the latter. It'd be nice to have some real numbers from tournaments to work with. At any rate I'd rather shorten matches by one minute than cut corners on stage selection.It has to take less than 20 seconds to explain, and less than 20 seconds to do.
I like that system because you don't have to commit to a ban until you see where the opponent wants to take you, but how is 1 veto worth 2 bans? If I want to ban stages X and Y and the opponent presents me with a choice between those two, I'm going to end up in one of those two stages.Semi-separate point, I think vetos are way cleaner than strikes/bans, because they remove ruleset-knowledge "skill tests" and are generally "stronger". 1 veto is a good alternative to 2 bans.
"Loser picks 2 stages, winner vetoes 1" is a much more positive experience than similar alternatives.
I understand where you are coming from, but playing Smash Bros is 100x more fun than playing Stage Selection.I agree with the former, not sure about the latter. It'd be nice to have some real numbers from tournaments to work with. At any rate I'd rather shorten matches by one minute than cut corners on stage selection.
I mean, it's clearly less powerful with perfect knowledge, and more powerful with zero knowledge.I like that system because you don't have to commit to a ban until you see where the opponent wants to take you, but how is 1 veto worth 2 bans? If I want to ban stages X and Y and the opponent presents me with a choice between those two, I'm going to end up in one of those two stages.
Realistically no, it won't kill us, but the entire point of trying to find a new system is to give people a reason to care about stages other than "flat + plat." Out of the known Wii U stages, there are only 7 that I think would really be accepted as starters:I mean, if worse comes to worse is using the old system going to kill us? We could easily have a nice sized starter list at a bare minimum.
I agree, I tried an entire system and it just wont work. Let's keep throwing around ideas and seeing if we can make something up. Come on people, be insane and creative. who knows what could work froma weird idea!No, I agree fully. The Starter/Counterpick distinction is a heavily flawed paradigm for a variety of reasons that have been repeated many times. It's just... functional and non-controversial.
We can do better.
I'm more in favor of the multi-ban system as opposed to the suggestion system in the counterpicking phase for Yomi reasons.
For example, if I offer Stage X, Stage Y, Stage Z, and let the opponent veto 2 stages, my opponent has clear reason not to offer stages X, Y and Z during their phase of stage offering, inherently giving them an advantage in stage selection.
It does suck, I LIKE SSS and it even was giving us good stages to play on consistently. If there was just a way to simplify it so it was easier to explain and didn't require writing things down it'd be golden.
Sorry to hear your variation of the Simultaneous Stage Selection didn't work. It covered a lot of points mine didn't.I agree, and that alone is why the idea of Simultaneous Stage Selection isn't going to work. After testing it, people found it difficult to understand and while it wasn't slow, it felt cumbersome at times. Back to the drawing board.
Why don't you try my original "RNG Peacemaker" system? Sure, it works a lot better in PM where you can cross out stages from the Stage Selection Screen, but it's not that complicated.I agree, I tried an entire system and it just wont work. Let's keep throwing around ideas and seeing if we can make something up. Come on people, be insane and creative. who knows what could work from a weird idea!
It does suck, I LIKE SSS and it even was giving us good stages to play on consistently. If there was just a way to simplify it so it was easier to explain and didn't require writing things down it'd be golden.
I like that. Quick and easy to implement. Low-Cost too. Excellent Idea, problem solved, 10/10, we're back in the game.Write down stage names over playing cards from a 1$ pack of Bicycles.
Put two card stacks by each setup. They are identical and have one copy of each stage written on them
Each player takes a deck and picks their favorite five cards.
Shuffle the ten chosen cards together and reveal cards from the top. The first two cards to match are the stage that is played.
that's the best i can do.
Ah, see I thought this would be used for game one where it would have been an issue. For counterpicking, I could live with that.How do you define "terrible" stages? Because in the context you're talking about and you mean "terrible" for me? You made some solid strategic decisions since those stages would be good for you by virtue of being "terrible" for me (thus the model working for the counterpick phase, because the point of Thinkaman's proposal iirc was that it's hard to remember a large number of stages so there is a risk of not remembering to ban a specific stage due to not knowing it was legal). If they are just "terrible" in general, that's a question of stage legality in general.
See, a paper and pencil isn't THAT bad. The problem is it just takes a while to do it all and it's not easy to explain to people.Using Cards Suggestion
Though this is very true, it does help remove some of the problems we currently have. See it looks good on paper but was cumbersome in practice and admittedly hard to explain.Don't forget that this system also solves the main problem with the current system.
The massive advantage the player gets when winning the first game of the set. Currently, the first player to win in the set can ignore the opponent's counterpicks and victories as long as he can keep winning on his on counter-picks.
Warning; wall of text above.
Mostly because in the end a stage can be chosen at random, match one on FD as Little Mac is WAY different then match one on Wuhu Island. Like the difference between winning and losing different. That's the only issue I have with random, it can skew results pretty badly in extreme cases.Why don't you try my original "RNG Peacemaker" system? Sure, it works a lot better in PM where you can cross out stages from the Stage Selection Screen, but it's not that complicated.
How would you word it to keep it as simple as possible when presenting it? When I tried to explain it to folks they go confused a bit.I don't see how hard it is to explain to people the paper idea. I mean, I've stayed out of this discussion because all these suggestions are complex, but that one clicked immediately.
Try asking casual smashers what they think of this idea. If they of all people understand it then there's a winner there.
That was only posted over 2 hours ago; who on earth did you explain it to, and where so that I can see?How would you word it to keep it as simple as possible when presenting it? When I tried to explain it to folks they go confused a bit.
Exactly. Capps system is good because it's very detailed and it's even more fair than mine. But my system is extremely fast and honestly, everyone can write a list in a cell phone. No need for paper. But the excess of detail to avoid RNG creates some complexity, which confuses some people.I don't see how hard it is to explain to people the paper idea. I mean, I've stayed out of this discussion because all these suggestions are complex, but that one clicked immediately.
Try asking casual smashers what they think of this idea. If they of all people understand it then there's a winner there.
I'm sorry, but can you repeat your idea? I don't really remember what was your ruleset.I don't see how mine is harder to understand than stage striking.