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My take on the whole rule situation

Yomi-no-Kuni

Smash Lord
Joined
Sep 2, 2007
Messages
1,016
Location
Freiburg germany
Allright, as many may have notice, rules in SSBM are ficle and always up to interpretation in the melee community.
I believe Rules should be up to interpretation, but there needs to be something more official than what we have now. It also needs to be as simple as possible, which it currently is not.
I want to analyze where our problems come from, and how we might go about to repair them.
This is a complex topic, and needs some time to work through. For anyone who is only interested in my results, scroll down to the TL;DR part, and you'll get the gist of my article.
Feel free to comment even if you've only read the TL;DR.
So i'd like to adress several points in this post.


1. How to make the rules known by everybody.

2. Role of the TO in judging a rule-break

3. Cause of recent Rule misconceptions

(4. specific opinion on Scar vs Leffen controversity)




1. How to make the rules known by everybody​

I have the feeling that pretty much NONE of the US/american pro-players have a complete and extensive comprehension of the ruleset. This may be because of relatively frequent rule stages, different tournaments using different rulesets, or simply reluctance of sitting down and reading and understanding them.
However, the Melee ruleset is not a huge ruleset. Leaving aside differences of Bo3-Bo7 rules, you need to know only a handfull of things before playing: General Settings (Stages, stock, time, FriendlyFire). How does stage striking work(1-2-2-1). How does Counterpicking work (stage,char,char). Pause/any disrupting/freezing/stalling is forbidden.
More in-depth knowledge of the rules is not needed to be inside your head to play the set.
Anything besides from that are rules to regulate conflicts of interests between the players.

In case of conflicts between the players, there is always a break within/before the set/match. Knowing how to handle these conflicts will let you get on with the game faster. Not knowing these rules means you have to look them up. Having a Rulesheet (which fits on one DinA4 page) on every second or third setup (Glued to the TV), will enable everyone to read up on what they have to do (Double Blind Pick, Port/Neutral Start selection, DSR/MDSR/Bans). Arguably DSR/MDSR/Bans should be known before the set, however, if you agree on playing on a stage, that always takes priority. So if you're unsure about the opponents pick, read up on the rules, if not and you simply agree, this is legitimate aswell. Just be aware that there is no going back after agreeing.
TOs SHOULD TAKES THE TIME, to announce ALL rules before the tournament starts. It WILL NOT take more than 10-15 minutes. Prior to calling out the pools/sets, demand all games to be paused, and go through the rules, and make everyone aware that rulesheets are at every other setup.
If you do these 2 things, there should be NO rule confusion EVER.


2. Role of the TO in judging a rule-break​

If people do not know the exact rules for something, and need to go to the TO to make a call, the TO can NEVER please both partys. The TO is called because there has been no way to make both partys happy.
For this case, we have rules. Currently, wether the TO tries to find a compromise, or wether he follows the rules strictly, about half of the people think he made the wrong call, and these people will always be vocal about it.
It is however the TOs job, to enforce the rules reasonably. If there is no clear indication of an exception of some kind, the TO should stick to the rules as closely as possible. (exception ex.: The TV turns off, one player pauses, the other player demands punishment. The pause-clause should not be enforced here, since there is a legitimate reason to pause. This is SUPER obvious, and only in such cases should the rules be broken, ONLY by the TO or by agreement of the players.
example for use of TO powers: M2k vs Unknown match replay: At some point during the discussion between M2K and Unknown, Unknown agreed to use the gentlemans clause(meaning he agreed to play on FD again, which was against the actual counterpick rules, they played the match, so he did agree.). Unknown made a mistake here, leaving him at a great disadvantage. However, that is entirely on him, no matter how much of a hassle M2K threw. The host is ONLY there to enforce the rules, with the exception of ULTRA CLEAR cases. Here there rules were shadily followed (stage agree), so he must stick to the rules and announce the match as legitimate. As stated, it is impossible to make both partys happy. But the rules should be used the way they are meant to be.)


3. Cause of recent Rule misconceptions​

Okay, now comes the tricky part. Getting the rules known? No problem. Calling the rules? No problem, but you'll get your hands dirty.
Currently we have 6 Different rulesets going on on EVERY INDIVIDUAL TOURNAMENT.
There is one for Bo3s, one for Bo5s, and one for Bo7s.
The same for Teams. That is SIX rulesets on how to play the Set (based on official MBR ruleset)
I understand WHY the BR has decided for the rules that they published. They want to achieve a fair Stagedistribution, without forcing players to have to play on EVERY stage during a set, while at the same time preventing to offer default wins for someone by being able to pick a stage that gives clear advantages in a matchup several times.

Bo3 has 1 Stage Ban per player. Reason being that DSR would not take effect in a Bo3 set, and enabling the player who wins the first match to counterpick a stage in the last match that gives a clear advantage to him, basically deciding the Bo3 Set during the first match (M2k on FD comes to mind.)
Bo5 has no Bans and "A player cannot counterpick to a stage they won on", meaning in a full Bo5, everyone must counterpick 2 different stages. This way each player has the opinion to choose from 3 different stages on the deciding game, disabeling his 2 favorite stages since he should have already picked them. This means it will pretty certainly be the stage that came up while striking, or the next most neutral one.
In a Bo7 "The last stage you won on" cannot be counterpicked. The Bo5 rule does not work here, because in a full Bo7 there would not be any stages left. To prevent the fact of choosing a "unfair" stage in the deciding match (enabled by someone winning on his second counterpick last, or by winning on his opponents pick), the player that doesn't pick may ban ONE STAGE BEFORE THE LAST MATCH. (so M2K cannot go FD in the deciding match)

While these rules Try to enable the fairest stage distribution possibly, it is unnescessary complex, because the fixiation on stagebanning and existing DSRs.
The main thing this does is prevent "THE COUNTERPICK" stage from being chosen during the deciding match. The Bo7 rule is just an improvisation because the prefered DSR does not function with only 6 stages alowed without forcing the player to have limited options, maybe even counterpicking a stage that puts him at a disadvantage.

However having these 3 different rules makes the whole Melee ruleset incredibly more confusing and less homogenous.
I don't know a single tournament that actually ran these rules of three different versions for each set lenght. I don't believe many TOs have tried to understand the reasoning behind this much too complicated setup of rules. For understandabilitys sake, everyone decides to pick one of the two DSRs, maybe throws in some bans, and moves along.
Every TO does this for his own tournament, thus creating lots of differences. But someway along the road people grow tired of checking on rules that they think are terribly confusing (DSRs being mixed up, not grasping the full reason behind the official ruleset, and so on), and just don't give a damn anymore. That's were we are now. That is why people need to check with the TO, who doesn't really know why he chose the rule except that he understands it and he feels its pretty fair.
What we need is a SIMPLE rule, that regulates all Set-lengths in a sentence or 2, and is as fair as possible. That means:
not allowing stages with "unfair" advantages more than once per set, and not allowing these stages as the deciding match of the set.
additionally stage diversity would be a big plus.
I do currently not know how to come up with this rule. The way the BR solved this problem however, is insufficient and has raised more problems (different rulesets and rule disputes everywhere) than it solved.
I personally don't even know anymore which rule is which. And i think of myself as educated concerning rules.
Was the first rule "you may not counterpick to a stage you won on"
Was it "you may not counterpick the stage you last won on"?
Does it include striking, or not? Should it?

Allright, so i will now try to formulate a rule that i think would START to tackle the problem.
While trying to do so i thought about this rule: "A player may not counterpick the last stage he picked, if he won on it."
This rule stems from a friend of mine (Tero) who most or some of you know. It tackles the problem of not allowing the opponent to profit by using his counterpick again if he wins on the opponents counterpick before.
However it still allows picking the same stage twice during Bo5 and Bo7, and allows to use it during the deciding match in Bo3 and Bo5s.
If you combine this stage with a one stage Ban however, you take away the possibly "unfair"/"boring"/"unplayable" stage overall, and thereby guarantee a fair set.
This has the downside of:
- taking 2 stages out of the set for good.
- still allowing someone to use the same stage twice/allowing a player to only use 2 different stages.
Since we have 6 stages however, that would enable everyone to choose from 4 stages, meaning there should be only "neutral" or "slight advantages" left for both players to choose, without having to pick a stage that gives him a disadvantage, and prevents an "unfair" stage being picked during Bo3 sets.
The rule would be:
At the beginning of the set, each player may ban one stage from being picked.
(if needed specify exact time (before/after striking or charakters)
A player may not Counterpick the last stage he picked, if he won on it.

Please give constructive criticism on this Rule, while keeping the momentary MBR ruleset in mind!
Note that i did not talk about the Team counterpick/ban rules, as you'd need to make sure what stages are generally used in teams before that.


4. The Scar vs Leffen pause situation.​

The rules do not state that pause should be turned off. I believe the reason for that is that it causes more problems than it solves. e.g. not being able to cancel/pause matches (warm-ups/wrong stagepicks/TV obstruction or blackout/announcements).
The rules state it CAN be turned off if someone wants it to. So if you do not want to be in the situation of having to take care how to time your pause in Team matches, or hit Pause while trying to free from grabs (i list these because they are the most frequent pause reasons), turn pause of yourself before your matches. Turn pause on again after your sets, since Pause on is the official setting. (wether or not that should be the case is arguable, at the moment and since always however, it is.)
In case of Stock Stealing, you can ONLY steal a stock after the Announcer starts to call you out (Player X defeated). So there IS a accoustic signal to when to press start. You should be aware of that, and TIME your start-press, or else you are willing to accept a possible disruption of the match, and it is in no way morally incorrect to punish one for that, thus the strict rule on pausing the game without obvious cause. As a veteran tournament goer, you should be able to wait for the signal.
While i myself am a lenient person, and would not have called for the stock leffen took, i have had to deal with these kind of situations on both end of the straw. It seems there is somewhat a difference in approaching the rule problems between europe and america.


TL;DR.:
1. TOs should print out rulesheets and hang them on Setups. TOs should announce the rules before calling out the first couple of matches. It will take about 10-15 minutes, melee rules are not complicated.
2. Whenever a TO has to make a call, he can only please on party, otherwise the players would have found a solution. Thus the TO should stick with the rules except when there are REALLY obvious circumstances justifying the situation and putting the party that acted against the rules completely out of fault.
3.MBR ruleset is too complicated because it wants to make every set as neutral as possible but refuses to introduce new rules and sticks to old Ban and DSR formats. Because of that every tournament quickly thought up own compromises.
My proposal: At the beginning of the set, each player may ban one stage from being picked.
(if needed specify exact time (before/after striking or charakters)
A player may not Counterpick the last stage he picked, if he won on it.
This rule is known as Tero's Smart Rule, TSR in Germany ©Tero.
This rule has downsides (mainly wether bans are justifiable with only 6 stages alowed), but i feel it is alot simpler and almost as good.
4. personal rant about scar vs leffen situation. No offence to scar, all in all an unfortunate situation because of a very eager to win leffen and a unnecessary mistake.


Disclaimer: I want to sell none of this as proof. It is all a creation coming from my own chaotic head, and may be utter bull****. I have not yet re-read it to get rid of logical-errors/misspellings and half-sentences. I will do that tomorrow as soon as I can, but i want to have this thing off my chest right now. Please tell me if some sentences in between don't make sence or if i have really horrible spelling errors somewhere.

My background: I am a german Melee player that is mildly interested in theory, i follow several different e-sport communities (Starcraft, LOL, Smash(all), and a little bit of the FGC), and i host tournaments since 2006 and am proud to call myself an important part of the german smash community.
 

Gea

Smash Master
Joined
Jun 16, 2005
Messages
4,236
Location
Houston, Texas
So your proposal is... DSR modified? You do understand that rule then makes some matches "count more" in a set than others, right? What's the difference in playing two matches back to back on the same stage and playing two matches with a game in between on the same stage?

I'm just confused at how this solves anything, unless this is to get rid of the whole "no bans in a BO5" thing which I still don't think makes DSR modified any less silly. The issue with DSR at all right now is really that the stage list has gotten so small...
 

Bones0

Smash Legend
Joined
Aug 31, 2005
Messages
11,153
Location
Jarrettsville, MD
Bo3 has 1 Stage Ban per player. Reason being that DSR would not take effect in a Bo3 set, and enabling the player who wins the first match to counterpick a stage in the last match that gives a clear advantage to him, basically deciding the Bo3 Set during the first match (M2k on FD comes to mind.)
This is wrong, DSR still takes effect in bo3s.

Bo5 has no Bans and "A player cannot counterpick to a stage they won on", meaning in a full Bo5, everyone must counterpick 2 different stages. This way each player has the opinion to choose from 3 different stages on the deciding game, disabeling his 2 favorite stages since he should have already picked them. This means it will pretty certainly be the stage that came up while striking, or the next most neutral one.
This is also wrong, DSRm only bans the LAST stage you won on. You can lose game 1, win game 2 on your favorite counterpick, win game 3 on their counterpick, and then repick your favorite stage again if you lose game 4. That means if you win on your opponent's counterpick, your other two wins can be from your best counterpick (which is ridiculous).

I do currently not know how to come up with this rule. The way the BR solved this problem however, is insufficient and has raised more problems (different rulesets and rule disputes everywhere) than it solved.
Fear not, for I have already solved the problem. All you have to do is get your local TO to use it and spread it to other regions. The best part is it is not only better, but simpler. If you have any questions about my rule you can ask in the thread. ^_^

The issue with DSR at all right now is really that the stage list has gotten so small...
This is actually not true either. Even if you had all stages legal, someone is able to counterpick (and win on) the same stage twice in the same set with DSRm.
 

Gea

Smash Master
Joined
Jun 16, 2005
Messages
4,236
Location
Houston, Texas
Bones I was referring to DSR, non modified. DSR doesn't really "work" in a best of 5 under the current stagelist. I mean technically it still does but it puts many characters on stages they'd rather not pick. The winner has to be able to take games on three different stages, aka half of the common stagelist.
 

Yomi-no-Kuni

Smash Lord
Joined
Sep 2, 2007
Messages
1,016
Location
Freiburg germany
@mike haggar: thanks for pointing out that horrific spelling error.... i get carried away when i try to sound educated :)

@Gea: the rule i propsed isn't DSR modified. AFAIK dsr modified allows you to counterpick your first counterpick again, if you win on your opponents counterpick, which is a huge downside to the rule imo. The rule fixes that by saying "you cannot counterpick the last stage you picked, if you won on it."

@Bones0: I guess i got confused with the rules there. You are right, in the Bo3, you may not counterpick the first stage if you won on it.
Your second quote isn't correct though. The Bo5 rule says "no stage bans" and "Standard DSR", which is defined as "cannot pick a stage they won on" in the MBR ruleset.
i think you've done alot of work on your ruleset knowledge, and you ALSO mixing things up shows me how ******** and hard to grasp the current ruleset is.
I did take a look at your ruleset, however i'm not quite sure what the big upsides of temporary bans+ BSR are. Also i strongly disagree with alternating character select, since it is a big "**** you" to all low-tier players, and anyone relying on more than one character.

@sveet: the situation that no one knows the official ruleset, which is just a tad longer than a DinA4 page, and that every tournament runs their rules their way, causing people to not know what the exact rules at the tournament are. Things like wobbling on/off aren't as big a deal because it is simple to understand.
 

Bones0

Smash Legend
Joined
Aug 31, 2005
Messages
11,153
Location
Jarrettsville, MD
Bones I was referring to DSR, non modified. DSR doesn't really "work" in a best of 5 under the current stagelist. I mean technically it still does but it puts many characters on stages they'd rather not pick. The winner has to be able to take games on three different stages, aka half of the common stagelist.
Oh yeah, in that case I agree, though I don't see what's wrong with demanding players win on 3 of 5/6 stages. It just messes with scenarios where players win on their opponent's cp.

@Bones0: I guess i got confused with the rules there. You are right, in the Bo3, you may not counterpick the first stage if you won on it.
Your second quote isn't correct though. The Bo5 rule says "no stage bans" and "Standard DSR", which is defined as "cannot pick a stage they won on" in the MBR ruleset.
i think you've done alot of work on your ruleset knowledge, and you ALSO mixing things up shows me how ******** and hard to grasp the current ruleset is.
Hmmm, that's weird, I could have sworn it used to say best of 3s used DSR and best of 5s used DSRm. I must just be confused because the Zenith and Apex series use bo5s with DSRm (just CTRL+F for "DSR"), but everyone I talked to said they were using the MBR ruleset. But yeah, it's definitely a horrid system.

I did take a look at your ruleset, however i'm not quite sure what the big upsides of temporary bans+ BSR are.
Temporary bans aren't really important. All they do is allow players to change their ban after they win in case their opponent changed characters. So if I ban FD vs. Marth and my opponent is using Falcon later in the set, I can ban a different stage. Just imagine what it would be like if you could change your ban in the current ruleset (which DSR you use is irrelevant to how bans work).

Let's say you have a Fox vs. Peach set and the Peach bans YS for game 2 because it's really small and she doesn't want to die early. Fox goes to PS and plays really campy, and snags a win from it. Then Peach cps FoD game 4 and wins again. For game 5, Peach would normally be stuck with having her ban on YS (and DSRm would usually lead the Fox to play DL since it suits his campy style like PS). However, now that the Peach has picked up on the fact that the Fox has a campy style, he may not want to ban YS anymore. Maybe he would rather ban PS so that he can keep the Fox in closer quarters. There is absolutely no reason Peach should be stuck with the ban he made game 2, and being allowed to change your ban doesn't provide any inherent advantage such as having eliminated more options for your opponent because by changing his ban from YS to DL, he opens up YS.


The core purpose of BSR is simply to replace DSR (the banning of stages based on previous wins) with a system that is based entirely on the players choices, and not on the results of previous matches. When you have Standard DSR in bo5s, people end up counterpicking themselves quite often. When you have DSRm in bo5s, you are able to win on the same stage twice (which defeats the whole purpose of the rule). When you have BSR in its place, a player can only win on the same stage twice if:
1. A player strikes to their opponents favorite cp (this is rare, and even when it does happen, the onus is on the player to know how which stages will benefit them)
2. A player doesn't ban the stage they just lost on

Let's say Puff's two worst stages vs. Fox are PS and YS; the only way Fox can pick PS twice is if Puff bans two other stages (maybe YS and FD). If you banned those two stages, it obviously means you considered YS and FD the two worst stages for the matchup. Here's a more in depth breakdown using PP vs. M2K from Zenith. And just to prove it's not some fluke that rarely comes up, the same situation also occurred at Apex in Loser's. I was actually explaining this to someone as the set happened (because I like to act psychic about these things). PP won on BF vs. M2K's Sheik, so M2K went Marth and picked FD. He won, and then PP counterpicked PS. I told the guy sitting next to me ("This match is arbitrarily more important than all of the others because if PP loses on his first cp, it opens up FD for M2K later in the set"). Sure enough, PP lost game 3 on PS, which means he has to cp again. He goes back to PS and wins this time. DSRm dictates that you cannot pick the last stage you won on. Well, the last stage M2K won on was PP's best stage. There's no reason he'd want to go back there, so there's essentially no stage bans at all. He gets to go back to FD. Of course PP clutched it again, but that's beside the point.

It's dumb to have players play only 3 stages, especially because whether or not they play 3 stages or 5 is based on which games a player wins. I have a more detailed breakdown below so you can see for yourself how the set plays out depending on the order of wins/losses and which rule is being used. Most of all, I would just highly recommend trying the ruleset out yourself to see how you can abuse it. Can you trap your opponent into both a bad stage and character selection? Do you ever feel like you can't pick a stage for some arbitrary reason? The answers to these questions are understood much more easily by just playing out a set instead of trying to figure out every possibility on paper.

The issue with DSR was that depending on the order you won your games in (and subsequently, which stages you won on), you would be able to cp different stages a different number of times. This was first brought to my attention at Zenith when PP had to play on FD vs. M2K twice in GF2 because M2K "broke serve" by winning on PS. This basically meant that it was more important to win on your own cps than it should be. Winning on the opponent's cp and losing on yours should leave the rest of the set playing the same as winning on your cp and losing on theirs.

So the root of the problem is DSR is based off of what stages you win on. BSR addresses the issue by basing stage selection off of the independent choice of the player regardless of whether they win the cp or not. If M2K wins on PP's cp, it doesn't mean he instantly gets to repick because PP can still ban it (unless he banned it last time). The number of times you can play a stage is limited because players are in control of when they play the harder cps. Here's a test set of Falco vs. Marth to show how it would play out based on each ruleset (cps based on my personal beliefs of which stages are best):

DSR
- They strike to BF and Falco wins [1-0]
- Marth cps FD and wins [1-1]
- Falco cps DL and wins [2-1]
- Marth cps PS and wins [2-2]
- Falco cps FoD, and they play it out (slight favor for Falco because he won game 1)

No problem when they alternate wins, but when they don't however...

- They strike to BF and Falco wins [1-0]
- Marth cps FD and wins [1-1]
- Falco cps DL and LOSES [2-1] <-------- Because of this match...
- Falco cps DL and wins [2-2]
- Marth cps FD AGAIN and wins [2-3] <--- ...Marth gets to cp FD twice

This means not only did Falco fall behind in the cps for losing, but he guaranteed his opponent can repick his best cp. This IS a fair ruleset because Falco got to cp his best cp twice, so Marth did as well. The problem with this is that DSR does nothing to influence the set. The set is played identically when you have no bans at all. Players going back on forth on the hardest cps not only makes the first match disproportionately more important, but it has less stage diversity because each player is just scrambling for their best cp.


With BSR:

- They strike to BF and Falco wins [1-0]
----- Falco bans FD
- Marth cps PS and wins [1-1]
----- Marth bans DL
- Falco cps FoD and wins [2-1]
----- Falco bans PS <------------ Can't reban FD
- Marth cps FD and wins [2-2]
----- Marth bans FoD <---------- Can't reban DL
- Falco cps DL

Set 1's Stage Order w/ DSR: BF, FD, DL, PS, FoD
Set 1's Stage Order w/ BSR: BF, PS, FoD, FD, DL

Same stages, but the order is swapped (the +2 cps get swapped with the +1s).



Second set with BSR:

- They strike to BF and Falco wins [1-0]
----- Falco bans FD
- Marth cps PS and wins [1-1]
----- Marth bans DL
- Falco cps FoD and LOSES [1-2]
----- MARTH bans FoD <------------ Can't reban DL
- Falco cps DL and wins [2-2]
----- Falco bans PS <---------- Can't reban FD
- Marth cps FD

Set 2's Stage Order w/ DSR: BF, FD, DL, DL, FD
Set 2's Stage Order w/ BSR: BF, PS, FoD, DL, FD

MORE stage diversity, but the cps are still balanced, and the order of victories and the stages they take place on are no longer relevant. Hopefully this is all laid out clearly enough. This stuff can get really confusing even if you already understand it, so if anyone needs clarification, lmk. Disclaimer: I realize these are just hypotheticals and that stage choices don't usually play out this way, but even when players have differing opinions about what stages are the best for them, their inherent value to the player making the choice are the same so a player will never be able to complain about the stages that got played.
Also i strongly disagree with alternating character select, since it is a big "**** you" to all low-tier players, and anyone relying on more than one character.
ACS has absolutely no impact on low-tier or multi-character players. All this selection process does is make the character selections more systematic than both players changing characters a bunch (and eventually calling a double blind that just makes it a guessing game). I should look into finding a better way of explaining it because all I really did was make a rule for what already happens. People already change their character at the select screen when they realize who their opponent is playing. 90% of the time one of the players doesn't have any secondaries so they accept their opponent's character change and start the game (that is ACS in action). The other 10% both players are awkwardly changing characters a bunch until they stale mate cps and just call a double blind for which they have to go track down a TO or someone else in order to start the match as opposed to just saying who their default character is and checking that their opponent used the proper default after the set when they report their match.
 

Yomi-no-Kuni

Smash Lord
Joined
Sep 2, 2007
Messages
1,016
Location
Freiburg germany
So, i've tried finding a whole in your plan, and it seems its pretty waterproof :D
however, i think TSR (Tero's Stupid rule) does pretty much the same in making ppl counterpick alternating maps, without needing to rely on ppl remembering to ban before the other person calls the counterpick.
Does BSR work effectively for Bo7? If not, it wouldn't really fix the problem of having a (now 2) different rulesets. Wouldn't be such a big problem though since Bo7 is only in GFs... however, thats why i opted to use a ban, to take out the one possibly "unfair" stage. I think BSR or TSR, in addition to a ban during the last match of a Bo7 set would guarantee the optimal amount of stages and fairness.

concerning alternating character select: Most Lowtiers have a matchup that royaly screws them over. Double Blind pick allows avoiding these. With ACS if you happen to choose a char with counters, you are giving the other player the opportunity to counterpick your evasion character, or you'll have to play the sucky matchup. So effectively it is a big disadvantage for the player who draws the worse matchup between the registered characters, because the one who wants to change chars always has to suffer being counterpicked by the opponent.
 

Bones0

Smash Legend
Joined
Aug 31, 2005
Messages
11,153
Location
Jarrettsville, MD
So, i've tried finding a whole in your plan, and it seems its pretty waterproof :D
however, i think TSR (Tero's Stupid rule) does pretty much the same in making ppl counterpick alternating maps, without needing to rely on ppl remembering to ban before the other person calls the counterpick.
Does BSR work effectively for Bo7? If not, it wouldn't really fix the problem of having a (now 2) different rulesets. Wouldn't be such a big problem though since Bo7 is only in GFs... however, thats why i opted to use a ban, to take out the one possibly "unfair" stage. I think BSR or TSR, in addition to a ban during the last match of a Bo7 set would guarantee the optimal amount of stages and fairness.
I haven't tested it as thoroughly with bo7s, but I don't see why it wouldn't work. You WOULD be able to cp the same stage twice, but that's just because 7 games is too many for just 6 stages. Following my Falco vs. Marth example, I think you'd play BF, FoD, PS, DL, FD, FoD, PS (Neutral, Falco's 2nd best cp, Marth's 2nd best cp, Falco's best, Marth's best, Falco's 2nd best, Marth's 2nd best).

concerning alternating character select: Most Lowtiers have a matchup that royaly screws them over. Double Blind pick allows avoiding these. With ACS if you happen to choose a char with counters, you are giving the other player the opportunity to counterpick your evasion character, or you'll have to play the sucky matchup. So effectively it is a big disadvantage for the player who draws the worse matchup between the registered characters, because the one who wants to change chars always has to suffer being counterpicked by the opponent.
If you main a low tier and can't win at a certain matchup, then you need a secondary anyway. I don't see how calling a double blind helps you. Yeah, some people may not know who you main and potentially won't use a better character vs. you, but that's just discriminating against people who can play multiple characters. Most of the time you know the main of your opponent (or can easily find out by asking someone), and I've never heard of anyone calling double blinds before even trying to agree on a matchup anyway.
 

Yomi-no-Kuni

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so lets say i play lowtier XY and it sucks against sheik, so i have my secondary trained vs sheiks.
I can call double blind pick before the match if i know my opponent is going to go sheik.
note both players have the same risk to take.
LT-player can try to pick fox and hope Sheik-player stays sheik. Or he can stay LT in the hope of the other player anticipating his fox and changing to something else.
Sheik player has to decide wether he'll stay sheik, with the possibility of having to play another character, or wether he wants to try and counterpick the fox, in case he has a secondary for that.

With your system, they would go LT - Sheik, LT would take Fox. THEN Sheik-player would have the opportunity to counterpick. Maybe the LT-secondary is another character with counterpicks. quite possible, I for one have a Doctor-Mario for certain situations. So then Sheik-player counterpicks LT-players counterpick. The only way to get out of this unfavorable position is using a 3rd character, which opens up the same possibilities, or to pick LT-character now that sheik is gone, enabling Sheik-player to create a circle, thus forcing the LT-Sheik matchup which LT-player wanted to stop from happening in the first place.
-> The player who has less need to counterpick gains a reactionary advantage. While it is a mindgame/guessing game situation with double blind pick.
thus i prefer double blind pick
 

Bones0

Smash Legend
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so lets say i play lowtier XY and it sucks against sheik, so i have my secondary trained vs sheiks.
I can call double blind pick before the match if i know my opponent is going to go sheik.
note both players have the same risk to take.
LT-player can try to pick fox and hope Sheik-player stays sheik. Or he can stay LT in the hope of the other player anticipating his fox and changing to something else.
Sheik player has to decide wether he'll stay sheik, with the possibility of having to play another character, or wether he wants to try and counterpick the fox, in case he has a secondary for that.
First of all, your whole argument hinges on you knowing your opponent has a Sheik secondary, but them not knowing who you will pick. If you call a double blind before either player selects a character (which is literally unheard of to me), then the matchup is based on luck. Either you get lucky and end up playing LT vs. his Sheik/your secondary vs. his secondary, or he gets lucky and ends up playing the opposite matchups (Sheik vs. your LT, his main vs. your secondary). The second half of your paragraph makes me think you still don't understand ACS. The opponent doesn't have to anticipate if you will go Fox or not. You either go Fox or you don't, and then he makes his decision. So it'd go something like this:
He picks his main. You pick your LT main. He switches to Sheik. You switch to Fox. He switches back to his main. You switch back to your LT main. That's a full cycle so you guys just pick your default character that you designated at the beginning of the tournament. That's infinitely less random than both of you trying to RPS each other with mains vs. secondaries.

With your system, they would go LT - Sheik, LT would take Fox. THEN Sheik-player would have the opportunity to counterpick. Maybe the LT-secondary is another character with counterpicks. quite possible, I for one have a Doctor-Mario for certain situations. So then Sheik-player counterpicks LT-players counterpick. The only way to get out of this unfavorable position is using a 3rd character, which opens up the same possibilities, or to pick LT-character now that sheik is gone, enabling Sheik-player to create a circle, thus forcing the LT-Sheik matchup which LT-player wanted to stop from happening in the first place.
-> The player who has less need to counterpick gains a reactionary advantage. While it is a mindgame/guessing game situation with double blind pick.
thus i prefer double blind pick
If you can cp character on reaction for game 1, then the player who has best covered their options with secondaries is the one who will come out on top. Plain and simple. If the LT player can't play his main vs. someone's secondary, then why should he get to end up with an extra cp opportunity? Plus, like I've said, I've literally never heard of a LT main calling a double blind before any characters are selected. Double blinds may have better odds for LT players getting a good matchup, but it's only through luck, and if you have your own secondaries to handle theirs, then both players are just going to end up using their default characters anyway. It seems like you've just convinced yourself this is unfair against LT players because being LT somehow means they should get an advantage over an opponent who doesn't know who they will pick...
 

Yomi-no-Kuni

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I don't know wether i completely messed up my post, but you seem to have missunderstodd alot.
I'm talking about a sheik main as opponent.
I'm describing how DoubleBlind would go in the first part you quoted, not ACS. Secondly all you need to know to make true what i said, is the mains. Then its a mind/guessing game (concerning DoubleBlind).

(adressing ACS: ) I don't see how you cannot aknowledge that the person who gets the worse starting matchup and feels like he wants/needs to change the character, is put into a disadvantage (not only by the game, but aditionally by your rule). You're strengthening characters with less bad matchups/many strong matchups, by giving their players the opportunity to counterpick the other player.

edit: just because you haven't heard of something doesn't mean it's never done. And even if it is not done, doubleblindpick isn't there to prevent the players from learning about the others opportunities. It's there to give a neutral starting ground to both players. I know it's mostly random (or rather an educated guessing game), but it doesn't give an additional advantage to one player.
 

Bones0

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It doesn't matter who gets the worse starting matchup because the players can change as many times as they want... If you have a low tier main vs. a Sheik main, the low tier player gets a chance to switch to someone else if he has another character. If you have a low tier vs. some other main and the opponent switches to Sheik, then the low tier player can still switch. The only thing you want to add to this situation is the ability for the player who is less prepared for matchups to get a lucky guess and end up playing a matchup their opponent is prepared for with a different character. If the low tier main guesses wrong, the game will be just as unfair. The characters that get selected don't change through either method. The only difference is one is based on what character you set as your default, and the other forces players into a literal guessing game with each other with only the risk-reward balance of guessing right or wrong to guide their decision.
 

Yomi-no-Kuni

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If you have a low tier main vs. a Sheik main, the low tier player gets a chance to switch to someone else if he has another character.
The problem is that this ISN'T where it ends. right here is where the sheik player gets into a favorable condition. Because HE can decide wether he's fine with the matchup or not.
It is unrealistic to say someone is adept at playing more than 3(max.4) characters in tournament.
So the sheik player always gets to decide wether he wants to counterpick the counterpick, or stay sheik, simply by having a better starting matchup. how is that fair? And if at any point the LT-player would like to play one of the possible counterpicks with his LT-main, the sheik player can force him to play vs sheik.
Double blind pick isn't always fair, and its a guessing game, but it doesn't give an advantage to the player with the better initial matchup. I don't get why you refuse to understand my point?
I'm not saying the rule is horrible or that trying to find an alternative solution to DBP is bad, i'm just saying that your rule has a flaw in it, which is that the person switching characters second has an reactionary advantage. You do not fix the problem that happens in tournament matches before someone calls a DBP, you only force the player who suffers from the worse match-up to give up and accept some different matchup, or to play the unfavorable original matchup, IF the second player decides to keep counterpicking.
 

Bones0

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Idk what you're talking about. BOTH players have to be okay with the matchup before the match gets played. If you change your character, then your opponent has the opportunity to change their character. This continues until both players settle on a matchup they are okay with (or until they begin looping and therefore revert to their default characters, which is an effective double blind without the randomness). The only way the match starts with one player not okay with the matchup is if that player is not confident enough to counterpick any other characters. If that's the case, well that's obviously the player's fault, and their opponent who was prepared with a secondary deserves any matchup advantages he gets from that.
 

Yomi-no-Kuni

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yeah, i guess that makes sense. I'm still not fully convinced, but maybe its just being afraid of change :/
sorry to get so heated up about it.
 

Bones0

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Heated discussions are the only ones worth having. :D

Putting my ruleset to the test is my only real desire anyway. If it doesn't work, I'd like to find out and fix it, not get emotionally attached to an idea even if it's insufficient.
 

CloneHat

Smash Champion
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At my local tournaments I have it so there are no bans during a set, the loser selects 2 stages and the winner picks one of them.
 

RockinRudy

Smash Journeyman
Joined
Dec 18, 2012
Messages
371
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Canada
4. The Scar vs Leffen pause situation.


The rules do not state that pause should be turned off. I believe the reason for that is that it causes more problems than it solves. e.g. not being able to cancel/pause matches (warm-ups/wrong stagepicks/TV obstruction or blackout/announcements).
The rules state it CAN be turned off if someone wants it to. So if you do not want to be in the situation of having to take care how to time your pause in Team matches, or hit Pause while trying to free from grabs (i list these because they are the most frequent pause reasons), turn pause of yourself before your matches. Turn pause on again after your sets, since Pause on is the official setting. (wether or not that should be the case is arguable, at the moment and since always however, it is.)
In case of Stock Stealing, you can ONLY steal a stock after the Announcer starts to call you out (Player X defeated). So there IS a accoustic signal to when to press start. You should be aware of that, and TIME your start-press, or else you are willing to accept a possible disruption of the match, and it is in no way morally incorrect to punish one for that, thus the strict rule on pausing the game without obvious cause. As a veteran tournament goer, you should be able to wait for the signal.
While i myself am a lenient person, and would not have called for the stock leffen took, i have had to deal with these kind of situations on both end of the straw. It seems there is somewhat a difference in approaching the rule problems between europe and america.


TL;DR.:
1. TOs should print out rulesheets and hang them on Setups. TOs should announce the rules before calling out the first couple of matches. It will take about 10-15 minutes, melee rules are not complicated.
2. Whenever a TO has to make a call, he can only please on party, otherwise the players would have found a solution. Thus the TO should stick with the rules except when there are REALLY obvious circumstances justifying the situation and putting the party that acted against the rules completely out of fault.
3.MBR ruleset is too complicated because it wants to make every set as neutral as possible but refuses to introduce new rules and sticks to old Ban and DSR formats. Because of that every tournament quickly thought up own compromises.
My proposal: At the beginning of the set, each player may ban one stage from being picked.
(if needed specify exact time (before/after striking or charakters)
A player may not Counterpick the last stage he picked, if he won on it.
This rule is known as Tero's Smart Rule, TSR in Germany ©Tero.

This rule has downsides (mainly wether bans are justifiable with only 6 stages alowed), but i feel it is alot simpler and almost as good.
4. personal rant about scar vs leffen situation. No offence to scar, all in all an unfortunate situation because of a very eager to win leffen and a unnecessary mistake.


Found it, forgot smash setups should disable pause function.
 

Habefiet

Smash Journeyman
Joined
Nov 22, 2011
Messages
442
Location
Minneapolis, MN
Look, Rudy.

I get that you're one of the most powerful necromancers of all time. I understand that. Your capacity to bring topics back from the dead is astonishing. I tip my hat to you. But you're making all of us feel bad for not having your powers. If you could try to post more exclusively in live threads and stop perpetually resurrecting dead ones, I'm sure we'd all be very, very happy.

Sincerely,

Please Stop
 

Fortress | Sveet

▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀
Joined
Dec 21, 2005
Messages
16,256
Location
Northern IL
@sveet: the situation that no one knows the official ruleset, which is just a tad longer than a DinA4 page, and that every tournament runs their rules their way, causing people to not know what the exact rules at the tournament are. Things like wobbling on/off aren't as big a deal because it is simple to understand.
Knowledge of the rules is the player's responsibility. It really isn't that hard to take 5 minutes or less to read them before the tournament, either in the car (hopefully you're not driving) or on the plane or inside the venue standing in line waiting to sign up... But of course people are lazy and most idiots think they can get away with not knowing the rules. This will be the case no matter what the rules are.

For example, do you know what your local law says about how close a house can be to the street? Probably not, and for good reason: you're not building houses. You probably know the local laws about possession of marijuana or DUI codes or something else that effects you, though. If you don't know the law, you would probably just do your best and hope you don't end up in jail. Same thing applies to 95% of players at the tournament, and that will continue to be the case no matter how you change the rules.
 
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