I think comparing the depth of the two directly is a travesty of logic on your part. The point of a stage list isn't to add depth to competitive play. The stage list is only supposed to create a means in which the attendees of the tournament agree that the means of victory was mutually acceptable. In short, it validates a win/loss situation that is understood, and therefore is more of a social function.
I don't understand the reasoning behind this. Stages are a part of the game. I've backed up how stages add competitive depth fairly well, thank you. As long as there isn't a broken/overcentralizing tactic (circle camping, perfect runaway, walkoff camping, etc.), then the stage almost certainly adds to the competitive nature of the game. I've backed this up beyond a doubt.
In an extreme example, MLG could open its stage list to simply having no banned stages. It would certainly add depth to the game, but the stage list would no longer serve its purpose as a medium of competition. Even if the stage list is to assume functions for both validity and enhanced game depth, at some point we have to draw an arbitrary line for what we are willing to "deepen" the game and what is unacceptable in a tournament setting. This is probably a good portion of that "What Pierce said in his PM to me was something along the lines of We know the CP system is broken, but we don't know of a better one" thing.
Err... I believe swordgard put it best. "We add everything, then remove what's broken". There's a fairly clear and simple cause to ban a stage: broken and overcentralizing tactic. Every stage except debatably Onett that the BBR bans follows this criteria. Every stage they don't ban lacks this criteria. The reason for this is criteria is fairly simple; when a stage is broken, it doesn't deepen competition, it in fact lowers the amount of skill you need to play the game. If you are good at fin camping, that's all you ever need on corneria. Circle camping reduces the game to "who can run faster". Et cetera.
Addressing mostly the bolded part (LONG post coming up, you have been warned):
Having more pros and cons isn't necessarily a good thing. The more you start to add varying dynamics/features to a stage, the more the risk grows of adding something broken or approaching that level.
Which is why we limit the stagelist
at all. Again, look at the BBR 3.0 list. That's virtually the full extent of what you can legalize (well, add Onett and maybe Skyworld). Everything else
has something broken.
Look at FD for example: Flat stage with 2 edges. Nothing special at all. It's a top CP for characters who like grounded, flat, unobstructed stages. It's pretty influential matchup wise. But, thank god there's nothing stupid about it.
K...
Now look at a stage like 75m: Diverse stage with multi platformed layout, ladders you can interact with, hazards to watch, etc. There's a lot more on this stage clearly than FD. More pros and cons for characters on this stage. But, then comes along 1-2 verrrrry bad qualities of the stage that turn something creative into something broken. Through everything else, the stage is also extremely large and quite easy to circle camp/run away forever on.
Wait is this your argument? That 75m is stupid? Dude, we KNOW. We don't support legalizing it either because you can circle camp it like nobody's business. It follows
the ban criteria.
This is the problem with a LOT of stages though. Look at Hanenbow: There is absolutely NOTHING gamebreaking about that stage besides the circle camp/running away problem. It would be nice to have a stage that interacts like that, if it didn't have something else weighing it down. A lot of stages however do have problems, even some of the ones we currently have legal.
Err... no, no stage we currently have legal has this issue. At all.
RC and Brinstar have some issues I think people water down because they just see that they are "diverse" in features. Yes Brinstar has lava that can kill/save you, and hittable parts that let you modify the layout and refresh moves, and multi platforms with rugged terrain... But it's also a sharking and scrooging free for all because someone decided to design it as a permanent sharking stage.
Semi-permanent. You can't shark while the lava is above a certain level. And I'm fairly sure we have been shown, time and time again, that MK is
not broken on Brinstar. He's ridiculously good, but not broken.
RC has everything from scrolling background to rugged terrain to multi platformed edge availability shifting boundary changing etc. It has a lot of pros and cons for characters, but it's lopsided in that the characters who are really good on this stage tend to be able to avoid conflict easily enough on their "bad" parts on the stage.
This is because, *gasp*, some characters are simply better than others. If I play olimar and let an MK take me to RC, I should **** well expect to lose because I let my opponent take me to a stage where I cannot reasonably win! Just like Ganon-ICs.
Take MK vs Snake on RC for example: MK doesn't really want to fight Snake on the Ship. There's nothing strong for him to use really. However, if he waits a bit, he can get a GREAT part of RC where everyone is forced to move around a lot to survive. So he tries not to fight a ton on the ship, and then on the next few parts, he exploits the stage. Do you think Snake can REALLY run from MK once the stage starts scrolling up? Or that he can get around MK when he has to cross over to the right safely? Probably not. So Snake gets punished, and in turn also can't really use the parts of the stage that favor him.
Because it's a good stage for MK, and only a decent stage for Snake? This concept is really not that hard to grasp.
That's a common trait for a lot of diverse stages unfortunately: there tends to be 1-2 standout features that a few can abuse over the rest, and in return not really have to deal with the parts they are weak on. Brinstar has close sides and is really close together, MK in particular would be easier to punish his tornado and much easier to kill. But he doesn't have to deal with that if he goes under and sharks all day. Rainbow cruise has some parts with extremely low ceilings and nothing in particular that MK would completely **** at, but if you can't force him to fight there he doesn't have to deal with that. (Brinstar honestly is a problem just because of MK. Timing out people with Wario or G&W there is strong, but not super dumb. Rainbow Cruise is a bit more spread out, multiple characters can abuse the stage similar to MK, he just happens to be the strongest abuser of the stage.)
So ban MK? If MK is broken on these stages, we don't set the stages lower than the character for any good reason. We ban the **** character.
HOWEVER, they have not shown themselves to contain overcentralizing tactics or be broken. Look at MLG DC, look at APEX 2.
Some common stage issues:
Too Large (might not focus on circle camping, but just running away in general)
Banned all of them due to overcentralizing tactics.
Too many edges (clustered together it's even worse, most multi edged stages are clustered)
This is so not even a problem. WTF?
Not only doesn't exist, but isn't a problem on the stages where it's temporarily possible either.
Circle Camp loops (for stages that aren't extremely large, like Distant Planet)
Not on DP... And we banned these.
All of them. You say it works on DP. I say, "Proof?!?" There is none. There REALLY is no evidence that you can circle camp DP.
Next post I'll get into why I think labeling traditional CP's as starters to solve the problem is a bad idea, and why I think trying to balance the starter stages based on matchups is bad as well.
Good luck with that.
bpc's argument is stupid, add in more factors and its just even more **** for other characters to abuse/be hindered by, you can call that "neutralizing" things by removing the current bad neutrals that apparently benefit top tiers (stages are part of the reason they're up that high) it'll just benefit mk more than anyone and a stage like...ps1? come on....theres nothing competitive about the stage, its just a ****ing joke continously aside from the normal inbetween section
This post is so full of ******** it's not even funny. First of all,
can you please learn to format your posts in whole sentences? It's ridiculously hard to refute your arguments because they have no structure.
Let's make one thing
very clear. We
never add anything. We can't without hacking. We can only remove. When we "legalize", say, PTAD, all we're doing is removing the rule that says "you can't pick PTAD". That's all. We aren't adding anything whatsoever, simply not removing it any more.
That said.... I
don't call hazards neutralizing. Never did. In fact, I wouldn't call
any stage element or lack thereof neutralizing. Get it right. A stage, in and of itself,
cannot be neutral. If it turns out that, say, PTAD is the most matchup-balanced stage in the game (it isn't, I know, but hypothetically), then
it would be neutralizing. Yes, a stage with a massive amount of hazards is neutralizing because it doesn't heavily affect matchups.
![Glare :glare: :glare:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
That's the
whole point of a starter stage.
What you call "stupid" things to abuse/be hindered by, I call "strategic elements open to abuse for the player who is better at dealing with it". I.e. it helps the better player win by providing more different skills necessary to win.
And I'm not proposing removing any of the current starters (well, except FD, until the starter list gets up to like 11 stages). I'm proposing
adding starters, to fix this ridiculous polarization that's present. Read
this thread plz.
For starters:
I disagree with the idea of adding in CP's like Brinstar/RC/
Well, there goes FD...
even some of the lesser ones like Delfino into the starter list.
...And SV. And possibly even Battlefield and Yoshi's.
My philosophy on starter stages is this:
Give the players, NOT the characters, a selection of fair stages.
OH NO YOU DID NOT. YOU DID NOT JUST MAKE THIS MISTAKE. Come on man, I expected better of you.
And I already hear it. "But it is fair-it's fair to the players". Wait, what? I don't understand this line of reasoning, because while Final Destination-Battlefield-Smashville may be "fair" to the players in some sense, so is Rainbow Cruise-Brinstar-Castle Siege. When I inquire what "fair to the player" means, I hear that stage movement is not fair to the player. This makes no sense. Why would any non-random stage be more fair to a player than another? Both players, assuming more or less equal skill level, have an equal chance of winning on each and every non-random stage in the game. There's nothing "unfair" about Brinstar or Rainbow Cruise as such; they're completely and totally non-random and therefore completely fair to the player. And even in the case of randomness, most stages have the sort of randomness that does not lead to any worthwhile inconsistencies (think, 1/10^10% level of inconsistency), or their random elements announce themselves miles in advance-but I'm getting off topic, this is the subject for an entirely different blog.
The short version of the above paragraph is that being fair to the player is, in this context, commonly misunderstood (because it doesn't mean what it really should), and virtually always a non-issue–nobody's recommending Pictochat as a starter here (yet), and stage interaction is not a matter of player fairness at all.
By that, I mean I am against the idea of trying to make starter stages "balanced for matchups"
Not to interrupt, but
this is the entire point of the starter list. If you're not going with that, why is using the starter list better than just random stage selection like they did in melee? One good reason.
and instead try to give players a selection of the fairest stages possible to start off a set.
So...
FD
BF
SV
JJ
Brinstar
RC
YI(M)
right? Because those are the stages that are the most fair to players. Seriously, read
this thread. I even asked you to namesearch it and you didn't.
![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
If you want to cut stages, then FD is the first on the chopping block because it requires an extremely small amount of skill, and it would be unfair to remove it and mitigate player skill regarding stage adaptation.
This means stages like FD, BF, and Smashville (the tri-core most people know about). When I say fair, I am referring to stages that do as little as possible to impact gameplay, AKA stages as close to Player vs Player as possible.
Yes, but
that's not fair to the player at all! Please help me out here, I'm somehow not making the connection.
Completely non-random, totally avoidable stage hazard --------- unfair to the player. Where is the connection? I'm
really not seeing it.
Stages are integral to Smash, that is obvious. At the same time, you need to understand the context of how important Game 1 of a set is, and I personally think the right way to go is to try and give the players fair stages to start on.
ASDIOF$#)(*H#V(HIORHFWE
EVERY NON-RANDOM STAGE IS FAIR TO THE PLAYER. And what's more, game 1 shouldn't mitigate the skills the player needs (dealing with stages) more than it has to.
I think that trying to balance the starter list by matchups is bad because it means you are not ok with matchup variations or character advantages and want Game 1 to hinder/help each charater get as close to 50-50 as possible.
What? No, no we don't. That's a horrible strawman. We want them to be as close as possible to their
actual ratio. Do you
really think that striking from the whole stagelist, as opposed to 3 or 5 of Diddy and Falco's best stages helps push the Diddy/MK or Falco/MK matchup towards 50/50?
Some people think optimally every particular matchup would have a well identified "even" stage that you would be forced to play on Game 1 because anything else would stray from getting 50-50.
Yeah, I hate those people too. They're idiots. Using the stagelist to rebalance matchups is one of the #1 things I believe
should not be done.
I think, at LEAST for Game 1 of a set, we should provide players with fair starting grounds (meaning fair not concerning pure matchup balance, but fair as in "Will this stage let me fight my opponent the most without interfering or interacting with me/him/us?")
...That's not fair. More accurately: "Will this stage let me fight my opponent the most without me requiring the skills of dealing with stage interaction?" Seriously! Get your facts straight when it comes to player fairness.
and let matchup advantages and weaknesses show through naturally.
Yeah, see,
this doesn't happen with the method you are proposing. Are you forgetting that adaptability is a MAJORLY positive character trait? What's ICs' major matchup weakness against MK, G&W, and Wario? The fact that ICs can't deal with those chars' counterpicks. That when MK takes them to either brinstar or RC, ICs
cannot deal with the terrain, regardless of player ability. Diddy virtually can't play at all on Brinstar. Same with Snake. Falco and Olimar can't deal with RC. This is a
major character weakness, one that, with your method, would go
completely ignored.
If Diddy or Snake or IC's or x character happens to be good on those stages that "do nothing", then so be it. Let them display it freely in a competitive fashion. Don't say "Well this isn't fair for other characters, let's balance it by adding this stage that moves or has lava or shape shifts".
So in other words, it's fine to prop
bad characters up due to some
ridiculous preconceived notion that stage movement is anticompetitive or unfair?
You should be asking simply "Is this fair for PLAYERS?" If it is extremely fair for the players, allow it as a starter. If there is some question about how fair it is, simply do not and let it be a CP/Banned.
All right. RC, Brinstar, and Japes for starter. If you want to ignore matchup polarization, those 3 stages are
awesome starters.
I dont see how people like BPC can argue that adding more to a stage makes it more competitive/fair, it just distorts gameplay/matchups to higher levels of stupid, let it stay clean and simple game 1 and let the counterpicks wait to be....counterpicked
Define counterpick. Is PS2 a counterpick? Well, let's see. Does anyone ever COUNTERPICK it? No, not really? Hmm, geez, I wonder what
that could mean...
Seriously, you have these completely arbitrary and senseless definitions for starter/counterpick, your opinion on "gameplay distortion" has been torn apart time and time again, and "clean and simple" mitigates important gameplay skills and nerfs characters who are good at adapting to stages.
anyways, as long as mk around nothings gonna matter for the counterpick system regardless, I should just go back to using a pocket mk for when people take snake (who I always use) to some dumb stage game 2 or 3. Suddenly, I have the advantage on THEIR, not mine, THEIR counterpick unless they're also mk, in which case its just a ditto on a dumb stage
Just thought I'd mention this... As far as "being good at adapting to stages" goes, Snake is really,
really high up the list. Finding a stage which is actually bad for him is hard. I mean, ask SuSa. People ban
Rainbow Cruise against him. Yes, he only mains snake. I mean, it's no MK, but seriously...
@ADHD: 1. False; AA is often at tournaments; I'm going to
every worthwhile tournament in germany in the next few months including one with around 80 people; Raziek is a PR'd player and top-level TO in Nova Scotia (their scene is not half as bad as you'd think); Overswarm and AlphaZealot are high-level tournament players and TOs. Kindly stop trying to use ad hominem. We CAN understand, and we know that you're simply
wrong.
2. Most of us, you know,
actually know how to deal with stages.