to reply to an earlier post-
No, I don't think the differences between items and judgement are that different. I can only go by Terrakalar's defense of keeping Judgement in the game.
Terrakalar claims that Judgement is different, because the player can use it to his advantage because he's the one controlling the move and it's easy to land. This point seems weak anyway, but how is this different from the fact that you can control the randomness of items by controlling the stage and the fact that it takes your skill to use them and avoid them?
The only real argument here is that the G&W player controls the randomness to some extent (just like any player has control over the item randomness). So that doesn't differentiate Judgement from items. Could you elaborate as to how this constitutes "several reasons" why Judgement is different? It looks like one reason to me, and a poor one at that. Sounds awfully familiar, actually, to the "combined effect of the multiple reasons" or whatever you cited earlier when you were really just talking about one thing, randomness.
And I just need to quote terrakalar- "And especially in a low stock match, all it takes is a #9 on someone at 10% to completely turn the tide of a game."
Completely turn the tide of a game? A move that can do this, and occurs 10% of the time? This is huge! I rarely see people claim that items completely turn the tide of the game that often at all! The rare bob-omb or crate tends to be MUCH rarer than that. If we accept Terra's idea of 10 Judgements per game, I have some trouble accepting the idea that items could possibly be more game-influencing in their randomness than G&W's hammer. Now, I'm no statistician, but it seems like with a 10% chance of getting the 9, you'd be pretty likely to get 1 per game...you'd also be pretty likely to get 2 in a game or none in a game. Since the move is pratically a free kill, getting 2 in one game (a frequent occurence) vs. getting none in a game (also a frequent occurence) would be HUGE, and definitely completely alter the results.
And don't claim that other games have camping tactics and they don't experience this problem, so SSBM must be no different. Games are designed to discourage camping, because camping is not fun. Offense is encouraged by the programming so that camping does NOT give an advantage. In SSBM, the programming to make camping not a viable tactic is ITEMS. Also, other games have uniform stages that do not really provide some unique location that is difficult to assail. SSBM doesn't, and that's why camping is viable. The programmers did make it so that offense is good enough to overcome defense on, say, FD, because otherwise you'd have people just sitting around not fighting. This is why items are in the game, aside from the fact that they add fun and depth.
So Judgement is more random than items...why not ban it? The only argument I'm left with is the one I mentioned earlier- that's not an option in the game to be toggled. But then I wonder how someone could maintain the anti-camping rules necessary to add if you get rid of items. There's certainly no "no camping" toggle in the game. And please, 1psemet...
only NJE did anything akin to suggesting arbitrary rules and rulings. I certainly didn't.
The solution to this may sound somewhat arbitrary, but is still preferable to items in most cases from my viewpoint. Thinking on this situation, you'll find that it's necessary to provide external impetus. I believe that the best thing to do, when confronted such is to tell the contestants that unless they finish the match (or at least break any stalemate) within a certain time that they both forfeit the match.
What's that? you never suggested arbitrary rules? ****, you even said yourself your imposed rules may sound somewhat arbitrary. As in, they ARE arbitrary external rules.
Please, if you're going to start pulling a Christian on me and as soon as your beaten on one point, renounce it and take up a second point that contradicts the first one...I might as well not bother.
I think that's about it, aside from a quick response to NJE:
Pokeballs and stars aren't all that powerful. I'd certainly rather have a lot of other items than those ones.
You can't have someone force people to attack each other, because then you're not playing SSBM, you're playing a made up version of it you invented. And you certainly can't tell someone- "put yourself at a disadvantage or you're disqualified!". The whole strategy of the game is maximizing your advantages and avoiding disadvantages. If you force someone to neglect an advantage, your results will be bunk. I could go into it more, but because 1psemet already brought that up and had it rebutted, you can just read the old topic instead.
-B