DJ3DS
Smash Lord
- Joined
- Jul 3, 2014
- Messages
- 1,705
- 3DS FC
- 0602-6256-9118
It is available at a demo in the UK in London on the 29th July. I'll be there having a go.So when is the next time the game is getting demoed?
Would like someone to get some footage of hazardless stages, we know most of them already but some more confirmation would be nice.
Here are the stages we don't have 100% confirmation of what hazardless does. (even stages which are obviously not going to be legal, for catalogueing purposes)
-Green Hill Zone
-Coliseum
-Tortimer Island (Would like confirmation that the layout is random, only seen one game with this level played with hazards off.)
-New Pork City
-Onett
This is a very helpful and informative post as to *why* things are being done the way they currently are.First, this is the current method with three differences:
Second, this is actually (more or less) how things worked at the beginning of Melee. So let's look at why those 3 differences came about.
- First match is a random "neutral"
- Winner gets no stage ban
- Winner cannot change characters
It was realized that some stages were just too biased against certain characters. If your opponent played Jigglypuff, you could force them to Corneria; or if they played Ganon, you could force them to Mute City. So, we started letting winners switch characters too--but forced them to do it before the loser.
But it was still pretty biased, especially because most players only play one character. So, it was decided that the winner should be allowed to ban a single stage. That way we'd never have to ban stages like Corneria, Green Green,s Mute City, Brinstar, and Rainbow Cruise.
Finally, in around 2009, Melee and Brawl events started getting sick of players randomly getting best or worst stages for game 1, like Jigglypuff on Dreamland or Ice Climbers on FD. So, we started doing stage striking instead, using lists of either 5 or 9. This removed the randomness and consistently gave the most fair stage (within the given group) for any given matchup. Costs of stage striking include taking a small but non-zero amount of additional time, confusing new players (who have to firmly remember what the neutral stage list is), and degenerating to a "let's just go to Smashville" malaise for many apathetic players.
After all that I've read, I wonder if a mixture of the old and new is the best approach to solving the issue. The prevailing issue people seem to have with a large stage list is of time and expedience with counterpicking. I think my system would be to have a relatively small list of neutral stages with a much larger list of counterpick stages, and choose from them as follows:
Game 1:
- Players strike from the list of neutral stages, as usual. Perhaps expand it to 7 stages, but going overboard isn't necessary.
Game 2:
- Loser chooses a set of N neutral or counterpick stages (where N is relatively small).
- Winner chooses a subset of M<N of these stages, and bans them.
- Loser chooses one of the remaining N-M stages for the next game.
- Winner chooses character.
- Loser chooses character.
Personally I think this is the most expedient way of keeping a broad choice of stages. I'm not a fan of the vetoing idea because it feels unnecessarily long.