Overswarm
is laughing at you
- Joined
- May 4, 2005
- Messages
- 21,181
So let's say you argued the above more coherently than you did. Reading it, I know you don't have much experience with Pictochat. You don't "suddenly get placed into a bad position" unless you allowed yourself to be. It spawns on a timer, it's no different than the klap trap in jungle japes. You know the place and time, if you got hit it's either your opponent hitting you there or your own mistake getting you killed.Yeah, I'm loving this implication that liberal stage lists are the ideal here, and you are forced to begrudgingly compromise with stubborn, stupid conservatives, AA.
Pictochat is beyond stupid. Random transformations that affect the entire stage and, therefore, randomly give one player an advantage? No thank you. The safe zone is a ridiculous concept, not only does it completely ignore the static transformations that will suddenly place one player in a better or worse position regardless of where they are standing (there is no constant ideal way of playing, it is a matter of picking one of many potential "ideal" positions and hoping that your number comes up), the safe zone ALSO doesn't apply when the characters are fighting; therefore, a player who is worse than their opponent/uses a character that sucks at KO'ing/etc... is going to have a better chance of winning if he forces confrontation in-between stage transformations with the hope that luck is on his side.
Comparing it to Judgement is ludicrous - a single move of a single character is in no way proportionate to a stage that is constantly influencing the players randomly regardless of stage position, in terms of how much it affects results.
The fact that you have to play around random hazards immediately sets off alarm bells because it creates the following situation:
1. You anticipated a certain transformation would screw you over, and guessed correctly - you win!
2. You anticipated a certain transformation would screw you over, and it never appeared - you lose!
Being able to mitigate the effects of randomness by playing in an ideal fashion doesn't eliminate them.
But we'll break it down.
There's randomness in smash, period. Tripping, damage % in some cases (to our eyes), peach's down+b, G&W's over-b, Luigi's over-b, which transformation is showing up in pictochat, where items spawn, what items spawn, etc., etc.
So first thing is first, we can't remove all of it. Does this constitute removing what we can? This is the first "gap" that we have to cross. This is a bigger question than you'd realize. Why ban pictochat, but not ban Peach or G&W? You think a random bomb or judgement hasn't decided a match, set, or even tournament? Are characters somehow "more important" and thus defended from this? How can you justify banning Pictochat, but not Smashville due to the inherent randomness of its balloon or Yoshi's Island's Shy Guys and Roger?
It all comes down to severity.
First up, what are the actual effects? Inconvenience, loss of a stock, what? Pictochat's transformations could potentially put someone in a situation where they could be killed, right? That's severe. The balloon in Smashville has killed players before, in tournament. I've seen it. I d-smashed a Ness, he up+b'd, it hit the balloon, he died. That's pretty severe, but it's certainly uncommon and you can learn "oh, don't up+b in the path the balloon can be in".
So our mental process in "we should ban Pictochat" that doesn't fit into "we should ban Smashville and Peach and Yoshi's Island" isn't determined by the individual effect.
What about frequency?
Well we have numbers from Peach to start. If I recall correctly she has a 1/58 chance of getting a bob-omb and a 1/58 chance of getting a stitch face (4/58 of getting non-turnip total).
G&W's judgement doesn't allow you to pull the last two numbers pulled, so you essentially have a 1/7 chance of getting a 9, right?
So we've got some numbers to go on now with randomness. If something fits in that range, it fits in the frequency and it's within "acceptable bounds" as far as randomness alone goes (although random elements within that range can be considered bannable still).
But all this is dancing around the actual point.
Does it change results in a negative fashion?
You can talk about it "killing someone", but it doesn't have to. You can talk about it happening "too often", but we allow others that happen more often, and it doesn't really matter unless it changes results in a negative fashion.
You want to get saved by Roger on YIsland? You move to that area.
You don't want to get hit by the Bullets spawning on Pictochat? You move out of that area.
All that matters is "Does it change results in a negative fashion".
Pictochat has never done this more than other, more traditional stages, like Final Destination. You can crunch the numbers and see it pretty easily. You take the average win % for each matchup within a series of tournaments and when you have a large enough sample size, you see what affects the win % the most. If you take all the characters and see the average win rate on FD for most top tier characters is somewhere between 55-60%, but then you see Ice Climbers and Olimar jump up to 75-80%, you're in a tough spot if you can't find the same thing in Pictochat.
You can also look for consistent upsets. If Player Z is taking everyone and their mother to Pictochat no matter what but he beats everyone on that stage, it merits investigation because he's obviously figured something out. But that has never happened with Pictochat.
As such, you're presented with three options:
1) Arbitrarily ban Pictochat
2) Ban Pictochat and every other stage that has the same overall effect
3) Keep it legal and continue to collect data
Your stage ranking is absurd, by the way. Why would Green Hill Zone be as bad as Rumble Falls?
How is PS2 on the same level as Norfair? etc... etc...
PS2's ice zone doubles tripping occurrences, and the wind stage can severely alter certain matchups and make some super low % KOs. It also has the "diddy stall", in which Diddy jumps full height twice and then holds down his up+b for maximum charge and shoots straight up. He can stall the entire wind transformation this way. It's not that big of a deal because, ya know, you wreck his face when he lands, but people don't like it much.
Green Hill Zone has designated camp zones which can be considered "derivative gameplay". If you can make the case that the checkpoints because "safe zones" that you can't leave without giving yourself a disadvantage, the game becomes about using the safe zones properly. You stand within the hitbox so that they cannot approach easily. Rumble Falls is more or less the same issue; the stage isn't like Rainbow Cruise where there is just one path and you're fighting over it at a consistent speed, but rather there are multiple paths with inconsistent "speed up!" moments. Due to the variety of jump speeds and aerial mobility, some of the paths aren't open to the slower characters. This creates scenarios where the game becomes about "guarding" those paths specifically, except due to the layout of the stage it's not a result of player choice or randomness, but has actually been pre-determined.
If you want to get over the pendulum platform on Rainbow Cruise and someone is blocking your attempts, it's because they had the foresight to get there first. If you're trying to jump up the haystacks on Rumble Falls and someone is blocking you, it's because every time the game says "SPEED UP!" or gives them an easier path due to their aerial speed that they are freely given this opportunity.