Budget Player Cadet_
Smash Hero
Overall size, the fact that you can spike through the floor, etc. The little, but very serious things.
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Smash 64 rule-sets are scrubby, your argument is invalid.Didn't we ban a stage in Smash 64 because Ness' recovery was screwed over there?
Infines now should be strong advantages rather than MU solutions. If you can't manage from 150, you're an idiot.150% is too early, won't always kill
(top) They aren't game intended.Too vague, and why only glitches/bugs/exploits? What makes them any less legitimate than intentional tactics?
(top) In order to make prioritary the "play" over the "game", I make player actions more important than Screen Results.Why?
(top) They aren't game intended.Sheik's chain glitch, rudder camping and the Halberd glitch aren't ban-worthy
That's why players choose first characters, then stages.Skyworld turns every match-up against MK into an extreme advantage for him, even against someone who doesn't main him. This means that you would have to ban Skyworld every single game (otherwise your opponent might pick MK).
Neither Randomness nor Hazards are ban criteria.Pictochat... just... this: http://www.youtube.com/watch?v=0CnEd8Rxepw
(top) I rather considered skill-degenerative as the main criteria.The only criteria for banning is if the stage causes inconsistent results (i.e. uncompetitive).
Hazardous elements are not considered for allow/ban stages."Onett [Walkoff/Wall]"
Neither are permanent, so this stage should be legal by your own criteria.
"Mario Bros. [Ceiling/Walkoff]"
The ceilings and walk-offs are balanced out by the hazards.
I don't understand what you mean here.First off, I'm not a supporter of "results" but I rather support the "play", so player actions are priority (either allow/ban them is important in this Ruleset).
Glitches/bugs/exploits are as much part of the game as Snake's up tilt is. Unless you can find evidence where Sakurai said that extending dimensional cape wasn't intentional, you can't define it as such anyway.Winner is determined by playing the game. Abusing any glitch/bug/exploit isn't something the game intended to do, is an action players abuse, so it shouldn't be allowed.
Erm... no. The reason we put a cap on infinites at KO percentages is because until you reach that KO percentage, the infiniting player ISN'T stalling. It's not some random number chosen by preference.Infines now should be strong advantages rather than MU solutions. If you can't manage from 150, you're an idiot.
You need to have a logical reason for this, rather than just thinking is is "better that way".In order to make prioritary the "play" over the "game", I try to make player actions more important than Screen Results.
Even better then, you'd have to always pick Meta Knight or risk being taken to Skyworld.That's why players choose first characters, then stages.
Also, Skyworld's legality is an accident due to the ban criteria.
Your ban criteria has no logical backing.Neither Randomness nor Hazards are ban criteria.
Your ban criteria has no logical backing.(top) I rather considered skill-degenerative as the main criteria.
...Why would you just ignore a stage element when considering whether they should be legal?Hazardous elements are not considered for allow/ban stages.
So, Onett's Walkoffs and Walls are considered permanent, and MarioBros' Walkoffs are still walkoffs.
I consider infinites player-ignited exploits. These situations are impossible to avoid since they'd edit MUs drastically, but they can be limited.Erm... no. The reason we put a cap on infinites at KO percentages is because until you reach that KO percentage, the infiniting player ISN'T stalling. It's not some random number chosen by preference
Some times, the game doesn't have the same results when the same action is replied. Players ignite it, and following the Rulset logic, the player action must be respeted over the game's arbitrary result.You need to have a logical reason for this, rather than just thinking is is "better that way".
Random is not a criteria.Then I would suggest banning Peach's down special as well.
And spawning, because the position is random.
And Smashville, because the balloon is random.
Random or Harzardous is usually not skill degenerative, since players can prevent them to interfere in the game.[Permanent Wall] Allows inescapable setups in most cases and helps to rack up high amounts of damage, even if skill is not involved.
[Permanent Flat Walk-off] Creates a high risk-high reward situation, and/or an easy way to take stocks via Chain-Throwing; any of them is unsuitable for competitive play. However, if there's a slope that leads to the walkoff, these situations can be avoided in most cases, so they're allowed. I didn't pointed it, but I'm sure most people can get it
[Permanent Ceiling] When a non-passable platform is permanently above the lowest one allows characters to live up to very high damages, even if there's no DI/TechSkill involved, so it doesn't fit in competitive play.
[Permanent Circle] "Circle Camping" is defined as the action of avoid direct confrontation by running away through the stage layout. This is used to stall out the timer after getting a stock/damage lead, which may make them win by exploiting a rule, even if they're not as skilled as their opponents. However, if a spot can be reached by any character but opponents difficult it, is not considered "Circle", but just "Camping".
[Wario Ware] This stage has specific ban criteria because of its unique Reward System: After a mini-event happens, the game determines a "winner", and rewards him/her/them by either providing a small damage recovery, a transformation into Giant that lasts a couple seconds, or a Starman Invincibility effect that also lasts some seconds. The game is changed drastically depending on these rewards, and may or may not affect the result. This is not considered random, but obstructive in terms of skill.
Why are they a priority?By "playing" I meant that player actions and anything that can be player-activated are priority.
Citation needed for the game being about characters using their moveset and stage elements to fight each other, who are you to say that?The game (competitively speaking) is suposed to be about characters using their moveset and stage elements to fight each other. For "not game intended" is understood that players activate something not included in the character regular moveset or stage regular behavior and abuse them in order to manage the results (game or ruleset-wise) even if skill is not involved at all, in order to prevent this to happen, these posibilities remain banned.
Why limit what isn't broken? Basing a ruleset around what YOU consider an exploit is incredibly scrubby.I consider infinites player-ignited exploits. These situations are impossible to avoid since they'd edit MUs drastically, but they can be limited.
Erm... no. It's not inconsistent, try adjusting your controller port and see if that changes the out-come.Some times, the game doesn't have the same results when the same action is replied. Players ignite it, and following the Rulset logic, the player action must be respeted over the game's arbitrary result.
I wrote that in response to something you edited out (but put back into this post I am replying to now, see right above) about suicide KOs being random.Random is not a criteria.
So... you are saying that walls take no skill, walk-offs take no skill, ceilings take no skill and circle camping takes no skill?The only criteria backup I have is the phrase "skill degenerative":
Random or Harzardous is usually not skill degenerative, since players can prevent them to interfere in the game.
Because game changes arround them.Why are they a priority?
What is it about then?Citation needed for the game being about characters using their moveset and stage elements to fight each other, who are you to say that?
This whole paragraph is so filled with subjectivity, it's a joke.
Is an exploit. A character weakness exploit. If not, what is it?Why limit what isn't broken? Basing a ruleset around what YOU consider an exploit is incredibly scrubby.
I'm sure that may affect Bowser. Ganon's case is special, sometimes opponent dies first, sometimes both dies, sometimes Ganon does.Erm... no. It's not inconsistent, try adjusting your controller port and see if that changes the out-come.
I didn't edited anything important IIRC....I wrote that in response to something you edited out (but put back into this post I am replying to now, see right above) about suicide KOs being random.
The second one.So... you are saying that walls take no skill, walk-offs take no skill, ceilings take no skill and circle camping takes no skill?
Or are you saying that they take less skill than stages without them?
So you just lost. lolWut.
Why, competitively, is it a priority?Because game changes arround them.
You shouldn't assume there is a specific way to play the game, you just play exactly as it came out of the package and ban things when they fit the criteria I mentioned earlier.What is it about then?
That's just the Ruleset main assumption, and every rule was written based on that.
Read what I just said then, you shouldn't be trying to say what is and isn't an exploit, because you don't know.Is an exploit. A character weakness exploit. If not, what is it?
Ganon's is the same iirc.I'm sure that may affect Bowser. Ganon's case is special, sometimes opponent dies first, sometimes both dies, sometimes Ganon does.
If there's a formula for make it consistent, this particular rule might be edited.
I was hoping you'd say that, though it was a win-win situation for me anyway.The second one.
Trying to lead people into realizing they are wrong one post at a time is my style, so I get this stuff a lot.So you just lost. lol
What the doodoo....
Neither Randomness nor Hazards are ban criteria.
Basically, main assumption in the Ruleset basis is that Brawl is not a competitive game; players use it for competition, thus a Ruleset (that might be arbitrary (current one is btw)) is made in order to provide a game to compete with.Why, competitively, is it a priority?
What makes them important enough to base a rule-set around non-sensically.
You shouldn't assume there is a specific way to play the game, you just play exactly as it came out of the package and ban things when they fit the criteria I mentioned earlier.
Quotation needed.Ganon's is the same iirc.
No. The criteria is "skill marginalization", not "skill increase/maximization".I was hoping you'd say that, though it was a win-win situation for me anyway.
If that is your reasoning, every stage except the most skillful one should be banned.
And that's what I want you to do (:Trying to lead people into realizing they are wrong one post at a time is my style, so I get this stuff a lot.
Interesting.... I still need the quotation.To clarify, I'm 99.9999% sure Ganon ties with a lower port and loses with a higher port with flame choke suicides.
As for this Ruleset, as long as players themselves (with no opponent's action) can avoid matches being affected by stages' randomness/hazards, they are not considered obsctructive.What the doodoo....
You should probably elaborate on that lol
I don't agree with the current rule-set and it's arbitrary rules either >_>Basically, main assumption in the Ruleset basis is that Brawl is not a competitive game; players use it for competition, thus a Ruleset (that might be arbitrary (current one is btw)) is made in order to provide a game to compete with.
I'd compare it with a sport.
Why you can't use hands in soccer? Feet in Basketball, or just randomly run on Baseball?
This is just the same. Players makes the results by playing the game under the given rules.
(Scrubby? maybe
Unhealthy, considering current "standard" has many arbitrary assumptions like these? it's all up to you)
I just tested it myself.Quotation needed.
Those stages don't marginalize skill though... o_ONo. The criteria is "skill marginalization", not "skill increase/maximization".
If the player ignited it, why should he win?Interesting.... I still need the quotation.
In any case, if the player ignited it, why should he lose?
That's because you don't critique what you agree with...?Fun facts:
This far, major concers are about Ruleset Ideal (arguably scrubby as hell), forced Sudden Death resolutions (Ganon/Bowsercides), restrictions (although Sheik's chain might be edited, it only causes a Wii malfunction IIRC; and infinites may ot may not stand) and stage legality (even with an attempt for solid criteria!).
Nobody has commented about:
-9 minute Timer
-Full Stagelist Striking
-the fact that people chooses character first, then stages
-the LGLs
-and the ban criteria itself (only minor troubling with "Random" because I suck at wording it properly).
It is a competitive game, we play it competitively, by changing the rules the game allows us to, and banning things that are over-centralizing. (for the most part)Basically, main assumption in the Ruleset basis is that Brawl is not a competitive game; players use it for competition, thus a Ruleset (that might be arbitrary (current one is btw)) is made in order to provide a game to compete with.
Stages that don't require the most skill require less skill than those stages, so they marginalize skill.No. The criteria is "skill marginalization", not "skill increase/maximization".
Because the game said so? And that's a quality of the move.In any case, if the player ignited it, why should he lose?
Except it's been shown that this can't be done with Pictochat.As for this Ruleset, as long as players themselves (with no opponent's action) can avoid matches being affected by stages' randomness/hazards, they are not considered obsctructive.
AwesomesauceNobody has commented about:
-9 minute Timer
Awesomesauce-Full Stagelist Striking
Haven't we always done this??-the fact that people chooses character first, then stages
Should be 25 for MK, none for anyone else-the LGLs
seems alright...but every stage really needs to be looked at individually. (for example the permanent wall on Onett isn't bad because of the cars, skyworld is still terrible because of MK)-the ban criteria itself (only minor troubling with "Random" because I suck at wording it properly)
Because game isn't competitive itself. Players turn it into a competition.I don't agree with the current rule-set and it's arbitrary rules either >_>
Sure, we can add whatever we want. But we need to have a good reason for it. Basing the game around the players is just... why...?
Personally, I'd give you that point. lolIt is a competitive game, we play it competitively, by changing the rules the game allows us to, and banning things that are over-centralizing. (for the most part)
Grim said:Those stages don't marginalize skill though... o_O
I didn't meant "marginalizing" but "degenerative". Stages overcentralize upon certain tactics, degenerating any other skills.ghost said:Stages that don't require the most skill require less skill than those stages, so they marginalize skill.
Once again, the player-based stance: They make it happen.Grim said:If the player ignited it, why should he win?
Grim said:I just tested it myself.
So.... It is not random and can be prevented.... That's enough for me.ghost said:Because the game said so? And that's a quality of the move.
We don't allow falco players an extra stock if they suicide with side-b...
Read again.ghost said:Except it's been shown that this can't be done with Pictochat.
I had doubts in some of them, so I was just surprised nobody else did. lolGrim said:That's because you don't critique what you agree with...?
If you want me to address, you should elaborate then, I easily ignored it. =PGrim said:And I commented heaps on your ban criteria, what are you talking about?
Why would we even allow to CP then?ghost said:Haven't we always done this??
Edit:
Oh wait no we haven't.
Bad idea imo, I don't like not giving people a chance to choose their character based on the stage the opponent counter-picks
25 is very easily reached (even with no stalling intent).ghost said:Should be 25 for MK, none for anyone else
Both Onett and Skyworld were criteria accidents:ghost said:seems alright...but every stage really needs to be looked at individually. (for example the permanent wall on Onett isn't bad because of the cars, skyworld is still terrible because of MK)
I'm not implying it wasn't sarcasm o_OBecause game isn't competitive itself. Players turn it into a competition.
>>Implying that was not sarcasm.
In this list, you banned stages that are centralizing as well as over-centralizing. Like I've said before, you only need to ban a stage when it is uncompetitive (the better player can't consistently win).Personally, I'd give you that point. lol
I agree on "banning things that are over-centralizing", but that's arbitrary enough that allows me to stand my point on make changes from a player-based point of view.
The tactics on those stages aren't degenerative, they are different.I didn't meant "marginalizing" but "degenerative". Stages overcentralize upon certain tactics, degenerating any other skills.
I'm pretty sure that was fault of mine and my english wording issues. Sorry about that.![]()
^Top^ Justify this stance.Once again, the player-based stance: They make it happen.
^Top^ Justify your stance on player interaction meaning more than what the game says.So.... It is not random and can be prevented.... That's enough for me.
Rule now says "If a Sudden Death is forced because of a "Suicidal Move" that ends both players' last stocks at the same time, the winner is the one that initiated the Move".
Every hazard can be avoided when the opponent isn't involved, what are you talking about? And why would you assume that the opponent isn't involved? Ban criteria should be banned off situations that will actually happen, and the opponent will always be present.Read again.
If can be avoided by players themselves (when opponent is not involved) is not ban-worthy. Everything in Pictochat can be avoided.
I had doubts in some of them, so I was just surprised nobody else did. lol
Your ban criteria has no competitive backing. It is purely subjective over whether it is better for the game or not.If you want me to address, you should elaborate then, I easily ignored it. =P
CP allows for greater depth.Why would we even allow to CP then?
The way this Ruleset tries and prevents possible CP abuses to an extent was by allowing 3 stagebans.
25 is fine. 15 is about average for a non-planking match. And the LGL should be MK only because only his planking is broken.25 is very easily reached (even with no stalling intent).
I increased the overall LGL in order to try and don't hurt their playstile too much, but they still need a limit in order to prevent possible abuses.
BTW, numbers were thrown randomly, so don't spect me to explain them.
Your criteria is non-sensical.Both Onett and Skyworld were criteria accidents:
-Despite I love Onett: "If avoidable, Random/Hazardous elements are neither good or bad and they're just ignored", so there's a perma-wall and a perma-walkoff, so it is banned.
-"Permanent ceiling" implies that if it is destroyable, or somehow removable, is allowed, so stages like Skyworld, Luigi's Mansion and Yoshi's Island (Melee) remains legal in the list. If criteria is changed into just "Having a Ceiling", Skyworld and Mansion would be banned, and YI would be another "maybe" in the list.
If there's more stages to be revised, I'll elaborate on request.
It is, but with anything more Meta Knight can stall for way too long.25 is very easily reached (even with no stalling intent).
How did you get a lead in the last few minutes again?Same thing with MK, if he gets the lead in those last few minutes he's basically won.
Wait what?How did you get a lead in the last few minutes again?
Oh wait, you don't get it, you keep it. Your argument is invalid.
lol.So are you saying the solution is to have an LGL of like 5? Lets ban spotdodging too. MK could fight for 7 minutes and 59 seconds and THEN BECOME COMPLETELY INVINCIBLE FOR THE REST OF THE GAME!!!.
If you can make your character unhittable for 2 minutes via a broken tactic, I'd consider that as stalling and broken regardless if I had 6 other minutes to beat him. The game still gives you two minutes to make up for your lost 6, and the other character is basically making it impossible to capitalize on it. Just because you couldn't get the lead in 6 minutes doesn't mean you should be damned to hell and not deserve those last two minutes of game time.Ghostbone, if MK can only plank perfectly for 2 minutes tops, then the tactic is not broken. Seriously. You had 6 minutes to get a solid lead on him or end the matchup, he's probably grabbed the ledge a lot by then, and it's simply not a big deal.
This works both ways, of course, and is the main reason I dislike LGLs and generally try to look for other options--where do you draw the line? 2 minutes? 3 minutes? 1:59? 0:30?If 2 minutes is an acceptable duration, what would be an unacceptable duration?