Frihetsanka
Smash Champion
It's Das Koopa.From Reddit, credit to BarnardsLoop (who I thought was also here but I can't @ him so IDK)
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It's Das Koopa.From Reddit, credit to BarnardsLoop (who I thought was also here but I can't @ him so IDK)
A good argument shouldn't start with "if you made an unbiased Twitter poll..." because what defined unbiased? And is Twitter that great of a polling platform? You mention looking at polls but I've only seen one from June 14th (which will have been have a year past by Ult's release date when we knew very little about the game) that says 53% of people prefer a 9-12 maximum stagelist...while the other 47% have their responses split between 13-15, 16-18, and "No upper limit". All we know is 801 people said that should be the max in June when the game was first announced. There were no options for any other engagement and it didn't list any arguments, and we didn't know the full breadth of the game's physics, hazard toggle, total stagelist, etc. I'm not denying there's a majority in that poll, but I'm reasonably sure there's more than 1,512 people in the Smash scene worldwide. Actually, I'm super sure, because there's over 200k people registered on Smashboards and 350k people subbed to r/Smashbros, and even if only a tenth of Smashboards plays competitively that's still 18.5k people whose opinions go unheard, plus this poll is clearly made by a guy with an agenda and 9-12 is the lowest option there- I'm sure a lot of players would instinctively vote for the lowest option because they've been trained to.This thread, and the Smash Reddit, seem to create a kind of "echo chamber" with a disproportionate amount of people who want to try various ideas, ideas that most of the playerbase (and TOs) disagree with. Unfortunately, few of them seem interested in engaging in this thread (I can't say I blame them, it gets tiresome having to repeat the same arguments over and over again without much constructive actually being done).
When it comes down to it, the points I've been arguing? They're fairly mainstream. Perhaps I may be alone in this thread (@Jamisinon used to post here but he doesn't seem to be active anymore), but the larger competitive community shares similar ideas how a stage list should be created. If you look at polls, you'll see that most competitive Smash players do not seem to want 15+ legal stages for various reasons, and I bet if you made an unbiased Twitter-poll most people would prefer stage striking over random stages for game 1.
I think as far as progress goes, Discord seems more useful than Smashboards or Reddit right now. It's a shame, really, because Internet forums have several advantages over Discord, but that's how it is.
I'm going to jump off of this point to address an argument proposed to me much earlier in the thread.Whether you're playing hockey or Smash or Rivals or chess you're going to have to adapt to situations out of your control at some point, and people like that and seeing who comes out on top. A game's longevity increases, not decreases, by adding variables. P:M has 5 legal stages (when it could theoretically have so many more) and nobody watches it anymore. Melee is declining viewership too because watching 8 characters on 5 stages. Smash 4 is declining because of the new game and it's not gonna have the staying power of Melee for a number of reasons but being Smashville: The Game certainly doesn't help its case. Comp Smash players aren't popular. Casuals hate us because they see us as pissy tryhards who hate fun, and other competitive fighting game players hate us for being babies, and they're right if we ban 95 stages because there are too many. Do you think anyone will take us seriously if we ban Castle Siege because there's a 25 degree incline? Like I said before- nobody is gonna lose on that stage because of the slope, and nobody is gonna lose on Frigate because of the wall, and if you think that's why you lost then you aren't as good as you think you are. It's a lot easier to be a pro when you make the definition of pro "can beat these characters on these stages". I've seen arguments saying "why appeal to casuals or other FGC players if they aren't playing competitive?" and it's because the competitive scene is going to shrink, not grow. It can grow, but it won't if we do nothing to fight the image we have. We want new players, new blood, new champs, more fun matches to watch, more acceptance. A smaller ruleset will kill the game. Maybe not right away, but we'll suffocate it. Ultimate is going to explode in popularity for being a new game on a well-selling system with a lot of hype points, and all that hype is going to be lost quickly if the ruleset is too restrictive and people don't want to watch or want to play (and they won't if all we do is play on Smashville), and the competitive crowd that would be invested no matter what will keep it kind of afloat but turn out less and less every year until a sudden boost in popularity when Smash Bros. 7 is announced for Switch 2 and we'll have the same thing happen again.
That really depends on whether you believe the game that top players are playing is a good one. To argue that a large stagelist shouldn't be considered because top players wouldn't like it is to inherently place top player opinions above your own, and I have to ask, why should anybody do that? Is it because they've played the game more than we have? Or because they're better at the game than we are? Because if a top player wanted to stop playing the game because they were forced into playing with a ruleset they didn't enjoy, how is that different from me not wanting to play the game because the current ruleset is one I don't enjoy? Is it a presupposition that a top player's opinion is equivalent to what is prime competitive gameplay, and is therefore superior to the layman's? Because if it is, then your opinions would suddenly make a lot of sense.If a large stagelist jeopardizes the game [top players] enjoy playing, isn't that a really good reason to avoid having a large stagelist?
https://twitter.com/PracticalTAS/status/1060310001657487360You mention looking at polls but I've only seen one from June 14th (which will have been have a year past by Ult's release date when we knew very little about the game) that says 53% of people prefer a 9-12 maximum stagelist
I never talked about ZeRo in this context. Some top players that have been part of the deeper stage discussion: John Numbers, NickRiddle, falln. Anyway, you are mistaken when it comes to the level of discussion being held, more than than 15 seconds per (potentially legal stage) is certainly spent, I can assure you of that.Not that Zero[...]
Even if we get rid of stages, there's the issue that there simply aren't enough good stages to warrant a 15+ stage list. Chances are there are only really somewhere between 8-12 stages that are actually good.If striking is too complicated for people at a large number, the solution is to change the system to something simpler, not throw away stages that would otherwise be legal.
Side A: Makes reasoned arguments why a stage may not be good for competitive play. Side B: "lol learn to play".Do you think anyone will take us seriously if we ban Castle Siege because there's a 25 degree incline? Like I said before- nobody is gonna lose on that stage because of the slope, and nobody is gonna lose on Frigate because of the wall, and if you think that's why you lost then you aren't as good as you think you are.
If we have good reasons for banning it, then yes, they should take us seriously.Do you think anyone will take us seriously if we ban Castle Siege because there's a 25 degree incline?
I don't think any of this is correct.A smaller ruleset will kill the game. Maybe not right away, but we'll suffocate it. Ultimate is going to explode in popularity for being a new game on a well-selling system with a lot of hype points, and all that hype is going to be lost quickly if the ruleset is too restrictive and people don't want to watch or want to play (and they won't if all we do is play on Smashville), and the competitive crowd that would be invested no matter what will keep it kind of afloat but turn out less and less every year until a sudden boost in popularity when Smash Bros. 7 is announced for Switch 2 and we'll have the same thing happen again.
Ultimately, I think competitive players (even those only attending locals) have more in common with top level competitive players than they do with casuals. I think the competitive ruleset should primarily cater to people who participate in tournaments, not spectators. We can make some adjustments for spectators (such as turning radar on and allowing Battlefield/Omega-versions of stages), but ultimately their concerns are less important than the concerns of the competitive players.To argue that a large stagelist shouldn't be considered because top players wouldn't like it is to inherently place top player opinions above your own, and I have to ask, why should anybody do that?
I believe that the playerbase won't quit because of the ruleset, assuming the ruleset is good. As for spectators, I doubt stage variety is going to keep them interested (character variety is likely much more important, and there's not too much we can do about that other than hope top level players play a variety of characters). Personally, I've taken breaks from watching tournaments because there were characters I didn't feel like watching, but I've never stopped watching because of the stage (although I could see something like Duck Hunt or a sharking stage being legal could lead to viewers leaving the stream).If what ExceptionalBeasts is saying is correct, and the playerbase and viewer count for Smash games is lowering alongside the staling of the meta, isn't that a bad thing?
This may be the case for you but I've lost count of the number of times I turned off a set because it turned out to be Smashville for the 5th game in a row.I believe that the playerbase won't quit because of the ruleset, assuming the ruleset is good. As for spectators, I doubt stage variety is going to keep them interested (character variety is likely much more important, and there's not too much we can do about that other than hope top level players play a variety of characters). Personally, I've taken breaks from watching tournaments because there were characters I didn't feel like watching, but I've never stopped watching because of the stage (although I could see something like Duck Hunt or a sharking stage being legal could lead to viewers leaving the stream).
If this is an issue, banning Gentlemanning to a DSR stage would solve this issue. At most, you'd see the same stage twice per set then.This may be the case for you but I've lost count of the number of times I turned off a set because it turned out to be Smashville for the 5th game in a row.
I'm sorry, do you mean to imply here that the people arguing in this thread don't play competitively and don't play at their locals? I'm going to give you the benefit of the doubt and say that you meant that the people in this thread only make up a small portion of their own respective local scene. Because I can't speak for everyone in this thread, but I have attended a pretty large number of locals in my scene, and for a very good portion of the time Smash 4 was played, I have strongly desired a larger stagelist. Perhaps unlike with Ultimate, I only felt like we were missing fivish good stages compared to potentially dozens, but it was still a sentiment. I shut up about it after a few tournaments because I knew that constantly complaining about it would be annoying, but for the record, it was the widespread attempt to ban Lylat that made me feel like I had had enough. It didn't have to do with my skill, because I was substantially improving from my continued tournament attendance, but all to do with the culture being engendered by the Smash community to dislike stages that are even remotely dynamic.Ultimately, I think competitive players (even those only attending locals) have more in common with top level competitive players than they do with casuals. I think the competitive ruleset should primarily cater to people who participate in tournaments, not spectators. We can make some adjustments for spectators (such as turning radar on and allowing Battlefield/Omega-versions of stages), but ultimately their concerns are less important than the concerns of the competitive players.
Just for the record, I don't think as many competitive players agree with upholding a 9-12 stagelist as you think there are. Perhaps consider that some may be tempering their own desires to not immediately be ousted by the rest of the competitive community? Because that's what we need, right? High-level players purposefully being more conservative for fear of not being taken seriously?I never talked about ZeRo in this context. Some top players that have been part of the deeper stage discussion: John Numbers, NickRiddle, falln. Anyway, you are mistaken when it comes to the level of discussion being held, more than than 15 seconds per (potentially legal stage) is certainly spent, I can assure you of that.
I'm going to ignore the fact that you're pulling out a strawman and attempt to address your actual concern. In his post ExceptionalBeasts uses the 25 degree incline on Castle Siege to purposefully present something he views as a ridiculous reason for banning. That doesn't need much clarification, but I'll point it out for the sake of argument. To which you respond (more generally) that if the community has a legitimate reason for banning it, then they should be taken seriously. This begs two questions: one, by whose standards are your reasons/criticisms more legitimate than your opposer's, and two, even if there is some merit to your criticisms, why does that immediately owe respect? Political parties have been at each other's throats for generations, with both sides technically having "well-reasoned opinions and arguments," but oftentimes, the last thing any member of a given party is willing to give is respect to the opposing side. The split often exists for a reason that fully encompasses the political spectrum in general.Side A: Makes reasoned arguments why a stage may not be good for competitive play. Side B: "lol learn to play".
I wouldn't mind this, personally (assuming that all Battlefield-versions are exactly the same as original Battlefield). Omegas instead of FD as well?Ban vanilla Battlefield. Require players to select one of the custom Battlefields.
No, I'm not really sure why you thought that I might. I wasn't really talking about people in this thread specifically, more in general. I'm also not saying that people who want a large stage list necessarily are non-competitive players, some are very skilled.I'm sorry, do you mean to imply here that the people arguing in this thread don't play competitively and don't play at their locals?
My experience on Discord indicates that, yes, people do expect to end up with 12 stages or less in the end. Is it possible that some believe otherwise and can't be bothered to argue their case? Sure. I don't find it very likely that they make up as large of a portion as you seem to think.Just for the record, I don't think as many competitive players agree with upholding a 9-12 stagelist as you think there are. Perhaps consider that some may be tempering their own desires to not immediately be ousted by the rest of the competitive community?
The opposite could be said as well: Side A: Makes reasoned arguments why a stage should be legal. Side B: "I don't want to have to learn so many stages, there's something about the stage that's unique and I don't like it, etc..."Side A: Makes reasoned arguments why a stage may not be good for competitive play. Side B: "lol learn to play".
I don't think I've ever seen this happen.The opposite could be said as well: Side A: Makes reasoned arguments why a stage should be legal. Side B: "I don't want to have to learn so many stages, there's something about the stage that's unique and I don't like it, etc..."
But Battlefield has good music!Ban vanilla Battlefield. Require players to select one of the custom Battlefields.
This looks promising. I think I have a way to reduce the Player 2 bias. RPS to see who is player 1. Have the players pick stages in 1-2-2-1 order. Then each player chooses a stage to play on, and games 1 and 2 will be on those stages. And yea I think random stage select is good enough for banning those 6 stages from game 3.I have another Idea for stage selection, that may work well with a larger list.
Hmm this might be a good idea. We would probably have to find out in pratice if this version would be worth the extra complexity though. This is tough.This looks promising. I think I have a way to reduce the Player 2 bias. RPS to see who is player 1. Have the players pick stages in 1-2-2-1 order. Then each player chooses a stage to play on, and games 1 and 2 will be on those stages. And yea I think random stage select is good enough for banning those 6 stages from game 3.
EDIT: after the 6 stages are picked, each player can only choose from one of the 3 that the enemy picked. Player 2 has to choose the stage for game 1, THEN player 1 chooses the stage for game 2.
I might have an wacky idea for that too, but haven't worked out all the consequences. After each player suggests some stages to be added to the list, the opponent can decide immediately that they would like to pick one of their offered stages. Then you can't spam bans.I am also currently thinking about the stage selection mindgames a litte bit.
This is an interesting idea to me that merits discussion.I have another Idea for stage selection, that may work well with a larger list.
Here is an example for a best of 3. Exact numbers need to be tested.
0. RPS to decide who is player 1 and who is player 2
1. Player 1 offers 3 stage choices. Player 2 selects one of those. This is the first stage.
2. Player 2 offers 3 stage choices, that were not already offered. Player 1 selects one of those. This is the second stage.
3. Play game 1 on first stage and game 2 on second stage.
4. If tied play the final game. The final game will use a stage that was not previously offered as a choice. This removes 6 Stages from the list. Chose the final game with either:
This was the example case for a best of 3. For best of 5 or more follow these rules.
- Stage Striking. RPS loser decides who goes first. With less stages and a uneven number this might now be a reasonable option.
- Random Select. Booth players remove 2 stages each from the list, before the random select happens.
- Stage Morph. Booth players remove 2 stages each from the list, then each of them double blind picks a stage. RPS Loser decides which stages comes first.
- Your Selection Process of choice, on a smaller list.
- If at least 2 more game are to be played, each selects a stage using the "offer 3 opponent choses 1 rule". Then play those 2 games.
- If there might be only one more game, then the loser offers 3 stages and the opponent choses 1 of them to play the next game on.
- If its the final game use the final game procedure 4
All numbers might need to be adjusted depending on stage list size and whether it's a bo3 or bo5. E.g. "offer 2 choose 1", only selected stages are removed from the final game's stage list, etc.
For me the main advantages are:
The main disadvantages are:
- There are no counterpick stages. The already offered stages serve as a similar purpose in their stead.
- The selection for the final / neutral game might not happen, which is also the most difficult selection to do.
- If the final game does happen, we have fewer stages to select from.
- No stage is played twice. More Stage variety without the need of DSR needed.
- Stages are picked with nearly identical information. Player 2 only knows Player 1's stages choices and nothing more.
- The big one: We need to remember which stages, can't be offered as choice / can't appear in the final game. Hopefully we have something to keep track of this (Random Stage Select Screen hopefully?). Remembering 6 or more stages Stages might be too difficult to do reliably in a stressful tournament situation.
- We need to remember the stage for game 2. Not That much of a problem, as we used DSR before which also required us to memorize stages.
- Player 2 still has a slight advantage. This is hopefully offset by giving Player 1 a decision for the final game (strike order, ban order, morph order)
I kind of considered it in my Final Game Selection (RPS loser decides x) However, one weird thing is that this advantage might not be relevant for some matches (0-2), so I don't know if I would really help. The import question is, if that advantage is too strong. If it were, then the final game, which would offset this advantage, might never happen. So if its a real problem I guess this could only be really fixed by adjusting the procedure for the case of "tied score and at least 2 more games to play".If there is an inherent bias towards Player 2, can you not fix the stage striking final game to account for this? For example, if Player 1 is at a disadvantage, why not allow him the advantageous position in the game 5 stage striking? There is plenty of potential here.
Yeah, this is a stage list I am not disappointed with, even if I might make some different decisions. For example, we have both Stadium 1 / Kalos and YI/SV starters so I'd be tempted to put in an additional battlefield. There are still some other stages I believe are fine but this is definitely more promising than the rest!2GG tweeted their preliminary ruleset here: https://twitter.com/2GGaming/status/1062777496792293381
Of note is the followup tweet emphasizing that they'll be testing other stages, stage morph, hazard toggle, striking, and bans at various events, so this isn't a set in stone ruleset. Which, as long as they follow through and take it seriously and aren't just paying lip service to the idea, is pretty much the most progressive statement I've seen in this regard from an org I recognize.
Kalos and PS are not clone stages. The platform placement on Kalos makes it very different. Also the different platform size and walls of YI arguably make it different enough from SV for both to be starters.Yeah, this is a stage list I am not disappointed with, even if I might make some different decisions. For example, we have both Stadium 1 / Kalos and YI/SV starters so I'd be tempted to put in an additional battlefield. There are still some other stages I believe are fine but this is definitely more promising than the rest!
I'm not suggesting Kalos and PS are, you've misunderstood me. I am simply saying I view them as similar and if they aren't an issue I would personally like to see one of the other triplats in as well.Kalos and PS are not clone stages. The platform placement on Kalos makes it very different. Also the different platform size and walls of YI arguably make it different enough from SV for both to be starters.
I find the choice to go with Gamer and Duck Hunt over Prism Tower and Brinstar interesting, but I'm glad more stages are being given a chance, at least.https://docs.google.com/document/d/10z_41HayKPUV3qzMLJerMN47PDKD4C9d1Zh2OxL43Yk/edit
I hope some scenes will give Mushroom Kingdom U a try at some point. Still, that's almost 19 stages potentially being tested, so seems like lots of stages will be tested!
AFAIK sharking hasn't been a real problem ever since 4 removed invincibility on ledge regrab. Maybe Bayonetta could have exploited it, but, well...Bayonetta. And she's getting beat with the nerf stick in Ultimate anyway.With the changes to the ledge, will sharking be a huge problem? You need to return to the stage after 4 tries.
Brinstar alone does not feel very sharkable to me anyways, the ground is pretty deep.
Tbh I think this is how non-stage morph should be done as well.I want to talk about Stage Morph as a semi-competitive stage selection possibility. I know that it will likely not go through, but it will definitely be something I'm going to experiment with because there's so much potential there.
Rule-set:
Stages are separated into categories shown here:
- Stage-Morph: On
- Occurrence: (There's Two Possibilities Depending How Fast Matches Are)
- Occurs Twice, at 1/3rd and 2/3rd marks through the match. (If 6 Minutes Match, morph occurs at 2 and 4 minutes)
- Occurs Once, at the half-way mark. (If 6 Minutes Match, morph occurs at 3 minutes).
- Hazards: Off (Is Needed because I think Stage Morph is all-or-nothing with Hazards. So you can't have one stage be hazardless while the other has hazards)
- Stage Picking System:
Each player bans a category, with the loser of the RPS at the start banning first.
From the remaining three categories the players have free-reign to choose stages as they please.
The winner of the RPS picks the initial stage while loser of the RPS picks the secondary stage.
DISCLAIMER: I KNOW stage morph is likely not competitive, but I think it has potential to be very fun when used in this style. Also I like this system because it allows the duplicate tri-plats and duo-plats to be used without any real problem.