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- Feb 27, 2008
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I propose that Falco be banned
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Sorry, I can't see anything making the bottom 5 or so viable.Would this ruleset make Kirby viable? Because that would be awesome. Plus, I could laser camp Fox. Or at least, I could try to.
At least people would have at least willing to try once ina while. just like djn said.Sorry, I can't see anything making the bottom 5 or so viable.
Thank you, but we are not interested in your arbitrary definition of "real skill." Like, if I could beat everyone and anyone with one character, It wouldn't matter if I sucked at all other characters.If the whole point of this ruleset is to test "real skill", you should be forced to use your full repertoire of characters and stage knowledge. If you are a one trick pony, oh well, turns out you suck at this game.
That's an interesting concept. I kinda thought about this earlier but I couldn't figure out how to apply it. Sounds like you have a good idea, I'll keep this in mind to try out. =)I'd like to see all these Fox mains/Top Tier users pick up low tiers for a few months and then talk about what kind of options they have. Especially on stages that benefit Fox to a monstrous degree.
A rule I would propose to improve this ruleset would be once you use a character and then switch mid set, you cannot return to characters previously used. So let's say you start off using Falco, win game 1, your opponent takes you to Brinstar or something, you switch to someone else, you cannot return to Falco from that point on.
If the whole point of this ruleset is to test "real skill", you should be forced to use your full repertoire of characters and stage knowledge. If you are a one trick pony, oh well, turns out you suck at this game.
Well with his idea, you'll still be able to play all your characters if you need to or choose a character according to the level except the one you decided to change first. Everyone who has a main right now will likely remain their main anyways lol.Me and everyone else who thinks everyone should be able to play with whatever character they choose...![]()
I think I'm going to apply it when a tournament comes around here.Yeah, someone else suggested the idea of being able to "exhaust" characters out of your roster. This would make having a long series of counterpicks more strategic, as you could hypothetically force someone off of their main early in a set. Knowing that you are going into a bad stage for your character, you would either have to decide to try and fight it out on that stage at a disadvantage, or switch characters knowing that you won't be able to switch back to your main for the rest of the set.
This idea would really separate people who have only a main and a secondary from people who have a huge selection of characters. It is an interesting proposal, to say the least.
What a useful, informative post. Thank you for providing your opinion and letting us know that you will be making points to back your opinion at a later time. We have all learned something here today.I disagree with this and have an entire essay response to state my points... but I just wrote one in class and don't feel up to it at the moment. I'll edit this later, if I remember.
THat would open up a huge selection of different matchups that we've never seen before. Sounds great.Glad to hear the feedback man, thanks. And yeah, the stages that allow circle stalling are going to be out automatically, which is unfortunate but necessary.
Icicle mountain is an amazing stage for learning the importance of zone control. No matter how the stage moves, if you are aerial, you stay in your aerial position. This makes it important to choose a character that can protect themselves vertically, both up and down, and to be able to position yourself properly during movement. I'd like to have a variety of characters tested out there before we rule it out completely.
Anytime! ^^What a useful, informative post. Thank you for providing your opinion and letting us know that you will be making points to back your opinion at a later time. We have all learned something here today.
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Yeah circle stalling seems unfortunate. I love stages like great bay because they have aspects that make player interactions more interesting/different like the cramped bottom and the higher platform that you can't jump through. I guess those same aspects can be abused to avoid interaction but we didn't really test those out. I'll give icicle mountain another fest before declaring it unplayable. It probably didn't help that we were just randoming from all the stages so we got stage screwed from time to time.Glad to hear the feedback man, thanks. And yeah, the stages that allow circle stalling are going to be out automatically, which is unfortunate but necessary.
Icicle mountain is an amazing stage for learning the importance of zone control. No matter how the stage moves, if you are aerial, you stay in your aerial position. This makes it important to choose a character that can protect themselves vertically, both up and down, and to be able to position yourself properly during movement. I'd like to have a variety of characters tested out there before we rule it out completely.
Lol, its cool man, I was just poking fun. I do the same thing once in a while.Anytime! ^^
The only reason I did that, was because I tend to forget if I don't write it down on the post. I also just wanted to at least present my stance on the matter in case you were going to be acknowledging whether or not people agreed or disagreed anytime soon.
Thats actually pretty deep. quoting to show my immense agreement with this.Whereas, in the current ruleset, not SDing periodically isn't particularly important, in this ruleset not SDing will become much more important. The frequency with which the better player wins won't necessarily change; what constitutes a better player will.
I honestly don't care what the recommended ruleset is or what the MBR says. You've been around long enough to know that what we argue about in threads never actually gets implemented. If and when I hold another tournament (although it's been many years), the stages will be the ones I think are fair enough to play on; that's really the only thing I can do about it.-snip-
I was only making a joke.I honestly don't care what the recommended ruleset is or what the MBR says. You've been around long enough to know that what we argue about in threads never actually gets implemented. If and when I hold another tournament (although it's been many years), the stages will be the ones I think are fair enough to play on; that's really the only thing I can do about it.
What's stopping you from making a comeback? The options available to your opponent, as far as counterpicking, are available to you as well. That is what the ruleset emphasizes: if your opponent is going to win by picking Mute City and using Peach, then be better than him at it.I have no problem with losing one game of 7 due to one SD. The problem is that the counterpick system is too strong and can warp a single SD into the loss of whole set. This level of penalty is beyond what i think the suggested ruleset wants. The combination of the counterpick system with the new suggested ruleset is the problem.
Sorry, but this is not the basis for all competition. The "better" player can be defined in multiple ways, but the usual one is "the better player is the one whose probability of winning is higher." This has nothing to do with length of time played, which I think you are confusing with the Law of Large Numbers (that, as the number of games played increase, the actual average will approach the expected average). The person or team considered to be better is the one more likely to win the game at hand. The game at hand includes the time limit.Hell, while I'm at it I'll go ahead and indulge myself:
[collapse=Which player should win the game?]
I think the basic understanding (for all smashers) of who should win any individual game is the player that would have won if it had been 99 stock no time limit. When we talk about skill in this game, all of our understanding of "wow I should (not) have won that," is based around the belief that if the game went longer, the result would have been reversed.
This is, in fact, the basis for all competition. A game within a set of rules is established, the person or team considered to be better at it is the one who would win if it could be played to infinity. All timers, then, are artificial limitations which should correspond to the statistically significant sample size of time. (In statistics, you need multiple samples to calculate anything within a degree of certainty, and it turns out that 30 samples gives the same results as infinite samples. So teams don't have to play for infinity, but for some time much less.)
The problem with melee is that it is so many games: Marth vs Fox on BF, Peach vs Falcon on YS, Jigglypuff vs Ylink on DL, etc. So who should win a tournament set, or who is better at melee become far more difficult questions to answer.[/collapse]
I'm definitely uncomfortable there as a player, but if a rule set like this became commonplace, and especially if the concept of exhausting character options was adapted, I'd begin to practice on stages like Brinstar on the regular, for the same reason why I like to stay Falco vs characters like Peach/Puff/Samus.I agree. I was just using him as an example as I know a majority of space animal mains hate that stage with a fiery passion. Doesn't mean Falco is bad there persay, just that the players who main him are uncomfortable there.
If you lose the first game or one of your CP's due to an SD, then you must win on one of your opponent's counterpicks to win the set. The cp system is heavily biased towards the one CPing (especially when more stages are available,) so I would argue that losing one of your 4 matches (random and counterpicks) should lose the set. But I guess playtesting would be the only way to verify. Atm, I think the counterpick system is too strong to work with anything less than 4 stock matches.-snip-
Like I said, you and your opponent have the same options available, more-or-less. The only actual advantage the losing player has is the second choice of character. If your opponent picks Mute City, you can go Peach. If he picks Green Greens, you can go Fox. You just have to actually be capable of executing these strategies. I don't think it will boil down to the first match determining the set.If you lose the first game or one of your CP's due to an SD, then you must win on one of your opponent's counterpicks to win the set. The cp system is heavily biased towards the one CPing (especially when more stages are available,) so I would argue that losing one of your 4 matches (random and counterpicks) should lose the set. But I guess playtesting would be the only way to verify. Atm, I think the counterpick system is too strong to work with anything less than 4 stock matches.
Not sure I'm following what you're going for here. Could you elaborate on this?I think my mistake came from the assumption that if someone wins a game more vs someone else, that first person must have a higher average score. P(A win)>.5, meanA>meanB. While this is not true (if A scores 1 every game, and B scores 0, then 0, then 4 every three games) in a mathematical sense, I wonder if, given a large enough number of games, this would ever happen in practice. (The best chance of it happening must be in baseball, where the starting pitchers work in a rotation.) If it does not happen in practice, then there's no significant difference between the two.
And even if it did happen, (and when it does happen during small series) would/do we not often feel a little cheated that the team which scored more, lost? (Alternately that the team which scored less and won, got away with one?)
I agree largely, which is why I take a minimalist banning attitude (that, and because it's just the only fair, objective ruleset). However, certain choices are necessarily arbitrary, and so even taking this stance won't provide an argument for four stock over two, or even stock over time.I appreciate and understand the sentiment of the last line, but that one Melee is the one I put in my gamecube (1.0 NTSC, in case anyone's wondering)
That was totally S2J's fault...I think people should stop pretending that SD'ing is entirely player dependent, and that "just get better" is a reasonable solution to the problem. There's a difference between messing up a ledgehop waveland and this http://www.youtube.com/watch?v=EEBB3A1-ae4#t=4m18s
Agreed. What was he trying to do there? Dsmash? Dtilt?That was totally S2J's fault...