4tlas
Smash Lord
- Joined
- Sep 30, 2014
- Messages
- 1,298
Assuming you have setups, yeah.Pools scales well too, as you can adjust pool sizes and pool cuts to keep the number of rounds low.
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Assuming you have setups, yeah.Pools scales well too, as you can adjust pool sizes and pool cuts to keep the number of rounds low.
Yeah, that's the point. Ceiling height is an incredibly uninteractive element, while also being one of the most influential on balance. There's no need for any drastic difference in it, and the more difference there is the less survival can be considered a result of players' actions as opposed to stage fiat.Your stats barely deviate from their mean to the point where they might as well not be different at all (the difference between a Stage to Top of 196 and 204 is surviving 1 or at most 2 percent longer in most situations).
When the sizes are uniform, they can't favor any characters. If the matchup is changed on every stage, then the matchup itself is simply changed. It's not skewed, as there are no stages that move it from its (new) default position; that only what happens when extreme sizes are introduced.Additionally, the whole point of having a varied list of starters is to avoid homogeneity that favors some characters over others.
For example, almost every one of your stages has a High Vertical BZ (about Battlefield high). This inevitably skews the matchup against those characters who rely on vertical kills.
This is a very bad outcome for everyone. Less satisfaction for the players, less variety for the spectators, less interest for the game.I think as play becomes better, counterpicks are going to be more and more based on traits you [should] play on and less based on stages you like.
because everyone in the dev team hates you and we all want you to go insane from squandering your knowledge alone to the smashboards trollsSide note:
Why are stage blastzones so arbitrary?
I'm not sure why sizes in this game are not clean numbers, but the numbers I came up with for my stage changes were based around average sizes and even distribution so they ended up being not clean as well.Side note:
Why are stage blastzones so arbitrary? Like, you see "203 ceiling", "237 sides", "123 floor", etc. Why not have these more uniform like:
205 / 240 / 125, etc, instead of all these odd numbers. Combined with study on like, how much every unit of distance really matters and so on could help us understand what goes into stages competitively and so on.
Probably true lolbecause everyone in the dev team hates you and we all want you to go insane from squandering your knowledge alone to the smashboards trolls
205 and 125 are odd numbers too...Side note:
Why are stage blastzones so arbitrary? Like, you see "203 ceiling", "237 sides", "123 floor", etc. Why not have these more uniform like:
205 / 240 / 125, etc, instead of all these odd numbers. Combined with study on like, how much every unit of distance really matters and so on could help us understand what goes into stages competitively and so on.
I like those! Especially the one with the vertically moving two platforms.I went ahead and drew up some potential designs for each of the hypothetical stages. It makes visualizing all the numbers a little less abstract.
Each design has the correct proportions with a conversion of 1unit to 1px. Also, a Boozer has been included for scale.
I'm not sure what you mean. The second smallest stage (SMM) has the 4th widest Blastzones and average height Blastzones.It seems (at least for the smaller stages) that you are trying to correlate stage size with blastzone size even if the ratio changes with each stage. By this I mean that the smallest stage has the smallest blastzones, then the next smallest has the next smallest, etc, even if the ratios of stage-blastzone are inconsistent.
Perhaps I am missing something. I said "it seems" because that was the impression I got from your drawings. I have not looked at the new numbers since then.I'm not sure what you mean. The second smallest stage (SMM) has the 4th widest Blastzones and average height Blastzones.
While I would argue that it's still quite watered down for my personal taste, the more objective point is that that the variety is inaccessible. The different layouts are all wrapped up with different sizes, and, for the most part, the latter dictates stage choice. Even in a friendly setting it's no fun playing on a stage that imbalances the matchup, but it's totally unacceptable when there are stakes.There's plenty of stage variety, I don't think it's less interesting or watered down at all, and it balances attributes.
For instance, suppose a player loves the leaves on Distant Planet. If DP's size is unfavorable for that player's character, then he won't choose it because it could make him lose, so the leaves effectively don't exist. If the size is favorable, then his opponent is bound to ban it - not because she's bad at using the leaves, but just to avoid a numerical disadvantage. Even if the size is neutral, there's likely another stage whose size is favorable, which he would pick in order to win. Even though he likes DP's variety, he doesn't get to play on it any more than anyone else. While the stages may be different within the entire list, it's watered down to only one or two real options. Variety becomes second priority.
There is the option to ban only the stages you actually expect your opponent to pick. The option exists to mislead your opponent. You can also (if stage picks first) ban for the expected character switch.The difference in banning vs picking though is that banning should be a much more binary choice. Eliminate the biggest threats. Where as in picking, you personally have the option of choosing to pick the "weaker" stage option for preference or minor trait reasons. Stages like DP getting through the ban phase probably would have more to do with lacking enough bans: you can't get rid of all walled stages vs Ike, so you get rid of the very small walled stages and then he picks DP.
That wouldn't necessarily be indicative that you found the platforms on Distant Planent OK or preferable, and decided to keep a -8 stage unbanned because the platforms were +1 for you
Sorry if I wasn't explicit with the meanings. You got it right though, first letter is stage size, second letter is blastzone width from stage edge, and third letter is blastzone height.I got lost somewhere here, what does "MMM" "SMM" "LLS" etc, stand for again? Mid-Size, Mid-Sides, Mid-Ceiling?
I don't think there's a better compromise system. The aspect of "Winner picks char, then Loser picks" is the one piece of the CP formula that doesn't have wiggle room imo. The optimal way of doing stage bans and CP's also probably rests on answering the character question beforehand: information to ban smartly and information to pick smartly. The only way to compromise is to alter the inherent flow of CP process. Someone has to go first on characters, someone has to go first on stage information, etc. You could try to make characters AND stages decided on at the same time. Only way I could envision this is:
1. Winner Ban first
2. Character Double Blind + Loser separately picks stage at same time (Winner doesn't know stage before locking in, Loser doesn't know Winner character before picking stage)
^^^ This doesn't sound good, but it's one of the very few different possible scenarios for CP process that has both players making decisions at the same time. Making decisions at different moments gives one player asymmetrical knowledge advantage, which is usually inherent in CP process and not necessarily a bad thing.
I think the char first format is probably the best format available if we also craft or believe in a stage list/ban amount that doesn't lead to unnecessarily difficult imbalances. That would address the argument of "I don't want to lock into Bowser/XYZ before stages are picked cause then it's gonna suck" etc.