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I got the impression that he hasn't really been following the discussion much and kind of made up something he thought was good. It's not the worst list but we can do better than that, and he didn't seem to talk about issues with mixed hazards at all? Also, if we're going to do mixed hazards, we should probably do all starters hazardless or all starters hazards on, in order to reduce the risk of a mistake.Zero made a stage list for those who don't know.
Well, it's not terrible. I'm glad to see that he supports mixed hazards on/off, though if we are going to end up going with the starter/counterpick system, I think leaving the starters permanently on or off would be a good idea to avoid accidents. Aside from that, I can't say I agree with him on Kalos and the jury's out for WarioWare, but I'm a bit curious that he didn't even get into Skyloft, Prism Tower, or Arena Ferox. Really glad to see him put Brinstar on the list though, that one's really got to be a more popular choice.Zero made a stage list for those who don't know.
Posting it for discussion purposes. He apparently said his thoughts on why he didn't include warioware and kalos but I'm not sure what they were.
That's omega Smashville, not normal Smashville.
That said, it's still smaller than PS2, so I can't imagine it being banned because "too big."I made that image LOL. Here's the full thing
From top to bottom, the stages are:
Gamer
PS2
Kalos
OMEGA Smashville (so, FD)
Mario U
(taken from smash 4's files)
Additionally, the other day we discovered that apparently Mario U has the same horizontal blast zones as Battlefield (again, in the Wii U game).
I'm fine with Town and City (minus the music) but I've always found it funny how Smashville is praised to be the most perfect stage when it has the same issues that a lot of the stages people are totally critical of have.This may be a controversial opinion, but Smashville and Town and City are absolutely horrible for spectating. The music selection in those stages are abysmal and just ruin the hype for what should be exciting matches. We have plenty of neutral stages to make do without them.
On top of being a good selection of stages, I've always been a proponent of reversing the counterpick process by forcing the counterpicking player to simply select a group of stages, and then have the opponent begin the striking process based on their selection.Ooooh. I really like what Ottawa, Canada is doing.'
I REALLY like this set up. The rules might be a bit convoluted, but I really like the banning system and the range of stages.
These guys are doing it right. Start with a generous stagelist and remove stages that prove untenable. Also loving how they're handling counterpicksOoooh. I really like what Ottawa, Canada is doing.'
I REALLY like this set up. The rules might be a bit convoluted, but I really like the banning system and the range of stages.
Hmn, I like the setup, very Rivals of Aether like, which I think is a good thing. but the stage list could be better. Here's my Proposal for this stage list set up instead. Though Obviously the Stage strike Rule-set for starters would have to change, for the inclusion of the 2 added starter stages.
I really like this ruleset, I hope more people open up to the idea of the 5-2-1 method, it makes things go way quicker.Ooooh. I really like what Ottawa, Canada is doing.'
I REALLY like this set up. The rules might be a bit convoluted, but I really like the banning system and the range of stages.
- Yoshi's story.The only stages I would add to this would be Prism Tower and Mushroom Kingdom U. Still not entirely sure about Yoshi's Story and FoD being sufficiently different, even with hazards on, from Battlefield
Also, what is the difference, mathematically, if any, between 5-2-1 and 4-1? Both should end up on the loser's 4th-best stage for the matchup, right?
Really great ruleset, otherwise.
Do you have any proof for this? From what I've heard, they made Ultimate Blastzones for Yoshi's Story and Fountain of Dreams more similar to Battlefield.Platforms height and blast zones are different.
Can't say I can find direct proof of that. I looked around alot, but alas, no luck. The difference in blastzones for stages in Smash 4 were around a 1-15% difference for top and sides, compared to battlefield. So I would expect them to be similar. I doubt they would make the stages have the same blastzones in ultimate though.Do you have any proof from this? From what I've heard, they made Ultimate Blastzones for Yoshi's Story and Fountain of Dreams more similar to Battlefield.
They didn't have hazards off last time.Apparently there's another event happening tonight. Keep an eye out for hazardless news
I was under the impression that the logic behind a specific ban number was to give the previous game winner an amount of control over the stagelist that equaled something close to 1/5 of the stagelist, regardless of size. Back when I played All is Brawl with a nine-stage list, I distinctly remember having two strikes during the counterpick phase. From your perspective, I can see how one ban would keep characters like Ice Climbers from being too successful, as otherwise they could just always ban Rainbow Cruise and Brinstar to just get away with murder. But that said, Ice Climbers were an edge case. I'm curious as to whether you think if one ban would still be justifiable in a stagelist that included multiple similarish triplats. Would that not be skewed a little too heavily in the counterpicker's favor?X - Y - 1 alternating pick systems are mechanically identical to Y - 1 pick systems.
The initial sub-choice is entirely arbitrary with informed opponents and a total waste of time.
But that superfluous gripe aside, "winner picks from loser's group" is the objectively superior counterpick algorithm, so it's good to see it discussed.
What I'm disappointed at, is that the number of stage bans people think we need seems to be rising. I'm pretty sure it should be 0.
In the good ol' days, we allowed players ONE (1) ban, so that you could ban Green Greens (!), Corneria (!), Mute City (!), or Rainbow Cruise (!) if your character sucked there. It was a minor conceit allowed to promote character diversity over stage diversity.
These days we are talking about playing exclusively on minorly different flat-and-plat clones with no hazards and mostly consistent blast zones, and apparently we need 4 stage bans???
I mean, what the ****.
I Totally Agree, its pretty dumb we think we need so many bans for stages. Just look at rivals, its ban system has been the virtually the same,even after the DLC came out with new stages, (though their starter stages have stayed the same) and now there's 15 viable stages to pick from. I don't see their meta devolving into chaos from the low amount of stage bans.X - Y - 1 alternating pick systems are mechanically identical to Y - 1 pick systems.
The initial sub-choice is entirely arbitrary with informed opponents and a total waste of time.
But that superfluous gripe aside, "winner picks from loser's group" is the objectively superior counterpick algorithm, so it's good to see it discussed.
What I'm disappointed at, is that the number of stage bans people think we need seems to be rising. I'm pretty sure it should be 0.
In the good ol' days, we allowed players ONE (1) ban, so that you could ban Green Greens (!), Corneria (!), Mute City (!), or Rainbow Cruise (!) if your character sucked there. It was a minor conceit allowed to promote character diversity over stage diversity.
These days we are talking about playing exclusively on minorly different flat-and-plat clones with no hazards and mostly consistent blast zones, and apparently we need 4 stage bans???
I mean, what the ****.
I mean, you have to define "too heavily".I was under the impression that the logic behind a specific ban number was to give the previous game winner an amount of control over the stagelist that equaled something close to 1/5 of the stagelist, regardless of size. Back when I played All is Brawl with a nine-stage list, I distinctly remember having two strikes during the counterpick phase. From your perspective, I can see how one ban would keep characters like Ice Climbers from being too successful, as otherwise they could just always ban Rainbow Cruise and Brinstar to just get away with murder. But that said, Ice Climbers were an edge case. I'm curious as to whether you think if one ban would still be justifiable in a stagelist that included multiple similarish triplats. Would that not be skewed a little too heavily in the counterpicker's favor?
According to him, BF forms have identical blast zones. Only possible point of divergence now would be terrain. Presumably the same is true for Omegas.https://twitter.com/jam1garner/status/1066380501282430978
This guy is looking at stage boundary stuff.
2D could potentially also be an issue, but if BF forms have identical blast zones and layouts, having them legal at tournaments looks promising.According to him, BF forms have identical blast zones. Only possible point of divergence now would be terrain. Presumably the same is true for Omegas.
Walls have two "problems".Could someone theorycraft examples in which small walls (such as in hazardless Rainbow Cruise and Dracula's Castle) could lead to degenerate strategies? Obviously they'd affect gameplay. That's the whole point. But could they still lead to infinites like in melee when the attacker itself is pushed out of range as in Smash 4 and Ultimate?
Also, the same thing for sharking. With no ledge regrab invincibility and limited ledge regrabs, I can see how it could be a viable situational strategy, but not an over centralizing or degenerate one.
These are the only factors in the stage discussion that I don't quite get yet.