So you're talking about a situation where if they roll away from you and you don't react to it by overcommitting, they can't punish you because they gave you space. Further if you do react to it, you are able to tack on some finite punishment depending on the character you're using.
I'm talking about a collection of situations, not just one. That is one type of situation I refer to.
So the problem here is overcommitting as opposed to rolling away being "too powerful" from a risk/reward perspective, let's be real. Overcommitting is a player decision problem, not a game design problem. In theory, the heavier you decide and leave yourself open to being punished by something other than reverse roll, the heavier punish you'd be able to net. For example, if you waited to soft confirm the roll, you might be able to dash attack. If you went on a full hard read and ran preemptively expecting a roll, you'd net an usmash (aka a kill move), but you'd leave yourself open to getting hit preemptively for an aggressive dash. It's actually a pretty solid yomi-loop.
Upfront, your style of taking someone's post, and redefining it within your own vocabulary makes it very difficult to tell if my point has been interpreted correctly. It's hard to tell whether my central point is being addressed, if I'm being strawmanned, or if I was understood in the first place.
Anyways, you'd net an upsmash if you both A) Preemptively ran expecting a roll, and B) Initiated the upsmash before seeing a roll, and (it would seem with many characters) released the upsmash on no visual cue or reaction, just on prediction of both the roll, and the timing of the roll within, it would seem, 5 frames.
That second element changes it a bit. Like... It's not like reads are just these things that we either have about a situation or we don't. As if we just either read the other player, or we didn't. Within a time interval, there are a wide variety of options that a player can undergo, which gets wider as the interval gets larger. Pretty broadly, guessing one or two actions that the player'll perform within that time interval is enough for someone to say that he "read" the other player, it would seem, anyways. So it might take a read to punish a roll in Melee, a read involving a good guess that he'll roll.
The more actions within that time interval that you have to predict in order to achieve your punish, the "harder" the read is. With 5 frames of endlag on rolls, and rolls which appear to be faster than reaction time+charge-release time (although I suppose I could test this), it would seem that you have to read both the action, and the timing. You have to go in blind with your smash attack, like literally, your eyes are useless in a scenario like this, because there are no visual cues. There isn't preemptively charging the smash attack, waiting for the roll, and reacting to it by releasing the charge (think a Fox upsmash read in Melee. If a Fox reads your roll in Melee, he can run and charge an upsmash at the spot you'll be, and as long as you actually do the roll, he'll be able to punish it every time because he can react to the specific timing.) It doesn't seem much like this is doable, in some scenarios at least.
Do you agree with that premise, or disagree? At the very least, do you find it plausible, or reasonably possible?
For the record, when you ascribe this to me: "People seem to want to punish an option (that doesn't have a hitbox) that also gives up stage (which we'd call a low risk low reward option) with a low risk / high reward option. "
It's concretely not what I'm talking about.
DeLux said:
It doesn't "need" to be fixed. The game is completely playable and not degenerate to a strictly dominant strategy because of rolling from a game theory standpoint.
If it "needed" to be fixed, rolls would make the game unplayable. News flash: they don't.
Sirlin isn't really relevant in a scenario like this haha. When he, or I (although I've chosen never to use the word for fear of this particular connotation,) use the word "needed", we're referring to a fundamentally different type of "need" (or "ought imperative") than Sirlin refers to.
Sirlin's pseudo-philosophy is good for mindset-development and improving, and, well, playing to win. It's completely naive, though, to use as an arbiter for
every issue related at all to competition. There are different layers of competition, all probably warranting their own derivations of "ought imperatives". In particular, applying the concepts in Sirlin's "Playing to Win" broadly to an entire community, as a justification for never changing anything (as an aside, it's already extremely close to being a naturalistic fallacy) unless the highest of high requirements are met leaves out what appears to be the most important element of competition: that the community playing it is in agreement that their game is
interesting.
I could, in my competitive friend group, ban rolling, or planking, or edge guarding, or items, or whatever, and it
isn't intrinsically scrubby. It's correlated with being scrubby, but, unless we circularly define "scrubby" in terms of wanting to ban that class of thing (which would lose the entire pejorative associated with it,) it isn't scrubby in itself. And it may serve to make the game more interesting to us, fueling us to actually play the game more, and develop other aspects of the game further.
The "real game" isn't what comes out of the box, it's the abstract entity that the players have a mutual agreement about playing. Sirlin's philosophy completely fails to account for the aesthetics of competition, and the tools sometimes needed to keep a game alive within a community. As players of a game, we can arbitrarily change any aspect of the game we're playing, and ban anything that we like for any reason what-so-ever, and it's just as justified as Sirlin's criteria.
This comment about Sirlin somewhat tangential to rolling, but "Playing to Win" was used as a response to someone (and I feel as if it's been implicitly used as a response towards me,) which makes it relevant.