These two are so close to being exactly the same size.Green Hill Zone (S)
Fountain of Dreams (M)
The main difference is FoDs floor hitbox is lower.
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These two are so close to being exactly the same size.Green Hill Zone (S)
Fountain of Dreams (M)
Its late, and I might be crazy, but I swear I saw Joe's stage list thingy, and BF and FoD were almost the same size (stage size wise)These two are so close to being exactly the same size.
The main difference is FoDs floor hitbox is lower.
Starters:This was simply a matter of finding the most agreeable stages and putting them into a stage list. I'm okay with FoD being moved to a starter, DL being removed, and putting in either Norfair or Lylat. Even then, there seems to be a lot of hate for those stages. My suggestion for keeping DL was simply one of familiarity, everyone knows the stage, and everyone has played tournament matches on the stage. I think you're right though, its a crap starter.
So:
Starters:
Green Hill Zone (S)
Battlefield (M)
Smashville (M)
Fountain of Dreams (M)
Pokemon Stadium 2 (L)
Counterpicks:
WarioWare (S)
Yoshi's Island (M)
Final Destination (M/L)?
Norfair/Lylat Cruise (M)
Distant Planet/Dreamland (64) (L)
I think having two large stages or two small stages now is redundant for starters, they're just going to get banned and end up on the middle stage. Which is why I (now) think starters should only have one small and one large stage, incase its agreeable for both parties. FoD is debatable here, but from what I can gather from other's opinions, its probably the least polarizing medium stage that isnt Battlefield or Smashville.
Gives us 5(6) Medium, 2 Small, 3(2) Large. So we have to ask a question, do we unquestionably want someone to counterpick us to the stage size of their choice (Large or Small) ?
If we definitely want a counterpick then we'd have to go with
Starters:
Green Hill Zone (S)
Battlefield (M)
Smashville (M)
Fountain of Dreams (M)
Pokemon Stadium 2 (L)
Counterpicks:
Warioware (S)
Yoshi's Story (S)
Dreamland (L)
Distant Planet (L)
Yoshi's Island/Norfair/Lylat Cruise (M)
Which would give us 3 Small Stages and 3 Large stages, and 4 medium stages.
We could always keep this real simple and pull a Melee and just have those five starters, no bans, maybe one or two completely agreed upon counterpicks.
So:
Starters:
Green Hill Zone (S)
Battlefield (M)
Smashville (M)
Fountain of Dreams (M)
Pokemon Stadium 2 (L)
Counterpicks:
Yoshi's Island (M)
I think it comes down to, do we want a really neutral stage list, or do we want a counterpick heavy stage list.
I'm a bit over my head here, I don't have the knowledge that most people do. I (admittedly) was going off of the stages that I saw popular tournament usage for, and the most "agreeable" stages in PM. I'm just glad someone decided to explain why they disliked the stage list. Its just counterproductive to say you don't like something without suggesting changes, or saying you want a stage without saying which it would replace.
Regardless, this really is something I'd like to see discussed. I think the varying stage lists and rules just aren't cutting it anymore, something standard, like what melee has, would be really nice.
Edit: We'll probably spend weeks crafting our perfect stage list, and everyone is going to just run it back to PS2 or SV all the time lol.
That's a good thing. Counterpicking stages is not a skill we highly value testing, rather it's a requisite to testing the skill of the loser to the skill of the winner.On the flip side of "It mostly negates advantage a player has for mastering multiple characters." is "mastering multiple characters completely negates the stage counter-picking process"
I totally understand the ignored part. I kept trying to solve issues I saw with this starter list and nobody cared. Granted, the thread was winding down...I already tried proposing the FLSS system in the other thread... I got promptly ignored(as in, no one bothered to even reply to the suggestion and I made brought it up multiple times). So I stopped trying. It's really hard to get rid of tradition I guess.
DP does need to go. It is way to similar to PS2 to be of any true relevancy and be anything but redundant. I'd much rather see something like Lylat or Metal Cavernor second phase non-transforming Frigate or first phase non transforming Castle Siegeor something like that.
Agreed on the perfect stage list part. These lists are much better in my opinion, maybe it wasn't fair for me to cherry pick that list, but I was reading the thread and that post was there as I was responding.So:
Starters:
Green Hill Zone (S)
Battlefield (M)
Smashville (M)
Fountain of Dreams (M)
Pokemon Stadium 2 (L)
Counterpicks:
WarioWare (S)
Yoshi's Island (M)
Final Destination (M/L)?
Norfair/Lylat Cruise (M)
Distant Planet/Dreamland (64) (L)
or
Starters:
Green Hill Zone (S)
Battlefield (M)
Smashville (M)
Fountain of Dreams (M)
Pokemon Stadium 2 (L)
Counterpicks:
Warioware (S)
Yoshi's Story (S)
Dreamland (L)
Distant Planet (L)
Yoshi's Island/Norfair/Lylat Cruise (M)
or
Starters:
Green Hill Zone (S)
Battlefield (M)
Smashville (M)
Fountain of Dreams (M)
Pokemon Stadium 2 (L)
Counterpicks:
Yoshi's Island (M)
Edit: We'll probably spend weeks crafting our perfect stage list, and everyone is going to just run it back to PS2 or SV all the time lol.
If DP had a higher ceiling I'd never go there.If DP had a higher ceiling, would you get behind it?
Why do you go there now? Its essentially PS2 with a Smashville ceiling. The higher ceiling suggestion is to make a reasonable big stage besides DL/Skyworld since people have issues with them.If DP had a higher ceiling I'd never go there.
I've made a thread for discussing what we'll need from stages in the future so that this thread can stay focused on what we'll do for a ruleset right now.If DP had a higher ceiling, would you get behind it?
People already think DP is huge for some reason, making it actually huge would just make it another stage people would have issues with like Drac's.Why do you go there now? Its essentially PS2 with a Smashville ceiling. The higher ceiling suggestion is to make a reasonable big stage besides DL/Skyworld since people have issues with them.
this is a mixed argument tbh, and it can totally go both ways. on one hand, we grandfathered in the traditional CP system from melee with stages first, but melee only has ~8 characters at most for serious tournament play so the difference in stages is more pronounced. i think for melee the traditional system still makes sense. for PM though, its pretty easy to get a stage + character and blow out the opponent on a pocket CP choice. for example, lately i've been playing sheik and doing sheik things, and the opponent will win game 2, and game 3 my opponent will ban....idk something, and then i'll go marth on FD and ruin them for no real reason other than that i got that combination. so i'm not certain that it negates that advantage.I still disagree with the characters first selection for counterpicks. It mostly negates advantage a player has for mastering multiple characters.
as frustrating as this may seem, we do not need "proof" to ban a stage from the stage list. the point of a rule set (and by extension the stage list) is to ensure that all players present subjectively feel that the best players are accurately determined. this is why we do not play with items, because it can lead to spontaneous wins and losses that we as a community feel do not feel are merited. there is nothing wrong with items, and the better player will still win almost every time, but almost isnt good enough for us, and thats totally fine. similarly, playing stages that feel bad to the subjective player base is a similar violation of what we're going for. this is also why we allow the gentleman's clause, because it extends the players an opportunity to enjoy their game with no detriment to how the community views the legitimacy of the tournament. if everyone hated smashville for whatever reason, i assure you it would be banned as well.There's nothing wrong with any of these stages, but apparently people got issues stating jank without the proof behind it.
people always talk about time-outs and how they should be prevented, which is frankly pretty scrubby behavior.
These positions seem contradictory.playing stages that feel bad to the subjective player base is a similar violation of what we're going for.
The timer is tricky, because a smaller timer can make larger average set lengths. Time outs is a legitimate strategy, but I don't think it's what we want the focus of matches to become. When you reduce it to 6 or 7 minutes, more timeouts will be attempted (although not necessarily achieved). It's worth testing in smaller environments first imo to actually track average game lengths before it becomes the tournament standard.this is a mixed argument tbh, and it can totally go both ways. on one hand, we grandfathered in the traditional CP system from melee with stages first, but melee only has ~8 characters at most for serious tournament play so the difference in stages is more pronounced. i think for melee the traditional system still makes sense. for PM though, its pretty easy to get a stage + character and blow out the opponent on a pocket CP choice. for example, lately i've been playing sheik and doing sheik things, and the opponent will win game 2, and game 3 my opponent will ban....idk something, and then i'll go marth on FD and ruin them for no real reason other than that i got that combination. so i'm not certain that it negates that advantage.
on the other hand, pseudo-forcing the community to implement this system as the new standard gives us a much better perspective on the bigger question, which is "what exactly do we want our CP system to be doing?". it may be better or worse than the traditional system, and we'll know which it is and why after playing it for 4-6 months. the fact is, our community is fundamentally grassroots from a game we made up, there's no harm in experimentation to make it better in the long run.
--------------------
as an aside, the timer is lower to help with tournament efficiency in the event of time-outs. people always talk about time-outs and how they should be prevented, which is frankly pretty scrubby behavior. we seriously need to recognize a time-out victory as a legitimate alternate win condition. a 7 minute timer is another test in this regard. personally i think the timer should be 6 minutes, although it won't affect 95%+ of tournament matches anyway. if you dont like it, i have to ask- why? is 8 minutes any better? if you want to start having more PM tournaments, the reality of our game right now is that we have to share venues and tournaments with other smash games for the most part, we need to be cutting down on lengthy sets that hold up multiple brackets. when i came up with the 4 stock 8 minutes for melee in 2005 it was not a big deal, and i fail to see why it is a big deal now.
edit:
as frustrating as this may seem, we do not need "proof" to ban a stage from the stage list. the point of a rule set (and by extension the stage list) is to ensure that all players present subjectively feel that the best players are accurately determined. this is why we do not play with items, because it can lead to spontaneous wins and losses that we as a community feel do not feel are merited. there is nothing wrong with items, and the better player will still win almost every time, but almost isnt good enough for us, and thats totally fine. similarly, playing stages that feel bad to the subjective player base is a similar violation of what we're going for. this is also why we allow the gentleman's clause, because it extends the players an opportunity to enjoy their game with no detriment to how the community views the legitimacy of the tournament. if everyone hated smashville for whatever reason, i assure you it would be banned as well.
I love playing on YI in friendlies, but I don't think the support ghosts are a healthy element for tournament play - though the white shy guys were a brilliant addition that largely mitigates that issue. I stand corrected vis a vis its size; but I'm compelled to point out that both the support ghosts and SV's platform both increase their respective stages' sizes for at least some percentage of the time, thereby advantaging fast/campy characters.Yoshi's Island is great and neither YI or FD are large stages. YI is basically the same platform length as Smashville.
iirc randall can mess with some tether recoveries, just like balloon used to be able to mess with ness's recovery.I don't understand the yoshi's story hate. Many of the most memorable best melee matches happened there. Its a shame. I feel Warioware is only getting selected over it because of the newness.
Saying something pretentous, Umbreon, like "it will no way be anywhere near a legal stagelist" without justification does the stage and its history a disservice. Just because you and Adam don't like it doesn't make it any less solid of a stage.
I'm sorry, but this is a terrible idea. I swear by the Gamecube controller, but I do know quite a few people who play with the Wiimote + nunchuck or with a classic controller. It doesn't take very long at all to sync a Wiimote, and they are definitely reliable. Just ban Wavebirds and make people take the batteries out of their Wiimotes between matches. Simple as that.
- Wireless controllers should be discouraged or banned because of interference, unreliability (battery life), and time hindrance.
I am also in agreement that PS2 and DP should not be in the same list (most importantly, not this current list). As for FLSS, I think it’d be best if the questions regarding the stage list itself (in the thread that Cubelarooso posted not too long ago) are answered first (which should lead to an agreed upon stage list). Once we have an agreed upon stage list, then it should be quite simple to argue for or against FLSS.I already tried proposing the FLSS system in the other thread... I got promptly ignored(as in, no one bothered to even reply to the suggestion and I made brought it up multiple times). So I stopped trying. It's really hard to get rid of tradition I guess.
DP does need to go. It is way to similar to PS2 to be of any true relevancy and be anything but redundant.
-----------------------------------I've made a thread for discussing what we'll need from stages in the future so that this thread can stay focused on what we'll do for a ruleset right now.
I agree with this, despite my personal preference for YI. I would be in favor for LC although I think many would find it preferable for LC to be more “player friendly” by addressing the background, and possibly the angles/ledges.This would be a lot better if DP and YI were removed as counterpicks. YI is kind of terrible in a tourney setting for the same reasons as YS: the RNG element of the recovery ghosts and the interference of the shy guys; on top of the angled stage that results in a lot of silliness.
One possible reason as to why timeouts are viewed negatively is because of the player interactions. From my understanding, most matches in PM end well under 7 minutes, because players are actively trying to engage and “fight” each other.It's a shame that time is looked down upon as a somehow illegitimate win condition.
Although lack of platforms definitely makes it difficult for Bowser to move around, I disagree with the notion of this making the stage “bigger.” Most characters have functional mobility without platforms. The only other characters aside from Bowser that I see this affecting is Ganondorf and maybe DDD (DDD has waddles and multiple jumps).FD may not be terribly huge in absolute terms, but the lack of platforms make it difficult for many characters to maneuver, functionally making it much more difficult to advance in terms of stage position, and therefore "bigger", especially against opponents with strong dash dance or projectile games. Again, this also applies to GHZ and SV.
YI is kind of terrible in a tourney setting for the same reasons as YS: the RNG element of the recovery ghosts
seems pretty much irrefutable, will edit.I'm sorry, but this is a terrible idea. I swear by the Gamecube controller, but I do know quite a few people who play with the Wiimote + nunchuck or with a classic controller. It doesn't take very long at all to sync a Wiimote, and they are definitely reliable. Just ban Wavebirds and make people take the batteries out of their Wiimotes between matches. Simple as that.
It's silly and unfair to ban someone's controller of choice for the minimal convenience it will bring. Please don't alienate these players.
we dont have evidence. putting the burden of proof on someone when you know they cant possibly have it in the face of experimentation doesnt make you "right", it makes you look like an ass hat. if you want to refute the point on your grounds, i see your argument and it makes sense on paper but we have no way to validate it without trying it. i simply dont see 3 stock as being reasonable at this point. similarly to lylat, theres nothing wrong it it on paper, but i dont know many players that would consider it valid anyway. for now, we will try 7 minutes and see if theres any difference in either direction. i dont think there will be, and if it doesnt work out, we'll know why and deal with it accordingly. if theres no issue for 3 months, we may try 6 minutes. it may end up back at 8. in the grand scheme of things i dont think it matters much.I have no problem with a shorter timer. I have a problem with you stating that reducing it to 7 minutes will definitely help without any evidence towards that.
Again with this?When are we banning characters?
View attachment 44543
But in all seriousness:
Green Hill Zone (S)
Fountain of Dreams (M)
Not about the size I essentially copied and shifted some stuff around. pay that no mind.Again with this?
Theyre the Same Size.
Randall isn't RNG in the sense of true randomness, but in terms of whether he's actually there when you happen to get knocked off X side of the stage, it's effectively random.You're wrong, by the way. The recovery ghosts are not RNG, nor is Randall.
The RNG behind Yoshi's Island's ghosts was removed in 3.5 afaik.
I mean,... it's not random, though. Even if I have no control over it, that doesn't make it random lmao.Randall isn't RNG in the sense of true randomness, but in terms of whether he's actually there when you happen to get knocked off X side of the stage, it's effectively random.
Whether or not Billy and Suzie are locked directly to the clock [EDIT: they are. Every 25 seconds], the same applies to them. Even if it's not true randomness, once you're knocked off, you have little control over whether that additional asset is going to be available to help you recover. Obviously it's on you to adapt as well as you can to it, but I contest that this pseudorandom element constitutes too much variance to have a place in top level tournament play.
It was accepted in melee due to lack of choice. Now, we've got tons of better options.
Ofc we need to experiment to see if it works.we dont have evidence. putting the burden of proof on someone when you know they cant possibly have it in the face of experimentation doesnt make you "right", it makes you look like an *** hat. if you want to refute the point on your grounds, i see your argument and it makes sense on paper but we have no way to validate it without trying it. i simply dont see 3 stock as being reasonable at this point. similarly to lylat, theres nothing wrong it it on paper, but i dont know many players that would consider it valid anyway. for now, we will try 7 minutes and see if theres any difference in either direction. i dont think there will be, and if it doesnt work out, we'll know why and deal with it accordingly. if theres no issue for 3 months, we may try 6 minutes. it may end up back at 8. in the grand scheme of things i dont think it matters much.
I'd agree except for two things: 1) FLSS requires an odd number of stages, starter/counterpick does not and 2) because you effectively have (n-1)/2 strikes in an FLSS system, it may change the way we regard certain stage options. Five or six alternating strikes vs the current two or three for the winner shifts the amount of control each player has over what stage they'll play on in each match, along with eliminating the "starters" subgroup discussion entirely.As for FLSS, I think it’d be best if the questions regarding the stage list itself (in the thread that Cubelarooso posted not too long ago) are answered first (which should lead to an agreed upon stage list). Once we have an agreed upon stage list, then it should be quite simple to argue for or against FLSS.