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Experimental Tournaments

smashmachine

Smash Lord
Joined
May 25, 2009
Messages
1,285
ITT; smashchu ****s up another thread about competitive smash
now about items: it would be fine to playtest them, however having no tournaments in the first year is a completely stupid idea because how could you test them otherwise
FFA is stupid though, no explanation needed
 

Fenrir VII

Smash Master
Joined
Sep 9, 2005
Messages
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One key thing: They tend to spawn near the center of the stage, not out near the edges. That pesky ledge grab limit only comes into effect when MK is fooling around out near the edge. MK still had his close matchups even when he was using the edge to his best advantage (I recall discussions from tournies about people working the LGL by pushing their grabs up close to it, implying it was one of his best options since they risked forfeiting by using those tactics if they screwed up) which means that it's a strong strategy for him -- and it's weakened by items, because they won't spawn for him out there and he's forced to move in onto the map if he wants his territory there.

So there's one rule that might no longer be needed (Maybe. I recall also a discussion about how MK could get enough of a % lead and then go hang out at the edge all day even if his opponent was getting items), as well as the basis for my belief that at least some other characters will benefit more from items than MK does. Like you say though, it could very easily cement the rest of the tier list in place (But that's again a bit hard to predict, and still doesn't really matter too much for Brawl since we're probably not going to be seeing enough testing to ever say either way. Accurate tier lists are hard.)

True. The items likely spawn in roughly a normal distribution over the stage, so mostly near the center but sometimes near the edges.

I'm actually not sure what this would do to the MK edge game, but honestly, I don't think he needs it to win. I really can't say how items would affect the tactic... whether he could just keep doing it, or etc.

And yeah, SSB4 will be different, but I kind of expect top/high tiers to again excel in speed and/or zoning (because that's really what makes them good), so my assumption is that the same logic will apply...


on another point, my MAIN wish for the new game is the removal of wall infinites and walk-off shenanigans, so those stages are actually viable. That would be fantastic.
 

Ulevo

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Having been around for all of Brawl and the time leading up to it (Though often just lurking)...this statement is wrong.

Brawl's items were banned from the start because Melee's items were banned, they were never rejected in Brawl for the same reasons as they were rejected in Melee -- they were rejected in Brawl because they had been rejected in Melee.

This was a terrible mistake, but trying to pretend it didn't happen is only begging for it to happen again. Scrub mentality, indeed.

I'm sorry, but you're incorrect. I was around the entirety of that duration myself, and there were threads petitioning the testing of items, and which ones to ban and allow for balance. I'm not going to go digging for the thread or its affiliates, but they existed. I don't really care if you think I'm wrong or mistaken.

You're entirely right that they did that... with Melee. No such thing happened with Brawl; items were banned day one, and less than 3 weeks later hard stage bans started. 3 weeks. Tell me that's not too little time to find out if the stage is really broken or if we're just playing on it badly / haven't found the counter yet. How long did it take for Akuma to be banned, again?
Items were still discussed about, even if the majority of tournament organizers agreed on a consensus that items wouldn't be held in tournaments. And you can't compare Akuma to items. Akuma was banned because he broke the system and had a moveset the game wasn't designed to handle, and was undisputedly the best choice to use as a character. Items and stages are banned accordingly because they detract from the competitive experience, and put less emphasis on skill and more emphasis on luck.

Provide better retorts please.

Yes, problems that are largely mitigated in item play. Which everyone seems to selectively ignore. Never the less, the intention was always to preserve an old and tired ruleset because people were set in their ways and too afraid and hard headed to try something new.
I'm not even going to try and argue this. This is so far deep in to incorrect territory it isn't even worth disputing. Random luck doesn't patch balance problems, bug problems, or poor game design.



How many stages do we have legal, again? What percentage of the game do we have banned, again? And how much of that is truly broken beyond all reasonable salvation, again? We're the poster child for ban happy. It's exactly because we have all items and 90% of the stages turned off.
Again, you're using the argument of what is and is not broken to solidify your case when that was never the reason items and stages were banned to begin with. Either you're not following your own logic, or you don't understand what the term means.

We ban stages and items in Smash for the same reason 1HKO and evasion moves are banned in competitive Pokemon. It isn't because they are undisputedly the best strategies. It's because they deteriorate the experience by making the game about what number the RNG roles and less about the skillful decisions made from moment to moment by the players.


... ... ...WHAT? First of all, what you described can't happen in ISP events... because the Home Run Bat is banned. Oh, what's that? You didn't know? Because you didn't read the 22+ page ISP thread and accompanying sub-threads in which, over the course of an entire year, multiple people tirelessly worked to make sure what you described wouldn't happen? Which also explains why you blatantly ignore every time I've told you to your face that items aren't nearly as broken as you claim they are?
I don't care how broken they are or are not, because that's not what I'm arguing. You're not even following proper context.


Oh, and by the way, items spawning while someone is recovering is how it's supposed to work; it's the best play. It means at least one player timed his attack with the spawn timer and had 100% stage control, thus earning his 100% chance to get an item spawn. That's not a bug; that's a feature.
The best play? You're completely ignorant to the spawn timer, the spawn spot, and what item that's going to appear. How do you call that a play? I never called that a bug either.



Guess what, chief? ISP rules have been proven to work, too. They've been tried and tested. I know for a fact this isn't the first time someone's brought this up because I worked for an entire year of my life on it. Items entirely make Smash a unique experience. No other competitive fighter has items. No other competitive fighter has non-static stages that interact with the fighters. We removed both of those elements; now, there are NO items, and 90% of the stages are banned, leaving only the ones most like stages in every other fighting game known to man. I'd prefer to keep the depth and interactivity that items and stages add to the game instead of watching two people beat their heads against each other trying to replicate what happens in every single other fighting game known to man.

You don't seem very keen about caring about other people's desires, though, instead acting like they don't matter at all and what you want is more important. If we aren't allowed to use "this is what we want" as a reason for something, neither are you. So, the only thing you have left to fall back on is the depth argument, which we have systematically eviscerated for the past 2 pages in just this thread alone.
You're honestly acting childish. You claim I don't care about other peoples desires when what we're talking about is standard competitive play, which is something that caters to the majority preference based on fair competition. I'm not arguing what you can and can't do; I'm criticizing your arguments for a proposition as to why this is a good idea. And if you can't handle it, fine. But you're taking a pretty selfish position by assuming those who are able to present counterarguments to your preference and its place in competitive play have no say, especially on a forum for competitive players.


And you haven't eviscerated anything. Telling me that items make the game deeper is not only blanket statement which you have yet to provide good examples for (and could be easily argued against), it's contrary to what I'm even arguing. Players do not want random, uncontrollable elements they cannot account for. It doesn't matter how much you post, that will not change for tournaments, and you have no answer for that.

No, I call them ban happy because they ban everything. They ban items. They ban most of the stages. They even banned Meta-Knight. Everything gets turned off.
Yes, of course. Let's just conveniently ignore the reasons behind those bans. That will make the discussion exceptionally smooth and productive.


Yes, you can account for items. Because you already know that items can spawn at any time. So, you can anticipate their arrival. What you focus on is that someone could get an item and that gives a huge advantage (again, does having a smoke ball drop right in front of you give you a huge advantage?). In reality, it's a scare tactic. You remove something not based on an actual instance but because something could potentially happen. And it goes back to the community being ban happy. There reason things are banned is because something could happen, not because something did.
Again, you're wrong. A large majority of stages were banned after tournament results came back and gave us adequate information to assume these stages were too volatile to allow. I've been to several tournaments where the rules on stages were changed for the next tournament because several matches were decided due to the stages unfair influence. On top of this, rules for the community are decided as a consensus from numerous tournament organizers all around the US, Canada, and I'm sure several other countries as well.

For the stages where your argument is valid, and they were banned from the start, it isn't even worth discussing. If you think 75 M and Mario Bros. are stages that have a place in competitive play then I have better things to talk about.



That depends on your definition of work. Being ban happy has created many and enemy and hater outside the small community. The other thing is Smash is based on adapting so things like items and stages only facilitate that. The game was not made to remove everything and fight on the flattest surface.
The extent to which you adapt is all based on the whim of the RNG. And now you're arguing intention? Intentions of what the game (or any facet of it) was designed for is not only irrelevant, its flawed. Not only cannot you not account for how this game was intended to be played (to whom you would even answer to that for), the fact that there are multiple game options that allow us to play the way we choose invalidates that.

This is not an argument about the default settings. This is an argument about what has a place in competitive play and why. You need to comprehend that.
 

LiteralGrill

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In fairness to Ulevo, I made no hard list of discussion points in the OP, and it wouldn't be right to add one now. I would like to request that we move the discussion away from whether or not experimenting with the new games is worthwhile, and simply accept that we will, and discuss how.

I'm game to try.

As I mentioned earlier, I think while experimenting we should have a set standard, something written out to detail as to what is worthy of elimination and what isn't as to avoid mistakes we have made in the past, and to avoid banning something just because we don't like it.

Anyone want to take a stab at writing down what this definition might be?
 

SmashChu

Banned via Warnings
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ITT; smashchu ****s up another thread about competitive smash
now about items: it would be fine to playtest them, however having no tournaments in the first year is a completely stupid idea because how could you test them otherwise
FFA is stupid though, no explanation needed
Um, how did I **** things up when I've made, like, three post in this thread so far?
 

BADGRAPHICS

Smash Ace
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Anyone want to take a stab at writing down what this definition might be?
Yes! That's what we need to do, really. Collectively decide on an edict, and stick to it.

How's this for starters:
A facet of the game should be removed when it is found to nearly always grant a player an significant uncounterable advantage at random.
 

salaboB

Smash Champion
Joined
Nov 16, 2002
Messages
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I'm sorry, but you're incorrect. I was around the entirety of that duration myself, and there were threads petitioning the testing of items, and which ones to ban and allow for balance. I'm not going to go digging for the thread or its affiliates, but they existed. I don't really care if you think I'm wrong or mistaken.
Petitions aren't the same thing as having big tournaments run with carefully selected items enabled to get actual results with them. The big problems of items in Melee (Exploding items spawning right in front of your attack) were already resolved in Brawl, so it's just blatantly wrong to say they were left disabled in Brawl for the same reasons they were disabled in Melee. To be clear: Items were not permanently banned in Melee because of their random spawns, they were banned because there was no way to stop explosive items from spawning except to disable items entirely, and dying because you hit a just-spawned explosive item with an attack was not acceptable. Your arguments all seem to assume it was the randomness, but that's not correct. There had been discussions about allowing items, but there was no answer to the random explosive deaths.

Items for Brawl started banned in the recommended tournament ruleset, and stayed banned in it. ISP tournies were a relatively late thing in Brawl's life, and the few item allowed tournies that happened early were pretty clearly set up by people with no concept of "only allow reasonable items", and thus didn't prove anything useful (Except that many items suck for competitive play, which is ridiculously obvious)

Maybe that mistake can be avoided this time, people are at least being more aggressive about not letting autobans just happen like they did in Brawl.
 

BADGRAPHICS

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Petitions aren't the same thing as having big tournaments run with carefully selected items enabled to get actual results with them. The big problems of items in Melee (Exploding items spawning right in front of your attack) were already resolved in Brawl, so it's just blatantly wrong to say they were left disabled in Brawl for the same reasons they were disabled in Melee.

Items started banned in tournies, and stayed banned in tournies. ISP tournies were a relatively late thing in Brawl's life, and the few item allowed tournies that happened early were pretty clearly set up by people with no concept of "only allow reasonable items", and thus didn't prove anything useful (Except that many items suck for competitive play, which is ridiculously obvious)

Maybe that mistake can be avoided this time, people are at least being more aggressive about not letting autobans just happen like they did in Brawl.

I think the main error is the "main event/side event" mentality. Smash is such a customizable game, that we really should treat all play styles as equal, and consistently hold a variety of tournaments.
 

smashmachine

Smash Lord
Joined
May 25, 2009
Messages
1,285
ah yes, the people that can't stand smash being played as anything other than a 4-player FFA with items on high, who can't stop talking **** about competitive smash?
we're supposed to care about them smashchu?
 

LiteralGrill

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Yes! That's what we need to do, really. Collectively decide on an edict, and stick to it.

How's this for starters:
A facet of the game should be removed when it is found to nearly always grant a player an significant uncounterable advantage at random.

That is an excellent write up. I'm guessing there may be other things to add but I can't lie that that is an excellent start.

Maybe... Man I'm stupmed. Let me think on it and try to find loopholes.
 

Ulevo

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Petitions aren't the same thing as having big tournaments run with carefully selected items enabled to get actual results with them. The big problems of items in Melee (Exploding items spawning right in front of your attack) were already resolved in Brawl, so it's just blatantly wrong to say they were left disabled in Brawl for the same reasons they were disabled in Melee. To be clear: Items were not permanently banned in Melee because of their random spawns, they were banned because there was no way to stop explosive items from spawning except to disable items entirely, and dying because you hit a just-spawned explosive item with an attack was not acceptable. Your arguments all seem to assume it was the randomness, but that's not correct. There had been discussions about allowing items, but there was no answer to the random explosive deaths.

Items for Brawl started banned in the recommended tournament ruleset, and stayed banned in it. ISP tournies were a relatively late thing in Brawl's life, and the few item allowed tournies that happened early were pretty clearly set up by people with no concept of "only allow reasonable items", and thus didn't prove anything useful (Except that many items suck for competitive play, which is ridiculously obvious)

Maybe that mistake can be avoided this time, people are at least being more aggressive about not letting autobans just happen like they did in Brawl.
By that logic, people could have just turned off the specific items they thought were too dangerous and would explode unexpectedly. They didn't, and they turned everything off instead. It was a good reason to turn items off, but clearly it wasn't the only deciding factor.

Also. The total number of explosive items that could go off as a result of an attack on spawn is 6 in Brawl, and in Melee it's 5. I wouldn't call that resolved, so you're also wrong there. This is also not including implications of hitting other items that would have profound impacts on these kinds of situations, like the soccer ball.

So yeah. Your move.
 

salaboB

Smash Champion
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Nov 16, 2002
Messages
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By that logic, people could have just turned off the specific items they thought were too dangerous and would explode unexpectedly.

Also. The total number of explosive items that could go off as a result of an attack on spawn is 6 in Brawl, and in Melee it's 5. So you're also wrong there. This is also not including implications of hitting items other items that would have profound impacts on these kinds of situations, like the soccer ball.

So yeah. Your move.
Sorry, I didn't realize you weren't familiar with Melee's item spawn mechanics. You couldn't individually disable the containers that could spawn (pills, crates and barrels), and they could explode when struck by attacks in progress. That's what I meant by "there was no way to stop explosive items from spawning except to disable items entirely." I should have said "certain explosive items" for clarity.

So people couldn't just turn off all the items that were too dangerous and would explode unexpectedly, they could only turn off most of them.

In Brawl, you can disable them all. The specific count of explosive items is completely irrelevant since as many as are needed to get a good item set may be disabled.
 

Ulevo

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Sorry, I didn't realize you weren't familiar with Melee's item spawn mechanics. You couldn't disable the containers that could spawn (pills, crates and barrels), and they could explode when struck by attacks in progress. That's what I meant by "there was no way to stop explosive items from spawning except to disable items entirely." I should have said "certain explosive items" for clarity.

So people couldn't just turn off all the items that were too dangerous and would explode unexpectedly, they could only turn off most of them.

In Brawl, you can disable them all. The specific count of items is completely irrelevant, as many as are needed to get a good item set (5, 6, or more) may be disabled.

Probably the only oppositional point that's been made in the thread that is an argument. I forgot that items functioned that way, so you're correct here.

That being said, even items with seemingly minimal effects like Mr. Saturn have distinct advantageous properties if given to a player at random in the right circumstances. So I still don't buy that selectively cherry picking items for the sake of preserving items in competitive play is worth it.
 

Ulevo

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Also, to expand on my cherry picking statement. Two things that I feel is important in a ruleset is simplicity and consistency.

One of the major reasons why gaming as an activity is not as popularized, televised or broadcasted, supported, sponsored, or spectated as sports is because of these two elements. Don't get me wrong, there are many more reasons. I won't dispute that. But they are a big part of it.

Sports like football, hockey, basketball, golf, and even specific games like chess have stayed relatively the same for a long, long time. This allows for the fanbase to build on tradition, to grow attached to the game, to create a following, et cetera. Games have a problem with this because they're always changing and evolving. New titles come out to replace old ones, and they're not always the same. This isn't in of itself a bad thing, but it contributes to why competitive gaming hasn't begun to become as big as it could potentially be.

One of the things the fighting game community does have luxury of is consistency and simplicity of rules. It doesn't really matter how different the meta is from game to game, the rules are typically very similar. You have your time limit, you decide if its best of 3, best of 5, or single elimination, and you sometimes have your counterpicks and bans. The exceptions to this usually involve bugs inherent in the game itself (if they haven't already been patched), but that can't be helped.

As far as rulesets go, it is much simpler to turn off items entirely than to go through and debate and decide on which items should be allowed in competitive play. It keeps everyone on the same page. And with the consideration that even the more innocent items can unfairly impact a match, it isn't hard to see why this is the preferable choice. Items are not needed to have a fun, competitively fair match. Stages are necessary however, since we can't just not have stages to play on, but like the occasional bug that needs a ruling, that's something we need to live with.
 

salaboB

Smash Champion
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Messages
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Also, to expand on my cherry picking statement. Two things that I feel is important in a ruleset is simplicity and consistency.

One of the major reasons why gaming as an activity is not as popularized, televised or broadcasted, supported, sponsored, or spectated as sports is because of these two elements. Don't get me wrong, there are many more reasons. I won't dispute that. But they are a big part of it.

Sports like football, hockey, basketball, golf, and even specific games like chess have stayed relatively the same for a long, long time. This allows for the fanbase to build on tradition, to grow attached to the game, to create a following, et cetera. Games have a problem with this because they're always changing and evolving. New titles come out to replace old ones, and they're not always the same. This isn't in of itself a bad thing, but it contributes to why competitive gaming hasn't begun to become as big as it could potentially be.

One of the things the fighting game community does have luxury of is consistency and simplicity of rules. It doesn't really matter how different the meta is from game to game, the rules are typically very similar. You have your time limit, you decide if its best of 3, best of 5, or single elimination, and you sometimes have your counterpicks and bans. The exceptions to this usually involve bugs inherent in the game itself (if they haven't already been patched), but that can't be helped.

As far as rulesets go, it is much simpler to turn off items entirely than to go through and debate and decide on which items should be allowed in competitive play. It keeps everyone on the same page. And with the consideration that even the more innocent items can unfairly impact a match, it isn't hard to see why this is the preferable choice. Items are not needed to have a fun, competitively fair match. Stages are necessary however, since we can't just not have stages to play on, but like the occasional bug that needs a ruling, that's something we need to live with.
If Smash's balance improves with items (Because they make controlling the center of the stage matter more than it otherwise would) it's arguable that playing with items off is similar to playing with supers disabled in a fighting game -- the game plays fine, but you're missing a lot of the depth.

The argument against the random problem is fairly straightforward: Selected items are ones that have a low enough impact per item that the player who consistently controls the map and gets the most items will have the edge, but losing any given item spawn (If you controlled the rest) can't cost you the entire game (ie, if losing that spawn does cost you the game, it means you were outplayed without items because you had all the items but that one). Note that if really powerful items like the home run bat were available, that wouldn't be true: If you randomly missed the one spawn of a home run bat and your opponent got it, they could very easily defeat you by using it even though you controlled all the other item spawns.

The fact that not all items work well competitively (Too much advantage from getting it) is similar to not all stages working, and just something that would need to be lived with.

The question is, is controlling the center of the map a desirable ability to test in Smash? Given the nature of the game, I think it is.
 

Ulevo

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If Smash's balance improves with items (Because they make controlling the center of the stage matter more than it otherwise would) it's arguable that playing with items off is similar to playing with supers disabled in a fighting game -- the game plays fine, but you're missing a lot of the depth.

The argument against the random problem is fairly straightforward: Selected items are ones that have a low enough impact per item that the player who consistently controls the map and gets the most items will have the edge, but losing any given item spawn (If you controlled the rest) can't cost you the entire game (ie, if losing that spawn does cost you the game, it means you were outplayed without items because you had all the items but that one). Note that if really powerful items like the home run bat were available, that wouldn't be true: If you randomly missed the one spawn of a home run bat and your opponent got it, they could very easily defeat you by using it even though you controlled all the other item spawns.

The fact that not all items work well competitively (Too much advantage from getting it) is similar to not all stages working, and just something that would need to be lived with.

The question is, is controlling the center of the map a desirable ability to test in Smash? Given the nature of the game, I think it is.
Your example is pretty bad. Supers can be accounted for. Both players know the effects of what they do and when they're available long in advance before they become usable, and they're not going to come up at incredibly inopportune times to swing a match and blind side a player without realizing it would happen.

The first problem with this is that it sets a precedent. Remember the talks about banning Meta Knight? Meta Knight was never actually banned officially by consensus as far as the BBR rules are concerned, but the topic came up in discussion repeatedly. What this has done is it has set the tone for discussions about banning other characters in future Smash games should a small (or even large) but vocal group of players find it ideal to do so, even under inappropriate context. Meta Knight by actual definition was not a broken character. He wasn't required to win, and he wasn't definitively the best character in any given match up all the time. He could be outplayed, and he wasn't an automatic win. He was merely the best character in the game, even if by an arguably fair margin. This is a huge problem now because the next iteration of Smash could have its tiers subject to the same scrutiny. While remaining objective and open to criticism is a good thing, the idea that bans can be given under these types of conditions is not healthy from a competitive stand point.

A ban is a rule put in place to make an otherwise unplayable game playable, and while its lost that meaning in several communities over the years, that doesn't mean it should continue. Meta Knight wasn't Smash Bros. Akuma, he was simply an overpowered character in a largely underpowered cast. Yet we might have to deal with this again all because the consideration was brought up and a few small tournaments went ahead with the idea.

This is precisely what could happen if items became a tournament standard, even if they had negative repercussions.

Another issue is that its a slippery slope. While you can create a list of items suitable for standard play, how do you judge appropriately what is and is not suitable? Items are chaotic by nature, and it is a highly arbitrary process. We have problems like this with stages already, with the exception that it is required for us to go through that process. It's not with items.

Lastly, nearly all the items have effects profound enough to swing a match. There would be a small handful of them that at best would be negligible enough to be considered negotiable to allow. You talk about items as if they add depth, but the depth they add is only an extension of the use they provide. If you're removing nearly all of them for the sake of fair play (which I assure you would be the only way anyone would humor this idea hypothetically), exactly how much depth are you adding?

This is all assuming that we're talking about items from Melee and Brawl, as we do not know the items we'll be given in SWU. But I'm comfortable in assuming a majority of them will be making a return appearance, and we will likely see more of them with even more powerful effects.
 

BADGRAPHICS

Smash Ace
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Another issue is that its a slippery slope. While you can create a list of items suitable for standard play, how do you judge appropriately what is and is not suitable? Items are chaotic by nature, and it is a highly arbitrary proces. We have problems like this with stages already, with the exception that it is required for us to go through that process. It's not with items.

Lastly, nearly all the items have effects profound enough to swing a match. There would be a small handful of them that at best would be negligible enough to be considered negotiable to allow. You talk about items as if they add depth, but the depth they add is only an extension of the use they provide. If you're removing nearly all of them for the sake of fair play (which I assure you would be the only way anyone would humor this idea hypothetically), exactly how much depth are you adding?

This is all assuming that we're talking about items from Melee and Brawl, as we do not know the items we'll be given in SWU. But I'm comfortable in assuming a majority of them will be making a return appearance, and we will likely see more of them with even more powerful effects.

I'm of the opinion that it is a mistake to use the term "standard play" when referring to Smash. We should refer to "Item Play", and "Non-Item Play". Whatever your preference, both are valid, and should be treated as such when competitive Smash 4 gets going.
 

Ulevo

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I'm of the opinion that it is a mistake to use the term "standard play" when referring to Smash. We should refer to "Item Play", and "Non-Item Play". Whatever your preference, both are valid, and should be treated as such when competitive Smash 4 gets going.

I realize you yourself have made that stance. Though I don't think the people I have been quoting may have that understanding.
 

[Corn]

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Your example is pretty bad. Supers can be accounted for. Both players know the effects of what they do and when they're available long in advance before they become usable, and they're not going to come up at incredibly inopportune times to swing a match and blind side a player without realizing it would happen.
The first problem with this is that it sets a precedent. Remember the talks about banning Meta Knight? Meta Knight was never actually banned officially by consensus as far as the BBR rules are concerned, but the topic came up in discussion repeatedly. What this has done is it has set the tone for discussions about banning other characters in future Smash games should a small (or even large) but vocal group of players find it ideal to do so, even under inappropriate context. Meta Knight by actual definition was not a broken character. He wasn't required to win, and he wasn't definitively the best character in any given match up all the time. He could be outplayed, and he wasn't an automatic win. He was merely the best character in the game, even if by an arguably fair margin. This is a huge problem now because the next iteration of Smash could have its tiers subject to the same scrutiny. While remaining objective and open to criticism is a good thing, the idea that bans can be given under these types of conditions is not healthy from a competitive stand point.

A ban is a rule put in place to make an otherwise unplayable game playable, and while its lost that meaning in several communities over the years, that doesn't mean it should continue. Meta Knight wasn't Smash Bros. Akuma, he was simply an overpowered character in a largely underpowered cast. Yet we might have to deal with this again all because the consideration was brought up and a few small tournaments went ahead with the idea.



Just so you know, something can be broken and not be an instant win.

ln general, something being broken in a game means that something is so good or has a very skewed risk/reward factor in their favor that they completely negate the options that an opponent has or the opponents best option is to use the same strategy. This leads to an over saturation of a specific thing and it becomes the main gripe of the game and impacts the metagame negatively.

You know how many characters are tiered? How they face against MK.

Akuma was beatable sure, but only if your opponent was stupid. Being broken isnt in black and white, it has variations.
FYI MK is the best character in any given matchup all the time. From a purely logical standpoint not picking that character in competitions is stupid. Just because you can outplay a human, doesnt mean the tools they posses are weaker then the ones you can use. Every game has a best character, but if the best option to counter said character is to be said character, it is by definition broken. This is especially true when the character also benefits from stage counter picking and such.
 

Pyra

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ah yes, the people that can't stand smash being played as anything other than a 4-player FFA with items on high, who can't stop talking **** about competitive smash?
we're supposed to care about them smashchu?
If we could all just accept that people like playing the game in their own ways that would be great.

Let them talk **** about competitive smash. If they're being ridiculous about it fighting back is just silly. It's like arguing against a bunch of little kids. There's no merit in that.

And it goes for both sides.
 

nessokman

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Give up. Tourneyfags are so hard headed and dead set on the old ways. They'll never adapt/accept change. That's why they hate brawl when in truth, brawl takes a good bit of skill. theyll never accept any chAnge.

M2K was a melee only once. Brawl therapy has helped him a lot.
 

Ulevo

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Just so you know, something can be broken and not be an instant win.

ln general, something being broken in a game means that something is so good or has a very skewed risk/reward factor in their favor that they completely negate the options that an opponent has or the opponents best option is to use the same strategy. This leads to an over saturation of a specific thing and it becomes the main gripe of the game and impacts the metagame negatively.

You know how many characters are tiered? How they face against MK.

Akuma was beatable sure, but only if your opponent was stupid. Being broken isnt in black and white, it has variations.
FYI MK is the best character in any given matchup all the time. From a purely logical standpoint not picking that character in competitions is stupid. Just because you can outplay a human, doesnt mean the tools they posses are weaker then the ones you can use. Every game has a best character, but if the best option to counter said character is to be said character, it is by definition broken. This is especially true when the character also benefits from stage counter picking and such.

That's not the definition of what broken is. I'm sorry. It's just a misinterpretation of what the word has come to mean over the years. Broken is a tactic, character, weapon, or strategy that is either too powerful or too game altering to the point where skill cannot compensate for the difference in power it gives a player. Broken has been misled to mean overpowered because as language would have it, they're often interchangeable to people who either A) don't know any better or B) believe something is broken when it's just overpowered. There's a distinct difference, and while its unfortunate people don't make that distinction like they should, it's important to note the difference exists.

You can argue it was foolish to not use Meta Knight competitively because he was indeed the best character, and was always a safe pick. But again, skill could compensate for what Meta Knight offered. The match up between him and other top tiers were at worst in his favor slightly, and even at best. But the other player always had chances to win, and this is still true at all skill levels. You're incorrect though about Meta Knight having the worst case scenario match ups for all characters though. Marth vs Lucas is far worse for Lucas than Meta Knight vs Lucas, and there are plenty of examples of this throughout the game.

Anyway. This isn't the place to talk about it, so I would prefer to agree to disagree if this isn't something we see eye to eye on. It's not the threads topic, I was just making an example.

Give up. Tourney***s are so hard headed and dead set on the old ways. They'll never adapt/accept change. That's why they hate brawl when in truth, brawl takes a good bit of skill. theyll never accept any chAnge.

M2K was a melee only once. Brawl therapy has helped him a lot.
If that's how you feel, then why are you on a tourneyfag website.
 

SmashChu

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ah yes, the people that can't stand smash being played as anything other than a 4-player FFA with items on high, who can't stop talking **** about competitive smash?
we're supposed to care about them smashchu?
You probably should because these are the people who are going to grow the community, increase the number of tournaments, and increase the prize pools.

The problem isn't that things are turn off, but that the community is ban happy. Back during Melee, the community could defend its stance because there is always an instance of items spawning in front of an attack. Brawl changed that so items could be on. But the community never changed and when questioned, gives the reason of "It's random." Of course, no one buys it because it's a stupid reason (Poker is bigger than Smash and is ALL random). Stages have the same issue. Competitive people say "I don't want to fight the stage." What that sounds like to the rest of us is "I don't want to deal with it, so I turn it off." It doesn't sound skillful to the rest of us. Meta-Knight bans were the icing on the cake. Other game with a competitive base don't have the same hostility. It really comes down to the community has so many problems that they don't want to acknowledged.
 

Fenrir VII

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(Poker is bigger than Smash and is ALL random).

Please stop.. Poker and Smash are literally nothing alike, and shouldn't be treated the same way. I can give a number of examples of other sports trying to control randomness, so these points are moot.


I'm actually waiting for somebody to counter my statement that items generally benefit the top/high tiers more than the low (with a few single-character exceptions). if that point (which people have stated several times) can actually be made, then you might have a case... otherwise, why are we trying to make the tier divisions worse?
 

salaboB

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Messages
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The problem isn't that things are turn off, but that the community is ban happy. Back during Melee, the community could defend its stance because there is always an instance of items spawning in front of an attack. Brawl changed that so items could be on. But the community never changed and when questioned, gives the reason of "It's random." Of course, no one buys it because it's a stupid reason (Poker is bigger than Smash and is ALL random). Stages have the same issue. Competitive people say "I don't want to fight the stage." What that sounds like to the rest of us is "I don't want to deal with it, so I turn it off." It doesn't sound skillful to the rest of us. Meta-Knight bans were the icing on the cake. Other game with a competitive base don't have the same hostility. It really comes down to the community has so many problems that they don't want to acknowledged.
I really liked your explanation here until it lumped the MK ban in with the others.

The problem with MK was that he spent years at the top of the tier list -- thus with everyone working on how to beat him -- without anyone finding better than a small selection of 5:5 matchups (That he could often stage cp for a bigger advantage for himself). This made him an incredibly dominant pick. Not unbeatable, but a big problem when counterpicking is supposed to be a thing and you have one super safe pick available -- and if you're talking about spectator interest (the casual players who can't win tournies but could attend and swell the numbers) having half the players be MetaKnight and the rest mostly losing to him isn't exciting either.

The refusal to learn skills to deal with random items and stage hazards is utterly different.

I'm actually waiting for somebody to counter my statement that items generally benefit the top/high tiers more than the low (with a few single-character exceptions). if that point (which people have stated several times) can actually be made, then you might have a case... otherwise, why are we trying to make the tier divisions worse?
How can something be countered when we don't have the data either way? It would need a lot of serious play (ie, tournament level) to figure it out for sure.

I don't think the point (At least, not my point) was that items will certainly fix things. It's that they could, and the community never gave them enough of a shot to find out.
 

[Corn]

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I don't think the point (At least, not my point) was that items will certainly fix things. It's that they could, and the community never gave them enough of a shot to find out.
This is the thing, anything that has a large element of luck involved is not accepted as good for the competitive game regardless of context. This is especially true if the option exists to turn it off.
 

salaboB

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This isn't an argument for adding item tournaments to Brawl -- I still think it's past time to worry about that. But even if items continue exactly the same in the future as they are in Brawl, this outlines why I believe they're worth giving a solid test to before deciding whether to disable them entirely or not. Note that "items" here means "carefully selected subset of items set to low spawn rate", not "all items at default rate".

This is the thing, anything that has a large element of luck involved is not accepted as good for the competitive game regardless of context. This is especially true if the option exists to turn it off.
It's debatable that items set up properly involve large amounts of luck. I'll do that right now:

Items in Brawl have the following properties, off the top of my head:
  • They spawn in generally known locations (Not at the very edges of the map).
  • They spawn at a generally known rate.
  • By controlling the center of the map when items are likely to spawn you get the items (You may not want to clear someone off stage until right before an item is expected) -- depth.
  • This creates tension between edge guarding and making sure to claim an item sometimes (If an item spawns and someone successfully recovers past you, they'll get it instead) -- depth.
  • This creates tension between using ledge strategies (ie, planking) and fighting for control of the stage -- depth.
  • This adds options (Using the items themselves) as the match goes on, increasing both the technical skill you need to use the item you got and to avoid/catch the one your opponent just got -- depth.

It may prove to be far more useful to already high tier characters than to others, that's something that can only be determined through testing and would be a problem. But it won't make games hinge on luck if the items are carefully selected, because where and how often they spawn (Even if not the exact locations) is known, so skilled players will maximize their opportunities to get the items -- and will then get more items than their less skilled opponent (And in the cases they don't get the items, will have the opportunity to catch/retaliate against whatever their opponent does.)

The selected items are carefully chosen to not be uncounterable -- you can read through some ISP threads for details and analysis, I can track them down for you if needed.
 

[Corn]

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This isn't an argument for adding item tournaments to Brawl -- I still think it's past time to worry about that. But even if items continue exactly the same in the future as they are in Brawl, this outlines why I believe they're worth giving a solid test to before deciding whether to disable them entirely or not. Note that "items" here means "carefully selected subset of items set to low spawn rate", not "all items at default rate".


It's debatable that items set up properly involve large amounts of luck. I'll do that right now:

Items in Brawl have the following properties, off the top of my head:
  • They spawn in generally known locations (Not at the very edges of the map).
  • They spawn at a generally known rate.
  • By controlling the center of the map when items are likely to spawn you get the items (You may not want to clear someone off stage until right before an item is expected) -- depth.
  • This creates tension between edge guarding and making sure to claim an item sometimes (If an item spawns and someone successfully recovers past you, they'll get it instead) -- depth.
  • This creates tension between using ledge strategies (ie, planking) and fighting for control of the stage -- depth.
  • This adds options (Using the items themselves) as the match goes on, increasing both the technical skill you need to use the item you got and to avoid/catch the one your opponent just got -- depth.
It may prove to be far more useful to already high tier characters than to others, that's something that can only be determined through testing and would be a problem. But it won't make games hinge on luck if the items are carefully selected, because where and how often they spawn (Even if not the exact locations) is known, so skilled players will maximize their opportunities to get the items -- and will then get more items than their less skilled opponent (And in the cases they don't get the items, will have the opportunity to catch/retaliate against whatever their opponent does.)

The selected items are carefully chosen to not be uncounterable -- you can read through some ISP threads for details and analysis, I can track them down for you if needed.
You kinda lost my point.

It is much easier and more reliable to simply ban a factor that adds any luck whatsoever then allow it and risk a detrimental effect towards the competitive scene. I am not just referring to brawl either, I am referring to every single smash game or every single fighting game in general that has such things.

I have read the thread, and none of it addresses the initial luck factor, which is the main problem people dont seem to understand. Controlling the stage does not guarantee you an item if they are on and the times they spawn are quite odd at times as well as their placement not being confined to a small area, especially on somewhat larger stages.
 

salaboB

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You kinda lost my point.

It is much easier and more reliable to simply ban a factor that adds any luck whatsoever then allow it and risk a detrimental effect towards the competitive scene. I am not just referring to brawl either, I am referring to every single smash game or every single fighting game in general that has such things..
I didn't lose your point so much as I disagreed with it. I think that the game is shallower that way, and balance among the characters is quite possibly worse. The chance for luck is also balanced by a large enough sample size -- enough items spawn over the course of a match that missing one (Because you misjudged the timing/position) won't end it for you (This is looking at it from the worst-case view). If you lose multiple item spawns to your opponent because you're just never in the right spot when they spawn, you've probably failed at your zone control anyway -- it's not bad luck if you're not in the positions you should have been, that's just getting outplayed.

Also, a small amount of luck is permitted already since Peach, Luigi, DDD, Olimar and G&W aren't banned (And could be, they have factors that add luck). Their random isn't a problem for the same reason carefully chosen items wouldn't cause problems.

It comes down to this: There's skill in controlling for unexpected events. Over a full tournament (And even over one set of games), this will be shown as player ability rather than luck.
 

[Corn]

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I didn't lose your point so much as I disagreed with it. I think that the game is shallower that way, and balance among the characters is quite possibly worse. The chance for luck is also balanced by a large enough sample size -- enough items spawn over the course of a match that missing one (Because you misjudged the timing/position) won't end it for you (This is looking at it from the worst-case view). If you lose multiple item spawns to your opponent because you're just never in the right spot when they spawn, you've probably failed at your zone control anyway -- it's not bad luck if you're not in the positions you should have been, that's just getting outplayed.

Also, a small amount of luck is permitted already since Peach, Luigi, DDD, Olimar and G&W aren't banned (And could be, they have factors that add luck). Their random isn't a problem for the same reason carefully chosen items wouldn't cause problems.

It comes down to this: There's skill in controlling for unexpected events. Over a full tournament (And even over one set of games), this will be shown as player ability rather than luck.
You would be quite surprised how an item can change the tide of battle severely, look at Diddy for example.


The things you listed aren't discussable or relatable to this, as I mentioned this is only an issue with things that have the ability to be normalized or turned off. I can guarantee that if we had the ability to set which turnip spawned, when luigi misfires, which pikmin spawed, which minion D3 throws, or what number G&W uses, we would have surely done it for the competitive setting.
 

salaboB

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The things you listed aren't discussable or relatable to this, as I mentioned this is only an issue with things that have the ability to be normalized or turned off. I can guarantee that if we had the ability to set which turnip spawned, when luigi misfires, which pikmin spawed, which minion D3 throws, or what number G&W uses, we would have surely done it for the competitive setting.
But you can turn off characters, same as you turn off stages: You say "You're not allowed to select this."
 

[Corn]

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But you can turn off characters, same as you turn off stages: You say "You're not allowed to select this."

Yes we can ban characters and we can ban stages. Characters dont involve luck unless you pick random, and the random moves they have sometimes decide the outcome of matches but it isnt looked up upon, stages that have random hazards or unpredictable elements are also luck based somewhat.We have done both as well.

I dont understand. Are you trying to imply that items are in the same league of priority as a characters moveset when it comes to discussing rules? Rules in competitive are about minimizing the luck factor without harming the game. Removing a character like Peach would certainly harm the game and because we do not have any means to normalize her turnip spawn, we leave it and deal with it.
 

smashmachine

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Messages
1,285
You probably should because these are the people who are going to grow the community, increase the number of tournaments, and increase the prize pools.
no, most people don't know it exists and therefore don't spam smash threads by mocking competitive players
If we could all just accept that people like playing the game in their own ways that would be great.
And it goes for both sides.
of course smashchu here advocates catering to them (the people who can't stop ranting)
Please stop.. Poker and Smash are literally nothing alike, and shouldn't be treated the same way. I can give a number of examples of other sports trying to control randomness, so these points are moot.


I'm actually waiting for somebody to counter my statement that items generally benefit the top/high tiers more than the low (with a few single-character exceptions). if that point (which people have stated several times) can actually be made, then you might have a case... otherwise, why are we trying to make the tier divisions worse?
because it clearly has never been about balance
 

SmashChu

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Please stop.. Poker and Smash are literally nothing alike, and shouldn't be treated the same way. I can give a number of examples of other sports trying to control randomness, so these points are moot.
"Your point is wrong because there are other examples to the contrary that I wont say, but they are there (just trust me on this."

The reason I point out Poker is because it has randomness throughout it and it is still played for more money, watched by more people, and has more prestige than Smash Brothers does. I could also list other games that have tournaments like Monopoly or Majong (as someone pointed out in this thread). Or other video games like Team Fortress 2 and Dota 2 have random elements and people still hold torunaments for those. Alll sports have a random element called weather (and wind in golf). The stock market is hit with random events. Battles and wars have random elements in them. Life is random. Also, the original reason items were banned had to do with not being able to ban containers, not because they were random. That was just an excuse.

In otherwords, randomness is a nonissue.
I'm actually waiting for somebody to counter my statement that items generally benefit the top/high tiers more than the low (with a few single-character exceptions). if that point (which people have stated several times) can actually be made, then you might have a case... otherwise, why are we trying to make the tier divisions worse?
Look to the second page. It has already been mentioned that items nerf the top tier and buff the bottom tier as well as minimizing unfavored strategies.

no, most people don't know it exists and therefore don't spam smash threads by mocking competitive players
No, they know it exist. And they hate it. People came here during the Pre-Brawl days and trolled the hack out of it. Most people hate competitive Smash. If they don't know about it, that's the community's fault.
of course smashchu here advocates catering to them (the people who can't stop ranting)
When I say "Cater to them," I mean the other 99% of Smash Brothers players. Competitive Smash makes up about 1 percent of the entire fanbase.
 

Vale

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About items not spawning near the edge- I was playing a game earlier today on Final Destination where I had been pressured to the edge and a Green Shell spawned literally right in front of me. Is the thing about them spawning closer to the middle a "generally true" thing for most stages, or are spawn areas just concentrated more towards the center?

I would also like to know how items help low tier characters, as I think Corn made a good point about better characters being able to control the stage easier. I understand how it reduces the effectiveness of strategies such as standing near the end of a walk off stage (e.g. Green Hill Zone) using a character with a strong back throw, as at some point you could pick up a beam sword and throw it at them to let you approach. Is there a thread that has a tier list for ISP? Just seeing the changes it makes would probably help me understand it better.

That being said, I support the idea of items in competitive Smash on a basic level and look forward to seeing what happens in the next iteration of the game regarding the rulesets and stagelists.
 

Ulevo

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The problem isn't that things are turn off, but that the community is ban happy. Back during Melee, the community could defend its stance because there is always an instance of items spawning in front of an attack. Brawl changed that so items could be on. But the community never changed and when questioned, gives the reason of "It's random." Of course, no one buys it because it's a stupid reason (Poker is bigger than Smash and is ALL random). Stages have the same issue. Competitive people say "I don't want to fight the stage." What that sounds like to the rest of us is "I don't want to deal with it, so I turn it off." It doesn't sound skillful to the rest of us. Meta-Knight bans were the icing on the cake. Other game with a competitive base don't have the same hostility. It really comes down to the community has so many problems that they don't want to acknowledged.

When the community is questioned and gives the retort that "it's random", it's because its assumed this is common knowledge that any reasonable person can understand when it regards competition. That retort is also given because 95% of the time the arguments proposing items in competitive play are not sound arguments, but preference based propositions by a more casual player base, typically newer to the scene.

And yes, most people buy it. If you think there is this screaming majority of the competitive player base that actually thinks what you're suggesting is both a good idea and healthier for the game, then I would love to see you prove that. Within the competitive scene with players that actually play this game in tournaments you are the minority here.

tl;dr people stop giving constructive arguments when they've been gone over before and the consensus is easy to understand already. It's like why parents don't explain everything to their child when they tell them "no" even if they have reasons for it. They could explain, but it doesn't mean progress is going to be made.

I really liked your explanation here until it lumped the MK ban in with the others.

The problem with MK was that he spent years at the top of the tier list -- thus with everyone working on how to beat him -- without anyone finding better than a small selection of 5:5 matchups (That he could often stage cp for a bigger advantage for himself). This made him an incredibly dominant pick. Not unbeatable, but a big problem when counterpicking is supposed to be a thing and you have one super safe pick available -- and if you're talking about spectator interest (the casual players who can't win tournies but could attend and swell the numbers) having half the players be MetaKnight and the rest mostly losing to him isn't exciting either.

The refusal to learn skills to deal with random items and stage hazards is utterly different.


How can something be countered when we don't have the data either way? It would need a lot of serious play (ie, tournament level) to figure it out for sure.

I don't think the point (At least, not my point) was that items will certainly fix things. It's that they could, and the community never gave them enough of a shot to find out.
Introduction of items should not be because it presents a favorable solutions to fix inherent balance problems, regardless if we have hypothetical or tangible data to work with. I also think the hypothetical argument is flawed so I'll address that too.

The idea of fixing balance or design issues with items from a logical perspective could seem that if there is a problem with the design of the game and how it plays, if you put more emphasis on how the items work and are used as opposed to the characters, then it will put less strain on how character match ups play out and how prevalent damaging bugs and design problems are. The problem with this is that this would only be the case if profound, heavily influential items were allowed at a higher spawn rate. If we're talking about introducing balanced items with minimal effects to completely swing a match, then the game is still going to revolve around character balance and who can utilize the items better. In short, it doesn't fix anything. It might change the tiers around very slightly, but it doesn't suddenly absolve problems like why there is no consistent combos, or why a character can infinitely change grab you safely behind broken shield mechanics.

I would also like shine the light on the hilarious note that the idea of using luck as a means to balance out games is the exact mentality Sakurai used for tripping. And we all know how thrilled the community was about that.

This isn't an argument for adding item tournaments to Brawl -- I still think it's past time to worry about that. But even if items continue exactly the same in the future as they are in Brawl, this outlines why I believe they're worth giving a solid test to before deciding whether to disable them entirely or not. Note that "items" here means "carefully selected subset of items set to low spawn rate", not "all items at default rate".


It's debatable that items set up properly involve large amounts of luck. I'll do that right now:

Items in Brawl have the following properties, off the top of my head:
  • They spawn in generally known locations (Not at the very edges of the map).
  • They spawn at a generally known rate.
  • By controlling the center of the map when items are likely to spawn you get the items (You may not want to clear someone off stage until right before an item is expected) -- depth.
  • This creates tension between edge guarding and making sure to claim an item sometimes (If an item spawns and someone successfully recovers past you, they'll get it instead) -- depth.
  • This creates tension between using ledge strategies (ie, planking) and fighting for control of the stage -- depth.
  • This adds options (Using the items themselves) as the match goes on, increasing both the technical skill you need to use the item you got and to avoid/catch the one your opponent just got -- depth.
It may prove to be far more useful to already high tier characters than to others, that's something that can only be determined through testing and would be a problem. But it won't make games hinge on luckif the items are carefully selected, because where and how often they spawn (Even if not the exact locations) is known, so skilled players will maximize their opportunities to get the items -- and will then get more items than their less skilled opponent (And in the cases they don't get the items, will have the opportunity to catch/retaliate against whatever their opponent does.)

The selected items are carefully chosen to not be uncounterable -- you can read through some ISP threads for details and analysis, I can track them down for you if needed.
A large portion of your argument hinges on the idea that we as players have good general knowledge on item spawns, times, and locations. I'm just going to argue that we don't. For one, I do not personally. For two, you haven't provided and actual data to support that. If you gave me coding scripts from the game or whatever to show the variables that define when an item can and can't spawn, or where it can and cannot spawn, etc... You know, stuff we as players can use. Then I might take this point with more consideration. For now I'm assuming you're wrong, or at best have a misdirected understanding of the variations of how items will work and thus impact a match.

Something else I would like to mention since you used depth numerous times is that depth is not an addition of content within a game. It's the inclusion of relevant options that the player can use based on intelligent decisions. If option A is always better than option B through Z, it doesn't matter that you have 26 options to choose from. And even though another game might only have options A, B, and C, if all of those options are relevant under different conditions in which the player can take advantage of them in, that game is indeed deeper then the former.

Adding items does not automatically make the game deeper just because you added an element. That all depends on the use of the items and the impact they have from moment to moment. You can't make the argument that they'll provide depth on the basis that they're an extra feature. You need to provide context. You also need to do this with each individual item to make a case.

If I allow something like a Smart Bomb, or a Homerun Bat (obvious extremes), those remove depth because of the nature of those items. They're almost always going to be the immediate priority the moment they spawn because they're too powerful to ignore. This not only removes depth from the game because the options present to you as a character are narrowed down to a single purpose, but the game becomes less about how I can out match my opponent with my variable set of moves and more about whether or not I get to the item first. If we talk about something minimalistic like food, exactly what does that add to the game? It increases your health by a very small %, nothing more. I'd argue it adds basically nothing, even though it could be weak enough to be legal.

This whole depth thing is skewed and you need to make stronger points for it to stick.

You kinda lost my point.

It is much easier and more reliable to simply ban a factor that adds any luck whatsoever then allow it and risk a detrimental effect towards the competitive scene. I am not just referring to brawl either, I am referring to every single smash game or every single fighting game in general that has such things.

I have read the thread, and none of it addresses the initial luck factor, which is the main problem people dont seem to understand. Controlling the stage does not guarantee you an item if they are on and the times they spawn are quite odd at times as well as their placement not being confined to a small area, especially on somewhat larger stages.


This.

I didn't lose your point so much as I disagreed with it. I think that the game is shallower that way, and balance among the characters is quite possibly worse. The chance for luck is also balanced by a large enough sample size -- enough items spawn over the course of a match that missing one (Because you misjudged the timing/position) won't end it for you (This is looking at it from the worst-case view). If you lose multiple item spawns to your opponent because you're just never in the right spot when they spawn, you've probably failed at your zone control anyway -- it's not bad luck if you're not in the positions you should have been, that's just getting outplayed.

This argument doesn't work because of the way tournament matches are played in fighting games. I'll use Smogon and their laddering system as a comparative example because it fits the situation you're describing.

The way competitive Pokemon works outside of tournament matches is through a laddering system. In order to be successful in competitive Pokemon based on how well you do against your peers, you need to ensure that you win consistently more than you lose, and there is a lot more emphasis on that then how much one individual match matters. This is in fact why its based on a ladder system. Even though luck is an intrinsic factor in Pokemon, and you can lose a match you should have definitely won because you lost from a critical hit, it does not matter in the long term because you will still climb the ladder if you perform better than your peers. However, it is absolutely true that each and every given match is ultimately out of your control, because even the best player can and will lose to the worst player if the RNG screws you hard enough.

This is unacceptable in a tournament setting that fighting games use because it is all based on single elimination, two of three, or three of five rounds. Every single stock, and every single round matter. The idea that 'luck is okay because your opponent will be as lucky as you in the long run' doesn't cut it here when matches are so tight and a single variable not in control of either player can turn a win from a loss or vice versa.

The other part of this is that it doesn't matter how well you zone your opponent or keep them off the stage, you still don't control when the items do and do not spawn, and you can't reasonably be expected as a player to play immaculately to a point where the influence of items could never negatively impact you. If you play the match well enough to keep up, but each item spawn you were capable of grabbing doesn't help your odds, and suddenly your opponent happens to have a crucial item he needs spawn near him to clutch out a game (like an item to make you waste your double jump while being thrown off stage), that isnt' a sign of fair play. That's a sign of the RNG favouring one circumstance over another.

What makes all of this worse is that if you get lucked out of a win in a single round, but can still win the next two, it's harder to come back in Smash because of counterpicks.

Also, a small amount of luck is permitted already since Peach, Luigi, DDD, Olimar and G&W aren't banned (And could be, they have factors that add luck). Their random isn't a problem for the same reason carefully chosen items wouldn't cause problems.

It comes down to this: There's skill in controlling for unexpected events. Over a full tournament (And even over one set of games), this will be shown as player ability rather than luck.

But you can turn off characters, same as you turn off stages: You say "You're not allowed to select this."
Smash Bros. is not about the items in either a casual or a competitive context. It's about the characters. The closest association you could make is that it is about the characters and how they interact with the items and stages (which we choose to control in competitive play anyway.)

These characters are a fundamental part on why we play this game in the first place, and the luck they introduce is not so impactful that we would ban them for the sake of preserving competitive integrity. Bans are a last ditch solution to a very real problem, not something you whip out to satisfy a fallacy and cater to casual players who don't know better.

I would also like to point out that even if these moves have randomized elements, they are still within a controlled setting. While Peach can pluck bombs and beam swords and death turnips, we know that she is the source of these threats and we know when she can and cannot pluck. We also know when she is plucking the item, and are aware of the threat the moment she obtains it. There's a lot of information given to the player to help cope with these otherwise uncontrollable elements. Dedede is the same.

Luigi is slightly different because of the nature of the move, but there are distinct advantages and disadvantages to misfires that make it a gamble for both the Luigi and the other player. What this means is that not only are misfires less commonly relied upon (and thus less impactful), but the situations a misfire would be used it should it go off are limited, and a smart player can predict when the other player might try to use Side B to invoke the misfire. This allows for counterplay despite the random element presented.

I could make similar arguments for other random elements like G&W and friends, but I don't feel like it. They all share the same principles. They're random, and they are not perfect. They do swing matches on the rare occasion. But they are not so prevalent that we need to ban the character as an extreme measure to satisfy competitive play. This would actually be anti-competitive as it would be an unjustified and unfair removal of a part of our player base for anyone who plays these characters competitively, and we would have less participants for it.

Random elements from characters are far less random and more accountable, and less impactful, then the nature of items by themselves.

"Your point is wrong because there are other examples to the contrary that I wont say, but they are there (just trust me on this."

The reason I point out Poker is because it has randomness throughout it and it is still played for more money, watched by more people, and has more prestige than Smash Brothers does. I could also list other games that have tournaments like Monopoly or Majong (as someone pointed out in this thread). Or other video games like Team Fortress 2 and Dota 2 have random elements and people still hold torunaments for those. Alll sports have a random element called weather (and wind in golf). The stock market is hit with random events. Battles and wars have random elements in them. Life is random. Also, the original reason items were banned had to do with not being able to ban containers, not because they were random. That was just an excuse.
You can't legitimize a fact based on association just from comparing one medium to another. That's a fallacy. We're not talking about poker, or the weather, or life. We're talking about what is acceptable within competitive play and how that pertains to random elements.


Look to the second page. It has already been mentioned that items nerf the top tier and buff the bottom tier as well as minimizing unfavored strategies.
Except you're completely assuming that, and have no data as a basis to go off of to prove that's even correct.
 

SmashChu

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When the community is questioned and gives the retort that "it's random", it's because its assumed this is common knowledge that any reasonable person can understand when it regards competition. That retort is also given because 95% of the time the arguments proposing items in competitive play are not sound arguments, but preference based propositions by a more casual player base, typically newer to the scene.
No, because other comeptitive sports, games ect. have random elements and they are never an issue.


And yes, most people buy it. If you think there is this screaming majority of the competitive player base that actually thinks what you're suggesting is both a good idea and healthier than the game, then I would love to see you prove that. Within the competitive scene with players that actually play this game in tournaments you are the minority here.
False. This is why Smash fans vocally hate the competitive community. It's the same reason the FGC doesn't take Smash seriously.

tl;dr people stop giving constructive arguments when they've been gone over before and the consensus is easy to understand already. It's like why parents don't explain everything to their child when they tell them "no" even if they have reasons for it. They could explain, but it doesn't mean progress is going to be made.
None of what you said was a rational argument.

Why put tl;dr on a post that is likely less than 200 words?
 

BADGRAPHICS

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I'm actually waiting for somebody to counter my statement that items generally benefit the top/high tiers more than the low (with a few single-character exceptions). if that point (which people have stated several times) can actually be made, then you might have a case... otherwise, why are we trying to make the tier divisions worse?

I have a counter for this statement, though it is perhaps a cop-out. This thread is for discussing the possibilities of varied style experimentation in Smash 4. We don't know how items will affect tiers in Smash 4 yet, so the current state of affairs in irrelevant to this discussion. We may find, that in Smash 4, there are low-tiered characters who can use items better than high-tiered characters, thus bumping them up the rankings in item play.

It might not be entirely relevant to your exact point, but in the context of this thread, it is extremely relevant.

Incidentally, how much independent tier research has been done in Brawl ISP?
 

Ulevo

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No, because other comeptitive sports, games ect. have random elements and they are never an issue.
They're never an issue? What defines an issue? And on who's credentialed opinion? Yours? Just because these games may have intrinsic random elements and people have learned to deal with them does not mean they do not have problems associated with them. And in many cases, some people have chosen to embrace that aspect of the game based on what that particular sport or medium offers.



False. This is why Smash fans vocally hate the competitive community. It's the same reason the FGC doesn't take Smash seriously.
The fighting game community largely doesn't take Smash seriously (to the degree that that's even true) because it has Brawl as its mascot, and because of ignorant notions of it being a party game and not something to be played competitively. Not because we choose to not use items in competitive play specifically.

And we're not talking about why the rest of the community hates the competitive community. This entire thread is about whether or not to add items in competitive tournaments, which all funnels down to people in the competitive community. Why you bother to bring up the rest of the player base in regards to tournament rules is beyond me.


None of what you said was a rational argument.
That's okay. Don't worry, I'm not trying to compete with you.
 

[Corn]

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This argument doesn't work because of the way tournament matches are played in fighting games. I'll use Smogon and there laddering system as a comparative example because it fits the situation you're describing.
The way competitive Pokemon works outside of tournament matches is through a laddering system. In order to be successful in competitive Pokemon based on how well you do against your peers, you need to ensure that you win consistently more than you lose, and there is a lot more emphasis on that then how much one individual match matters. This is in fact why its based on a ladder system. Even though luck is an intrinsic factor in Pokemon, and you can lose a match you should have definitely won because you lost from a critical hit, it does not matter in the long term because you will still climb the ladder if you perform better than your peers. However, it is absolutely true that each and every given match is ultimately out of your control, because even the best player can and will lose to the worst player if the RNG screws you hard enough.

This is unacceptable in a tournament setting that fighting games use because it is all based on single elimination, two of three, or three of five rounds. Every single stock, and every single round matter. The idea that 'luck is okay because your opponent will be as lucky as you in the long run' doesn't cut it here when matches are so tight and a single variable not in control of either player can turn a win from a loss or vice versa.

The other part of this is that it doesn't matter how well you zone your opponent or keep them off the stage, you still don't control when the items do and do not spawn, and you can't reasonably be expected as a player to play immaculately to a point where the influence of items could never negatively impact you. If you play the match well enough to keep up, but each item spawn you were capable of grabbing doesn't help your odds, and suddenly your opponent happens to have a crucial item he needs spawn near him to clutch out a game (like an item to make you waste your double jump while being thrown off stage), that isnt' a sign of fair play. That's a sign of the RNG favouring one circumstance over another.

What makes all of this worse is that if you get lucked out of a win in a single round, but can still win the next two, it's harder to come back in Smash because of counterpicks.

This is the correct mindset.


Can someone from the other side please make an actual argument as to fighting game mechanics how introducing a random element can be beneficial to competitive play when the option to turn it off exists? And yes, having items on and limited still has the initial random factor of spawn even when you know the general area as to where they spawn.






This is nearly a perfect match to the discussions that I have in TF2 about crits and no crits, and nearly the same arguments are thrown around that have been shot down multiple times by actual logic...
 
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