JPOBS
Smash Hero
provide a reason for why more stages = more depth
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Well, yes it is, actually. I can very easily say that something has greater depth than something else just by counting the number of effectively different situations.That is not entirely true.
I'd like to see your evidence that the removed stages cause over-centralization.Also, like JPOBS said, what does it add? How does putting mute city in the stage list actually increase depth? Those stages were removed because those stages cause over-centralization not because "oh damn i lost there i say we all get together and agree to remove it"
Because they provide more effectively different situations...provide a reason for why more stages = more depth
All you've said is an equally as vague statement. something with a little more depth would be appreciated.Because they provide more effectively different situations...
Mute City caused players to change characters simply because the stage was picked. QED Centralization.
Then they obviously should have banned it, rather than getting taken there and changing character.
It is at this point in the discussion where along came a spider...For people who reside in the camp of "add more stages but give 2 bans", i present this concept:
If the solution to adding more stages is to give more bans, you have essentially solved nothing. If a stage is so bad that people will likely ban it automatically in all sets in tournament, then it should just be banned outright.
Assuming the striking system remained the same, you've accomplished nothing. People will still strike to BF (or what have you) and will almost always use their bans to get rid of floats/coneria/mute city/etc leaving the only playable stages as the neutral+current counterpicks.
and its because those stages are rightfully bad, tourny sets would stll be played mostly on neutrals.
i don't think you are getting it.I believe I refuted that stage ban argument a few pages ago, JPOBS.
Unless the stage will be banned in EVERY set, there is more depth
In regards to my "vague statement", I assumed that the meaning was obvious enough that I didn't need to elaborate: With more stages legal (that aren't over-centralizing), more situations are played out and become a part of the meta-game.
Which is why there should be enough stage bans to make this a non-issue. It might be necessary to ban it in the Peach vs. Ganon match-up, but that's no reason for the Peach vs. Jigglypuff match-up to have less options.*Stuff*
The goal of bans is to get the 3 (or 5) most fair stages to be played on during the set. If you have a stage list of 7 stages for a best of 3 set, you strike for the most fair stage, then you have counterpicks. If you let them pick their first best counterpick, the game wouldn't be as close as if you had each player ban a stage before the counterpick.I don't think people are getting it.
If you're against two stage bans and more stages, then why have a stage ban at all?
And FD generally fits under the criteria of the best stage for one of the characters, so shouldn't that be banned as well?
Stadium should replace FD in the striking. I posted about it a while back but didnt receive much attention. There are many ways of logic to the decision, I will try to explain some of them in this post.
Any spacie player who has struck vs a marth knows how advantaged he is. By striking dreamland, the marth's opponent is left with picking from marth's 4 CP stages. By changing FD to Stadium, marth now has 2 "bad" stages (though i dont think any stage in the current ruleset is that bad for him).
A similar scenario happens in every match-up with a CG on only one side, as a single grab leads to more guaranteed damage on FD than any other stage, forcing the opponent to strike the stage for that reason alone. The lack of platforms on FD makes it the most different stage of the 6. Match-ups with CGs on one side cause the striking system to break down, as the size and layout of the stage becomes irrelevant.
Another way to look at it is to organize the stages into categories.
![]()
Battlefield is, in many ways, the neutral ground for all categories. Stage size and blast zones are both moderate and the stage is static in every way (unlike the other 4, which all have a perk or variance). By organizing the 5 stages into 2 small & 2 big with 1 medium, it guarantees a more balanced stage strike environment.
Stadium being a currently CP stage (though considered neutral for far longer, and only taken off neutral because of numbers) is the logical rebuttal to this argument. The stage changes make it the least fair of the 6 stages in many people's minds. While this is an opinion based argument, I will go to say that it is not so important the balance of one stage as much as maintaining the overall balance of the strike.
Except it isn't taking away any options... You have all of the options from other stages as well as the new options from, for example, MKII.It seems like you've defined depth in a way nobody cares about. There are two criteria I think people care about when judging stages (and rulesets in general):
1) Competitiveness: The more predictable the outcome of a match is, given the skill of the competitors, the more competitive it is.
2) Competitive depth: This I see as the minimum of viable options for both competitors, i.e. min(player 1 options, player 2 options). More situations don't add to this sense of depth unless they present a balanced set of options for both competitors.
So even though stages like MKII, for example, add "more effective situations", you're not going to persuade people to add it back unless you can argue that it doesn't detract from competitiveness and that the options it gives outweigh the options it takes away.
See how that argument doesn't work? Adding in stages can negatively affect the metagame. Hyrule's just an extreme case.Adding in Hyrule doesn't suddenly take away every other stage in the game. The camping removes options, I agree. That's what the other stages that don't have circles are for.
Mute City- Centralizes the metagame to peach and puff and forces many players to change characters simply because of the stage. In laymens terms: Its too good for puff and peach.1. Erm... that's not the way it works. Stages aren't bad until proven good, it's your job to show me why the stage DOES negatively affect the meta-game.
Thas´s something that is left for the players playing to decide (Ken still dominated this stage for a reference, even though peaches/puff picked it)Adding stages can take away options. However, I don't know the specifics of MKII, so let's use Mute City as an example. A lot of what makes Peach/Jiggs good on that stage is not the options it gives to them, but the options it takes from other characters. For example, characters cannot aim for the ledge, since there is no ledge. This is seen by most as bad for competition (and enjoyability) because it can turn a balanced matchup into something much more imbalanced.
Yup, "the best defense is always a good offense" =)On the topic of anecdotal time-outs:
Cosmo had frequent near-time outs at SMYM12. He managed to play so defensive on stage that he got within 30 seconds of a time out against Rat and AnDaLe (and probably others). The reason those games didn't end in a time out is the opponents knew they had to do something fast and threw themselves wrecklessly at comso, who then got the last kill, ending the game. He also managed to time out Matt R's Fox.
No insane camping strategies, no planking. Just defensive play.
1. Erm... that's not the way it works. Stages aren't bad until proven good, it's your job to show me why the stage DOES negatively affect the meta-game.
cuz they ****ing suck my **** LOL
come on bro this games like 10 years old we know which stages blow by now