SypherPhoenix
Smash Lord
I would say that the core reasoning behind playing on a variety of stages is to make sure that the player who wins the set is best in the majority of all possible gameplay situations.
I feel that legal stages in just about any 1v1 game need to meet certain requirements (that is, stages that don't are banned):
1) Equal opportunity is given to all players over the course of the match. By this, I mean that any random or unpredictable event must benefit one player as much as the other over the course of that single match.
2) The stage does not have a solution (Sirlin readers might find this familiar). There is no perfectly optimal way to play on that specific stage within the current metagame. As soon as Fox can camp with lasers in a specific pattern and be able to cover every feasible option, the stage should be banned.
3) The stage does not force the player to yield more attention to it than the player or the opponent. For example, Big Blue.
There is no reason to make these sort of bans just because we don't like the stage. Why not just ban all stages except FD? Why not ban the shine, or aerial combat? The goal when making a tournament ruleset is to leave as many options open as possible while still pinpointing skill. We should think beyond what we like or dislike. Hyperboreans, right?
I've always thought that important matches, such as grand finals at a national tournament, should not include counterpicks or player bans. They should play among all the neutral and counterpick stages, the order being decided by the random selection feature built into the game. Each stage would only be played on once, and this process would be done until all stages are exhausted. Then, I suppose, the person with the most match victories wins the set. There are better ways to carry this idea out, I'm sure; the stage order selection method isn't the greatest. But my point is that we should be testing skill on all fair stages, not just ones that the players like, or ones that characters have a specific advantage or disadvantage on.
Why is a moving stage a new factor? Hasn't Poké Floats always been mobile? What is the standard you are comparing it to? Fox gets his advantage the same way you describe Marth does: he manipulates existing factors, which in this case is the moving stage. Playing on Poké Floats doesn't necessarily give Fox the set advantage (beyond being a better character overall), considering that other characters have other counterpicks. Why is this advantage different from the advantage Marth gains on YS?
I feel that legal stages in just about any 1v1 game need to meet certain requirements (that is, stages that don't are banned):
1) Equal opportunity is given to all players over the course of the match. By this, I mean that any random or unpredictable event must benefit one player as much as the other over the course of that single match.
2) The stage does not have a solution (Sirlin readers might find this familiar). There is no perfectly optimal way to play on that specific stage within the current metagame. As soon as Fox can camp with lasers in a specific pattern and be able to cover every feasible option, the stage should be banned.
3) The stage does not force the player to yield more attention to it than the player or the opponent. For example, Big Blue.
There is no reason to make these sort of bans just because we don't like the stage. Why not just ban all stages except FD? Why not ban the shine, or aerial combat? The goal when making a tournament ruleset is to leave as many options open as possible while still pinpointing skill. We should think beyond what we like or dislike. Hyperboreans, right?
I've always thought that important matches, such as grand finals at a national tournament, should not include counterpicks or player bans. They should play among all the neutral and counterpick stages, the order being decided by the random selection feature built into the game. Each stage would only be played on once, and this process would be done until all stages are exhausted. Then, I suppose, the person with the most match victories wins the set. There are better ways to carry this idea out, I'm sure; the stage order selection method isn't the greatest. But my point is that we should be testing skill on all fair stages, not just ones that the players like, or ones that characters have a specific advantage or disadvantage on.
also the difference between fox on floats and marth on yoshi's is very apparent -- fox gets an advantage on floats by adding in a new factor, a moving stage. marth gets his advantage on yoshi's by manipulating already existing factors, smaller stage length, tighter platforms.
Why is a moving stage a new factor? Hasn't Poké Floats always been mobile? What is the standard you are comparing it to? Fox gets his advantage the same way you describe Marth does: he manipulates existing factors, which in this case is the moving stage. Playing on Poké Floats doesn't necessarily give Fox the set advantage (beyond being a better character overall), considering that other characters have other counterpicks. Why is this advantage different from the advantage Marth gains on YS?