Frihetsanka
Smash Champion
Still means that RNG plays a role and that someone could be really unlucky. Imagine if, for instance, three triplats stages show up, you'd only be able to ban two of them. ANTi wrote on Twitter that he doesn't want a system where you can be forced to choose between two triplats if his opponent is good on them. I'm inclined to agree with this.Let me clarify the player simply selects randoms 5 times ( or however amount of times is deemed fair for the meta) and the 5 stages selected through the process become the natural pool that the players then pick/ban through.
I think random select is dead on arrival (aside from during an initial experimentation period). It seems to be more popular amongsts spectators than competitive players. I highly doubt that many of the PGR players would support such an idea, I have a hard time seeing players like ZeRo, ANTi, Nairo, or Tweek rally behind such an idea (which I think is a good thing, since I think random stage select is bad for competitive gaming*).Yes, if 15 stages are deemed "neutral" they would go into the pool for random selection for game 1.
*Assuming stage select matters, in some 2D fighters it doesn't really matter.
The main reason is that it would be hard to fit every stage in initial striking, although I suppose we could strike from 9 stages and have exactly 9 stages, thus not differentiating between starters and counter-picks. If we're using a different system, then having a distinction between starters and counter-picks might be less important. So far I haven't seen any alternative system that I think would work better than the current system, though.I personally don't see why any legal stage shouldn't be available for game 1, but I'm just looking for an opinion on this as a more compromised solution.
Nothing says that we have to pick a character before stage in game 1. I thought of a potential solution to this: What if each player signs up with a "starter" character (presumably their main). That way, whenever they start a set, they already have a character pre-selected (so, for instance, Nairo would pick Zero Suit Samus, and Ally would pick Snake). This would also remove the potential issue of people counter-picking each other character (technically, you're supposed to not counter-pick characters in game 1 at all, though some people still do this). Most players just play one character anyway, and those that don't should probably start with their main anyway. Perhaps we could allow for a rule that a player could state that they change character before stage striking starts for game one. If they do that, then the opponent may change character as well (potentially counter-picking). The player who first stated that they wanted to change character would then be stuck with whatever character they chose. I think this would be a better system than first selecting stage and then character for game 1.2 big changes happened with the new game. a hazard toggle, and the switch of character pick/ stage pick.
I could see this working if there were safeguards against picking too similar stages (like Battlefield, Midgar, and Dream Land 64), perhaps by grouping similar stages into different groups, and having a rule so you may only select one per group.* Next games: loser chooses a small set of stages, winner picks which one from that set.
I think this would suck, actually. Since most people have limited time to spend on the game, it's better for them to focus on one character. I think it's more interesting to watch someone be really good with a character than seeing someone pick up their decent secondary. Solo-maining is better for most players who don't have 8 hours to spend on Smash every day.Because we pick stages before characters (yes, I know we've always picked stages before characters,) we might see the meta evolve into a counterpick-heavy game, which in turn boosts individual player skill if everyone needs to play multiple characters.
I also think this applies to top level play as well. Watching Kameme play Mega Man is much more interesting to me than watching him play Sheik (especially since his Sheik isn't as good as VoiD's or Mr R's), for instance. There are a few instances where I like counter-picking (mostly when they're counter-picking with an uncommon character, like Captain L and Jigglypuff or Nairo and Bowser or Tweek and Donkey Kong). I think Smash Ultimate, like every previous Smash game, will benefit solo-mains at most levels of play (perhaps not at the absolute top level though).
I'm not 100% against seasonal stages but I think there could be some issues, like it'd suck if my favorite stage were legal for a few month and then not legal for a few months and then legal again, I'd probably prefer not having it legal at all then. Also, this could mess up character viability.The best solution is to simply have seasonal stages that tries to accommodate all basic designs of stages so we can still have some form of consistency why having variety with time.
Replace "Top level players" with "Competitive players in general". Most competitive Smash players want to fight their opponent, not the stage (which is one of the reasons why Lylat Cruise is commonly disliked). Sounds like you're inadvertedly making an argument against a huge stage list here.Top level players care about these rulesets. They care about consistency and not having to memorize 20-something stage layouts when all they want to do is fight their opponent. More layouts means more variance, and that means more complication, on top of a game that is already complex through it's base gameplay. Even if we try to pull an EVO again to get Mr. Wizard to legalize a larger stagelist, top players will only lobby and rally against it, because it jeopardizes the game they enjoy playing.
I don't like this, some characters benefit too much from Smashville (like Sheik and Captain Falcon) while some really struggle on it (at least in Smash 4). I think you're being a tad bit too pessimistic here, even Smash 4 ended up with 5-6 legal stages in the end (despite both Lylat and Dream Land 64 having major issues).Starters: Smashville
Counterpicks: Battlefield, Final Destination
Since most probably should be solo mains, I'm not really convinced that this makes much of a difference.as for selecting stage at random, on game 1 it works because both players pull for the same pool of stages and both players know what the stage is before their character is selected.
It's still too random (if you mean the "pick random stage and veto"). If you mean the "Player A suggests a stage, B vetos or not", it'd have similar issues to just having a large number of bans. Let's say you have 20 legal stages and 10 bans, even then the loser will have 10 stages to choose from! In Smash 4, you'd have 1 ban and 5 stages, so 4 stages to choose from. I suppose you could run with like 15 vetos or something like that, but that'd be a mess to keep track of. In short, I think this system would benefit the loser too much, while also not being significantly better than regular counter-picking (with bans).[...]basically no criticisms for the veto system.
This makes sense to me. Let's kill Dream Land 64 once and for all! Should be pretty doable to find 9-12 stages with sufficiently different layouts.I feel if we're going to be limiting the amount of stages to 9 or whatever, we should prioritize variety in layouts.