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Honestly, you guys aren't even talking about stages anymore.
That could be argue also in other fighting games of the FGC. But they dont allow the winner to change characters.Ok, for people who are confused, this is how set procedure works.
1. First, both players blind pick their characters. This doesn't usually happen, but what they're supposed to do, for fairness sake, is announce to a third party who they are going to play as. The third party then announces their characters choices. This is really a formality, and usually doesn't get done this way. It would slow down tournaments if TO staff had to be present for the start of every set like that.
2. Next, with knowledge of who is playing what character, the two players strike stages down from the legal stagelist (the starter list, in most rulesets) until only one remains. They play on that stage.
3. The winner of G1 announces his stage ban.
4. The loser, chooses a stage from the entire legal stagelist, except for his opponent's ban.
5. The winner, based on this new stage, can decide to switch characters at this point.
6. The loser, based on his opponent's character choice, can now opt to switch his character.
Game 2 proceeds, and steps 3-6 are repeated until a best 2/3 is met, or 3/5 in finals.
So as you can see, while the loser seems like he's counterpicking against the winner twice, in reality, the winner is being given plenty of opportunity to adapt to the stage counterpick. Therefore, he's really only getting counterpicked once, on his choice of character.
If somebody is able to use enough characters that they can successfully counterpick your character, and win, are they not the best, most versatile player? There's nothing wrong with this system.
That could be argue also in other fighting games of the FGC. But they dont allow the winner to change characters.
I understand if smash wants to allow the winner to change characters, but we are doing it just because we want to be different, not because the Loser would be counterpicking "twice" the Winner ( being the case that the winner was not allowed to change characters )
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I don't really have much against this system, but I'm not gonna say that there's nothing wrong with it. The stage CP can still possibly set the winner up to be hit harder by the char CP. The classic Marth on Yoshi's Story is an example, and before anyone tells me that I can just ban YS, FoD is practically just as good for him and P:M will be having a MUCH greater selection of stages, so avoiding this extreme CP through banning isn't exactly possible. Playing against Jiggs on super large stages is another classic example. Unfortunately, there isn't really much that can prevent these situations (that we agree on).So as you can see, while the loser seems like he's counterpicking against the winner twice, in reality, the winner is being given plenty of opportunity to adapt to the stage counterpick. Therefore, he's really only getting counterpicked once, on his choice of character.
If somebody is able to use enough characters that they can successfully counterpick your character, and win, are they not the best, most versatile player? There's nothing wrong with this system.
Good I think as long as these new stages dont include hazzards or random factors that would give advantage to some characters, I say keep them coming.Sorry for the double post, but it's been over two hours...
I really like this stage someone came up with.
[collapse=Bowser's Castle][/collapse]
I still have yet to know if it's compatible with P:M mechanics, though...
Edit: Apparently, it is.....
True that stages dont factor in 2D fighters. That is why in Melee they only play on neutral stages, meaning any character can overcome even a Hard Match Up on X neutral stage, therefore changing stages does not mean a counterpick. Hell it should even be called counterpicking when u change stages, that is something that the community named when it was growing up...Stage has no factor in 2D FGs (other than obnoxious, distracting backgrounds), so stages have no changed effect on matchups. In Smash, stages are diverse, and do change how matchups work, therefore - in order to keep one counter total, while incorporating the varied stages:
Was it the ban/strike then random idea? I don't like the idea of random for a CP, except when the stage list is literally cut down to like 3 stages. Is it just the strike --> random picking taking place, nothing changed about switchig characters? It would not really be that great to tell either side they might get boned by random (and again, a few bans/strikes wouldn't fix that unless the stage selection was tiny and fairly neutral. Even then, the differences between FD BF SV could make a difference in the particular MU and you're throwing dice). That's the main thing I see: regardless of how well crafted it is, someone on either side could get boned by random. Which is a big reason people strike for Game 1 instead of accepting random.DMG, what do you think of that idea that scar proposed?
For CP's the issue is that this is literally giving the Winner the ability to ban half of the stage list. Strikes and bans, from his perspective and for CPing, are basically the same. The regular system with 21 stages, he bans a stage or two. The striking system with 21 stages, he strikes 10 stages. You can't pick them, so they are effectively bans. If you want to give the Winner that kind of influence over the next stage, be my guest because as you can guess people will use that to massively mask CP flaws their character could have stage wise, or strike the same things so you'll never see x MU on y stage even if it's the 3rd or 4th go to option for the MU.I don't see anything wrong with just striking from the full legal list until a stage is mutually agreed on.
I can definitely see what you're saying, and I can see what Scar was saying.I watched Melee It On Me: Episode 3 - Reaching Our Apex yesterday, and Scar mentioned a counterpick system that he wants to discuss:
- Winner chooses character
- Loser chooses character
- Winner bans stage
- Loser chooses stage
His (basic) reasoning for it was two-fold:
1) He thinks that it would remove the potential of gimmick counterpick characters [his examples were ICs or Pika vs characters they were good against on FD - the loser would choose a stage, and the winner would choose a character completely unaware they were getting themselves into some bad luck; this was the weaker of reasons]
2) Allowing the winner to know what matchup he's dealing with allows him to make a more informed decision on his stage ban.
Essentially, it's attempting to give more balance - and less counterpickiness - in choosing the characters and stages in the rest of the set.
I don't know exactly how I feel about it. It seems there's an argument both ways.
Lolz! Melee is not only played on "neutral stages". Pokemon Stadium is very clearly a CP because of all those ridiculous transformations and how much it favors the spacees (and select other chars in certain MUs). You already know that I strongly disagree with making PS the ONLY available CP in Melee, but there's no doubt that PS is indeed a CP. Personally, I think FD, YS, and DL64 all have certain aspects that are also CP-worthy.True that stages dont factor in 2D fighters. That is why in Melee they only play on neutral stages, meaning any character can overcome even a Hard Match Up on X neutral stage, therefore changing stages does not mean a counterpick. Hell it should even be called counterpicking when u change stages, that is something that the community named when it was growing up...
The spacees can adapt to any stage in Melee against practically every character. They're like MK in vBrawl. They kinda break the stage CP system, no matter how you try to cut it, and I'm a little disappointed that the only CP left is arguably their best collective CP. The spacees already beat both Jiggs and Peach and this is the one case where changing the stage probably won't change that.I use spacies and when I face a Jiggs or peach in DL64 i just adapt to the stage and change my strategy thats it.
The logic is, in this case, that you're hindering the winner's ability to form a new strategy on their own when you don't allow them to change their character ever.But I dont really se the logic in allowing the winner to change character if the loser is not going to change characters too.
This was brought up on Melee It On Me - Episode 3 as well.To be clear, I was never saying that we should stage strike on CPs.
I was saying that in the first match, when you're restricted to striking from the starter list only, it's stupid that you can't also strike from the "counterpick only stages". The separation of the "starter" list and the "counterpick" list is dumb.
What makes it wrong for the first match to be on a CP?You'd need to have a fairly small number of CPs available for striking then, or else the chance of the 1st match taking place on a CP instead of a neutral is great. And we can't say "OK, these stages are good for 1st game striking, and these ones aren't, but they're good for CPs". That would be like designating three kinds of stages: neutrals, neutral CPs, and CPs. There really is no good system guys. TOs should experiment with what seems best (meaning people should actually host tourneys ).
One more reason I think the winner should be allowed to change chars is that sometimes when I'm sandbagging/having fun, I just change characters for the heck of it. I can play a good number of chars, so why not use multiple of them in a set (granted it won't hurt you drastically)?
It's not an "agreement" if there is a rule holding the players in place, which is why we have to be so careful with what rules we impose on our players. If both players 'agree' to that striking system with another set of rules already in place, then sure, let them have their fun. However, if the rules themselves bring about this weird method and wonky CPs are arrived upon for the first match, bitterness could ensue.If all non-banned stages are allowed in stage striking, and the last stage left is a CP, are the two players not agreeing to play on a CP?
If both players don't want a CP as a first stage, they strike it out.
Not necessarily true. If the stage list has more CP's than neutrals, one person could strike all neutrals and you would be forced to play on a CP even if you were trying to strike all CP's. Ending up on Kongo 64 because my opponent struck FD SV BF etc and I was forced to strike Delfino Norfair Castle Lylat xyz stage, doesn't mean I really had much of a choice.
If the number of CP's is much smaller, then it might be ok. Would still be annoying having to "waste" a strike on a CP stage that neither of you might actually want to play on for the first game.
In a case where there are more CPs than NTs (NT = neutral?), it could be a problem if one player is striking NTs and the other is striking CPs. I'm still not seeing a problem, because this is an extreme and rare case, and even so the player striking CPs would be striking ones they wouldn't want to go to and still end up at a CP they wouldn't mind (which is what would happen if both players were striking stages they didn't want, and they the NTs happened to be struck out).It's not an "agreement" if there is a rule holding the players in place, which is why we have to be so careful with what rules we impose on our players. If both players 'agree' to that striking system with another set of rules already in place, then sure, let them have their fun. However, if the rules themselves bring about this weird method and wonky CPs are arrived upon for the first match, bitterness could ensue.
But what if both players don't agree to this? Will they be forced to strike from both neutrals and CPs and possibly end up with a CP stage, especially if there are more CPs than neutrals?It could go on a case-by-case basis, as it does now. Now, not often, but it still happens, players just go random with the first stage - or, instead of striking, one asks the other if they mind playing on a certain stage and the other agrees to play there. Point: striking gets skipped, sometimes.
With this, the players can agree to do NTs only or all legals stages when they strike.
I could see this being done as an "extended Gentlemen's Rule".I understand the arguments against, and understand why people wouldn't want to play on a CP first game. It seems to be a matter of taste and circumstance. As a new, static rule, it's not good - but as an 'extended' Gentlemen's Rule (case-by-case) seems okay.
Alright, so a general definition of a banned stage would be "any and all stages that hinder competition - through the direct effects it has on the characters (ie, ungrabable ledges, inescapable damage effects, etc), secondary effects that can't be enforced (or extremely difficult to enforce) through established rule(s) (ie, 'don't run away,' 'stay in middle of stage,' etc), or [insert more examples]."Banned is kinda obvious. Massive flaws or issues that are hard to regulate without banning (Temple is massive and it's hard to enforece "don't run away" because of how unclear that kind of standard is).
Counterpicks are stages with (usually) unique features that tend to give groups of characters noticeable advantages. The advantages you obtain may not be as clear cut, and tend to be more powerful than the advantages you gain on neutrals (individual MU's can prove this wrong obviously). For example, your character may like platforms in general, but the layout or size can change this dynamic. Or a stage may have a lot of "platform" room but very little main stage room. Terrain slopes or differences that can vary and favor campers or aggressive characters. Certain hazards or stage changes would also fit into this category.
Neutrals are more aligned and tend to be fairly similar with minor differences. A lot of neutrals have platforms, and the same 3 platform layout. Yoshi, BF, Dream Land, FoD from Melee all have that setup (with the only stage deviating from that being FD, and the argument over whether that's a neutral or CP still goes on). Even though there are differences between each stage, they are pretty similar overall. Outside of MU's, qualities you expect and find from neutrals are fairly static stages (FoD platform movements don't entirely fit this, but the stage as a whole fits) with tame features or differences. That doesn't mean that each stage is a carbon copy of say BF, but just that deviations from each other tend to be minor or don't tend to impact MU's in the same kind of way that CP's do.
i'm not really following the "but what if they strike all the neutrals and force you to fight on a CP" arguement. If it's a CP that's bad for your character, you should have struck it. The very fact that it's a "cp stage" does not make it autobad for your character, and if you play a character who is really terrible on lots of legal stages, then you were gonna get effed over by a CP at some point in time, and you need to play a better character/learn to deal with your weaknesses.
There literally can be more CPs that are bad for a char than there are neutrals. That's why they're CPs, and the fact that the PMBR made so many of them competitive for us means that is more than likely to be possible for certain chars. This "CP striking allowed for 1st match" rule would only be feasible if the number of CPs available for the entire set was cut down tremendously. Consider the spacees who do well on pretty much any stage, bar a random few. Well, if CPs are legal 1st match, then those "random few" are guaranteed to be struck and you're forced to fight them on a CP that favors them no matter what you do. Might as well restrict striking to neutrals to keep it fair.
Edit: And I'd much rather get "effed over" by a CP during the 2nd or 3rd game when I've had a choice to ban a stage, and also to switch characters. The first match has characters blind-picked before stage striking. In other words, I could be playing a char who does fine on neutrals but gets screwed over once you start putting these CPs into play at a time when I have nothing to say about it. Therefore, this system would also only work if char selections were done AFTER stage striking. I don't like being locked into a char selection and then being totally screwed over for it.
1) Defining what "Neutral" and "Counterpick" are
I've always been under the mindset that a Neutral was a stage that was static, symmetric, and geometric type of stage.
[By "static" I mean "what the characters can interact with and/or get interacted by stays the same throughout the entirety of the game" so there are no 'interruptions' to or drastic changes in how the players are playing (ie, not like SV's or YI's moving/rotating platforms); by "symmetric" I mean "equa-distance and size of all interactive parts of the stage" in order keep play concentrated on center-stage (ie, not like Corneria or the landscapes changes on PS1); by "geometric" I mean "straight, flat, and squared surfaces to interact with" (ie, not like YS's and YI's edges that dip down).]