That's the attitude! #freeiceclimbers
while we are at it, you might consider taking some tips from taj http://www.youtube.com/watch?v=b2Qy4tOjeTc jk
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That's the attitude! #freeiceclimbers
Count me in.get rid of Pokemon Stadium, and have bans in 3/5
Idk why you consider it more complex. Not banning the same stage twice is way easier to keep track of compared to remembering when you won last and which stage it was. As far as "don't pick your last counterpick you won on" goes, it makes it so people can switch to a secondary and get two extremely good counterpicks. So let's say I am Puff and I really like DL, and I am playing a spacie. I can use Puff+DL for my first counterpick, and then I can use Marth+FD for my second counterpick. Again, this is why I stress the importance of leaving bans in control of the players and not in who won previous matches.Bones, interesting concept (I like thinking up alternate rulesets myself) but I think the stage selection section just adds more complexity than the players will want to deal with. People will take a situation that follows KISS with a few flaws over a better if more complex system.
But then it allows you to cp the neutral in game 3. If that's not a problem I'm all for it. Maybe redefine the rule as "you can't pick the last stage you won on that wasn't an opponent's counterpick". I think that covers everything.
I like this idea.My idea would be to run shorter matches (3stocks 5/6 minutes) for the first couple of rounds, then going into 4stocks 8 minutes for the ro32 or ro64. That way, you save a large amount of time during the time of largest match quantity and lowest match quality, while preserving the "classic" way of playing Melee during the climax of the tournament.
Yeah.apex rule set, copy and paste it
I agree with you, people complain about things that has not been tested before. Back in 07 we used to play 4 stocks and 6 minutes in Puerto Rico. But here is the question, have any of you tried 3 stocks 5 mins? to say it is terrible?@King Funk
that's mostly conjecture. how many tournaments have you ran with a 6 minute timer? i'm willing to guess 0. I also completely disagree that players are encouraged to run the timer when they notice the game reaches 1 minute left; I find that the games that timeouts occur usually begin with the idea of time out as a win condition. Regardless, if we see more time outs, is that a problem? I don't think it is. Time outs as a win condition as it is is very, very difficult, and with a 6 minute timer would change to very difficult. Bad feels aside, if we want to improve our tournament experiences I don't think "Timeouts occur 5% more often" or whatever is that big of a sacrifice to make especially if the time it takes for a timeout to occur goes down by 25%.
Have you ever tried to run a tournament with 3 stocks 5 minutes to say thats a horrible idea??@
3 stocks is terrible in melee. and where are you hearing that's what japanese players do?.
Moving onto #freeiceclimbersLet's just keep 4 stocks // 8 minutes.
Moving on.
How many matches go to time? This is exactly why I was asking for the people who already have this kind of data (don't Juggleguy/ Sheridan?) to offer it up. It's really, really rare for time-outs to occur. The entire discussion is whether in a minority of matches, lowering the timer would increase tournament length overall by encouraging timeouts. This is literally a non-issue for the majority of matches. Other ruleset changes would impact everyone in every match. Didn't someone say something like 1% of matches go to time?He is being extremely lenient in letting us keep 4 stock, 6 minutes. While many may say this is not the tournament where rule changes should be made, it is far more important that we tailor our to accommodate the TO, without whom we wouldn't even have had this oppurtunity. If people are worried about timing out, we should go down to 3 stocks.