B.W.
Smash Champion
Sup guys. As of late I've taken a small break from Smash and started playing more traditional fighters and as a player of both Smash and various 2D fighters such as SSF4AE, GG, KOF13 I took notice of something. 8 mins is far too long on the timer.
Now before I go into more detail I would like to say, this thread wasn't made to try to appeal to the players of 2D fighters, nor was it made to make Smash more like 2D fighters. This thread was made because the rulesets of Melee (and therefor Project: M) are crafted by the community and I believe there are problems with the current standard timer in the sense that if a player wants to play to the clock then he must drag the match out for much longer than his opponent, the audience, and in most cases even himself desires.
I'm unaware as to why 8 mins was decided as Melee's tournament timer. But these days I truly believe that the clock is able to go for too long, and I know there are others that feel the same. Originally I felt that the number of stocks played a bigger part in the matter, having 4 stocks sounds absurd, but decided to take note of the timer while watching tournament streams of Project: M and I realized if a player is on top of things stocks can drop from 4 to 0 quite fast even when two high level players were on the screen. The faster games would last anywhere between 1 and a half to 2 mins. Though if the players were more evenly matched the games would take around 4 mins.
And so I decided to change my timer settings in Project: M to from 8 mins to 5 mins since I felt that this would give the same exact feel of how Melee and Project: M play but with a more reasonable time limit. Most matches being Zero Suit Samus (my step brother) vs Toon Link (myself). Being very much inspired by Armada's "do whatever you can to win" tactics with Young Link in Melee (and me being a previous Young Link main) I play running away and throwing projectiles for most of the match, racking up damage as high as 150% on my opponent sometimes even though I can kill much sooner if I manage to land the hit. As some of you can imagine, this runs down the timer quite a bit... And yet here was not a single time out. The lowest the timer ever got was 32 seconds.
Now going back to me playing traditional 2D fighters for a momenty. Matches can be long and short in traditional 2D fighters as well, though it's less noticeable due to rounds being present. It is not uncommon for the timer to fall pretty low before a round is over, and the occasional time out not seen as a negative thing, and playing to the timer is a common and viable strategy. When matches time out, it can even sometimes add hype as it often means a match was close.
Now this next part is an obvious "what if" scenario. Though the scenario is possible, it's not very likely.
So most traditional 2D fighter's timers are 99 seconds meaning a round 1 min & 39 secs possible in a round, unless we're talking about Marvel 3, then the second takes about 2 seconds each resulting in 3 mins & 10 secs a game.
This means that if you were playing most 2D fighters and you played 3 rounds an they all timed out they would last 4 mins & 57 secs. That means that if all the games in a 2/3 set time out then the set lasted 11 mins & 31 secs. (When's Marvel end? 8 mins & 14 secs in a 2/3 set if all games time out.)
And how long would a constant time out in Smash take? 24 mins. Though it's shiny Pokemon rare to see this happen due to the timer lasting so long.
No one plays to the clock in Smash. Probably partially because the higher tiered characters in the game don't need to do so as most are fairly aggressive. But the bigger reason would definitely be because the timer is so long that nobody wants to spend that much time doing it, though it's not as if it is not a viable tactic in some matchups. Armada showed as that two years in a row with his Young Link. But most people couldn't bear to watch it because who wants to watch 8 mins of Young Link laming out Jiggs? Do it 3 times and you've got almost half an hour of that match. Do it 2 more times for a 3/5 set (that I didn't do math for, but just imagine it or go watch it again). It get's pretty ridiculous, especially when you add on the extra time of stage striking and stage banning.
Dropping the timer to 5 mins did not make the me feel as though I had no time to fight my opponent, nor did it make it feel as if playing the lame game with Toon Link was any easier. If anything it just made me a little more aware of the timer, which again never timed out.
I feel dropping the timer from 8 mins to 5 mins would be a healthy change for the game as a whole since it would allow the strategy of players being able to play toward the timer without the effect of the match becoming less appealing to both the players and the audience, and I would like to know how the rest of you feel on this subject.
Now before I go into more detail I would like to say, this thread wasn't made to try to appeal to the players of 2D fighters, nor was it made to make Smash more like 2D fighters. This thread was made because the rulesets of Melee (and therefor Project: M) are crafted by the community and I believe there are problems with the current standard timer in the sense that if a player wants to play to the clock then he must drag the match out for much longer than his opponent, the audience, and in most cases even himself desires.
I'm unaware as to why 8 mins was decided as Melee's tournament timer. But these days I truly believe that the clock is able to go for too long, and I know there are others that feel the same. Originally I felt that the number of stocks played a bigger part in the matter, having 4 stocks sounds absurd, but decided to take note of the timer while watching tournament streams of Project: M and I realized if a player is on top of things stocks can drop from 4 to 0 quite fast even when two high level players were on the screen. The faster games would last anywhere between 1 and a half to 2 mins. Though if the players were more evenly matched the games would take around 4 mins.
And so I decided to change my timer settings in Project: M to from 8 mins to 5 mins since I felt that this would give the same exact feel of how Melee and Project: M play but with a more reasonable time limit. Most matches being Zero Suit Samus (my step brother) vs Toon Link (myself). Being very much inspired by Armada's "do whatever you can to win" tactics with Young Link in Melee (and me being a previous Young Link main) I play running away and throwing projectiles for most of the match, racking up damage as high as 150% on my opponent sometimes even though I can kill much sooner if I manage to land the hit. As some of you can imagine, this runs down the timer quite a bit... And yet here was not a single time out. The lowest the timer ever got was 32 seconds.
Now going back to me playing traditional 2D fighters for a momenty. Matches can be long and short in traditional 2D fighters as well, though it's less noticeable due to rounds being present. It is not uncommon for the timer to fall pretty low before a round is over, and the occasional time out not seen as a negative thing, and playing to the timer is a common and viable strategy. When matches time out, it can even sometimes add hype as it often means a match was close.
Now this next part is an obvious "what if" scenario. Though the scenario is possible, it's not very likely.
So most traditional 2D fighter's timers are 99 seconds meaning a round 1 min & 39 secs possible in a round, unless we're talking about Marvel 3, then the second takes about 2 seconds each resulting in 3 mins & 10 secs a game.
This means that if you were playing most 2D fighters and you played 3 rounds an they all timed out they would last 4 mins & 57 secs. That means that if all the games in a 2/3 set time out then the set lasted 11 mins & 31 secs. (When's Marvel end? 8 mins & 14 secs in a 2/3 set if all games time out.)
And how long would a constant time out in Smash take? 24 mins. Though it's shiny Pokemon rare to see this happen due to the timer lasting so long.
No one plays to the clock in Smash. Probably partially because the higher tiered characters in the game don't need to do so as most are fairly aggressive. But the bigger reason would definitely be because the timer is so long that nobody wants to spend that much time doing it, though it's not as if it is not a viable tactic in some matchups. Armada showed as that two years in a row with his Young Link. But most people couldn't bear to watch it because who wants to watch 8 mins of Young Link laming out Jiggs? Do it 3 times and you've got almost half an hour of that match. Do it 2 more times for a 3/5 set (that I didn't do math for, but just imagine it or go watch it again). It get's pretty ridiculous, especially when you add on the extra time of stage striking and stage banning.
Dropping the timer to 5 mins did not make the me feel as though I had no time to fight my opponent, nor did it make it feel as if playing the lame game with Toon Link was any easier. If anything it just made me a little more aware of the timer, which again never timed out.
I feel dropping the timer from 8 mins to 5 mins would be a healthy change for the game as a whole since it would allow the strategy of players being able to play toward the timer without the effect of the match becoming less appealing to both the players and the audience, and I would like to know how the rest of you feel on this subject.