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1) Its pretty small at the start of the match. Its certainly not big enough for 2 people, which means someone will get forced out of it and randomly screwed over or not screwed over.#1: The Safe Zone is NOT ridiculously small, it's just moderately small.
#2: You can react to most of the hazards as they spawn.
#3: The safe zone grows as the match goes on.
No... It's just...What now, did I do something wrong or was I wrong because I didn't agree with you or what?
Rebuttals1) Its pretty small at the start of the match. Its certainly not big enough for 2 people, which means someone will get forced out of it and randomly screwed over or not screwed over.
2) As you can see in the video I posted the hazards might not have a hitbox until they fully draw in, but they become solid before they become visible. Lets not forget that this can also save people just like Yoshi's Island (a dozen or so transformations can).
3) Yes just hope you don't get screwed over at the beginning. Something stupid happening at the beginning of a match can decide it you know.
That's where I disagree, and unfortunately there's no way for me to prove it =\Pictochat has the same issue and a whole bunch more and should be dealt with that way.
#1: The Safe Zone is NOT ridiculously small, it's just moderately small.
#2: You can react to most of the hazards as they spawn.
#3: The safe zone grows as the match goes on.
Yeah, it sucks that occasionally you get hit into a spawning hazard, but that's why I play this stage with a very specific strategy.
I stay primarily in the left side of the stage, and I do not approach until there is a safe transition spawned. If you make a conscious attempt to play in the safety zones, avoiding the hazards is relatively trivial.
How can not "disagree" with it? If we can both agree that the random platform save on Yoshi's Island is a minor issue then surely you can understand that 12+ things on another stage doing the same thing all over causes the same issue. Or are you saying you don't agree that these are issues at all?That's where I disagree, and unfortunately there's no way for me to prove it =\
I don't really understand how that is a good thing, that kind of proves that it's not exactly difficult to be screwed over by the stage.Playing hundreds of matches in it, I have been wallraped by stage like twice. And the line has gimped me about 3 times.
There's a small team of people that are trying to force through a conservative list that bans all counterpicks except Brinstar, Frigate, PS2, and Pictochat, which, honestly, makes me glad that there are others realizing how restrictive it would be if it were widely accepted. At least Melee's heavy gravity and 64's hugeness made their stage bans more legitimite than a restrictive Brawl stage roster. (i.e., most of the stages in 64 were so big [YI] that you could easily run away for the entire match, and in Melee, wall spikes were even more lethal if done successfully due to the gravity, not to mention that [despite what people claim] most of the obstacles were as/or more lethal than Brawl's (Mute City allowed no reaction time to the cars, Birdo's eggs had decent knockback, Klap Traps on BOTH stages were almost sure fire OHKO's if you got hit by them, Banzai Bills OHKO'd could potentially OHKO at 0%, Icicle Mountain was faster than both Rumble Falls and most recoveries, the list goes on. It almost makes me want to make a thread comparing the three games . . . . . .)Japes and Norfair are banned? What is this?
I'm saying that if we look at the fundamental question "how much can the randomness present from the stage affect the match?", the extent to which Pictochat affects matches and the extent to which Yoshi's Island affects matches is not all that different.How can not "disagree" with it? If we can both agree that the random platform save on Yoshi's Island is a minor issue then surely you can understand that 12+ things on another stage doing the same thing all over causes the same issue. Or are you saying you don't agree that these are issues at all?
I'm ALL for random things shaking it up with fair warning. But pictochat doesn't have fair warning at all. The ONLY guarantee you have is that after something has popped up in a random place at a random time, it won't show up again in the same match.
Well below... what standards and in what sense? Like, you think we should legalize Japes and the like before Picto? If so, <3. It's so ****ing true!Pictochat overall is barely tolerable, but imo well below standards that make other stages banned (Japes, Pirate Ship, Norfair, Distant Planet, etc.)
Do it. Would be a good read.I don't really understand how that is a good thing, that kind of proves that it's not exactly difficult to be screwed over by the stage.
There's a small team of people that are trying to force through a conservative list that bans all counterpicks except Brinstar, Frigate, PS2, and Pictochat, which, honestly, makes me glad that there are others realizing how restrictive it would be if it were widely accepted. At least Melee's heavy gravity and 64's hugeness made their stage bans more legitimite than a restrictive Brawl stage roster. (i.e., most of the stages in 64 were so big [YI] that you could easily run away for the entire match, and in Melee, wall spikes were even more lethal if done successfully due to the gravity, not to mention that [despite what people claim] most of the obstacles were as/or more lethal than Brawl's (Mute City allowed no reaction time to the cars, Birdo's eggs had decent knockback, Klap Traps on BOTH stages were almost sure fire OHKO's if you got hit by them, Banzai Bills OHKO'd could potentially OHKO at 0%, Icicle Mountain was faster than both Rumble Falls and most recoveries, the list goes on. It almost makes me want to make a thread comparing the three games . . . . . .)
The irony is absolutely KILLING me.-Conservatives are not open to a different viewpoint,
No interference is also character-favoring.The reason I, along with many others are so violently opposed to liberal rulesets is because we understand that the terrain is far too interferring and character favoring
There are many kinds of "skills", one of them is mashing buttons, other is reading your oponent's actions, and another one is manipulating terrain. All of them is equally valuable.some of them so much so that it's distracting to player skill.
First off, Interfering =/= DistractingThe only reason you haven't won is because there is no way to solidify the boundary between what is "too interferring," or too "distracting."
Conservatives are the ones that want the game to blayed in 3-5 stages. Liberalists wants it in 15-20.Otherwise, you would have lost a long time ago, seeing as liberals are greatly outnumbered outside of these stage-speficifc boards.
That's why we can't just make it straight out of tastes.But as of right now, the best way to create that boundary is subjectivity. Of course this will leave a huge gap that enables alot of debating, but I don't know what to tell you.
Sometimes, you can just ask for a concrete point, of course, only if you want to hear new ideas, otherwise, just randomly refuse it (like most people usually do).I just came to take a quick glance at what was going on back here, but I haven't been back here for a couple of months I think because I got tired of reading the same wall-of-texts and ideas
We can't get enywhere unless we'd want to. But we wannot to agree, we want to say "me rite, u wron" and that's not even debate healthy.when it really doesn't even result in a ruleset, or have any effect anywhere. We're just arguing philosophical ideas about stages to ourselves, and I got bored with it.
u suggestin democracy on mah SWF?!Unlike other elements of the game, neither way is clear cut, objectively better. So shouldn't we just hold a massive poll over which stages people want legal?
Wait which is which?I don't quite understand the arguing between conservatives and liberals.
One way favors competitive fairness over depth.
The other favors depth over competitive fairness.
Unlike other elements of the game, neither way is clear cut, objectively better. So shouldn't we just hold a massive poll over which stages people want legal?
Liberal: More stages will lead to a less competitive game, but has greater depth.Wait which is which?
I thought Liberals had more depth (at least stage-wise) and were more competitively fair (objectively).
And complete objectivity isn't great :/
A poll would be good, but problem is people who don't go to tournaments can vote, even though it won't affect them.
If you can find a small group of stages (Lets just say... PS2, SV, BF, CS and LC) that can provide the competitive depth of numerous stages and their unique gimmicks, that'd be more competitive than having every stage legal despite the un-competitive elements on some of them.More stages is more competitive >.>
(if the stages aren't broken)
Again: you'd just need to hope that enough people vote to nullify the advantages given by the people who don't know what they are talking about.Unfortunately people will just vote to help themselves, not on what they think is the best competitively :/
One of Brawls elements is though that stages are unique, even when they have similiar elements they are quite different from each other.If you can find a small group of stages (Lets just say... PS2, SV, BF, CS and LC) that can provide the competitive depth of numerous stages and their unique gimmicks, that'd be more competitive than having every stage legal despite the un-competitive elements on some of them.
Does that make sense?
Like I said, the liberals share your view of uniqueness being more important.One of Brawls elements is though that stages are unique, even when they have similiar elements they are quite different from each other.
How do you plan to decide which stages should be included and which shouldn't?
http://gametheorybootcamp.blogspot.com/2010/12/arguing-against-subjectivity-crafting.htmlThe reason I, along with many others are so violently opposed to liberal rulesets is because we understand that the terrain is far too interferring and character favoring, some of them so much so that it's distracting to player skill.
The only reason you haven't won is because there is no way to solidify the boundary between what is "too interferring," or too "distracting." Otherwise, you would have lost a long time ago, seeing as liberals are greatly outnumbered outside of these stage-speficifc boards. But as of right now, the best way to create that boundary is subjectivity. Of course this will leave a huge gap that enables alot of debating, but I don't know what to tell you.
Well, good news-not much has changed.I just came to take a quick glance at what was going on back here, but I haven't been back here for a couple of months I think because I got tired of reading the same wall-of-texts and ideas, when it really doesn't even result in a ruleset, or have any effect anywhere. We're just arguing philosophical ideas about stages to ourselves, and I got bored with it.
Present me a good reason to leave my stance and I will leave it. I've changed my viewpoint on many things, from Metaknight being broken to Norfair being potentially banworthy. But I've been showing you guys again and again and again. It took me three threads and a ****in' graduate thesis and I still haven't convinced everyone that Pokemon Stadium 2 is a stage that is legitimate for competition, and don't get me started on its presence as a starter!The irony is absolutely KILLING me.
Firstly, you'd have to decide which skills are vital... an extreme example would be a stage list that consists solely of FD I guess (reasons should be obvious).Like I said, the liberals share your view of uniqueness being more important.
The only criteria that a conservative stage list needs to follow is that it tests the vital gameplay skills.
If you can name a skill that isn't present/important in one of those stages yet is important in determining who the better player is, I'll add on to that list.
"Vital" skills? K, gimme a list.BPC, what about my earlier arguments in support of a conservative stage list?
Can't most of the vital skills be represented by a small sub-set of stages, thus making stages like Green Greens next to pointless and depth removing?
The vital skills should be determind by the community as a whole, it really isn't that subjective.Firstly, you'd have to decide which skills are vital... an extreme example would be a stage list that consists solely of FD I guess (reasons should be obvious).
When you did that, how do you decide which stages are used to represent those skills?
Lastly, a skill that isn't present in your list that I would deem important is the ability to deal with damaging hazards. Assuming you'd add something like Brinstar or Halberd... what about the ability to deal with stages that move on their own like RC or Rumble Falls? I guess I could go on for a bit, but let's leave it at that for now.
I'm not trying to prove anything, I'm just wondering why that argument doesn't work."Vital" skills? K, gimme a list.
If the vital skills aren't subjective, you should be able to name them easily, all of them that is.The vital skills should be determind by the community as a whole, it really isn't that subjective.
The stages were pulled out of my *** as a random guess, I put no thought into this argument and was merely using it as reasoning for why a conservative ruleset isn't objectively less competitive than a liberal one.
I'd consider avoiding damaging hazards to be almost identical to avoiding enemy attacks, which is a skill present on every stage.
Same deal with RC, why should the stage forcing you to move be treated any differently to the opponent forcing you to move?
The reason I haven't named all the vital skills isn't because I am "unsure" whether they are vital or not, it's because the list is very massive and it is past mid-night here in Australia. Give me time, I'm making the list.If the vital skills aren't subjective, you should be able to name them easily, all of them that is.
As for hazards and movement being the same as the opponent... this is both correct and incorrect. While they are indeed represented by your opponent, the fact that they are present in addition to the normal opponent makes them different. After all there is a difference whether you have to avoid being damaged by one source or one source and an additional source. The same goes for movement.