"effects"
*twitch*
Hate to be the grammarstapo in the thread, but you're looking for "affects".
I used to be better with this particular one, but eventually I forgot what the difference is between both. What exactly is the difference lol?
This entire argument (the GnW nine) seems to boil down to "random rewards are okay, random penalties aren't" and that makes me go " :/ " IRL.
actually it's not just that, it's the combination of that and other things.
k table, what if we remove the 1 from judgement?
Impractical, requires a .pac file as far as I know, which means we'd need an SD card for every Wii. Plus there's no community backing for this outside of you making a hypothetical argument that you disagree with anyway. Further it's a different situation.
or the non misfires? or everything except stich faces from peach? or the waddle dos and dees?
These are all useful things, that have an extra random bonus. That is inherently different from the judgment example, but it also has the same problems as the judgment example, plus these effects aren't 100% detrimental.
Although bringing in hypothetical arguments doesn't answer my original question in the slightest.
I asked why removing tripping is a bad thing, I didn't ask you to ask me to argue against removing RCO lag, or any other hackable thing. I'm not versed in the MGFB code arguments, and the MGFB code arguments aren't very related to the no-tripping code arguments.
Explain to me why no-tripping is bad, not asking me why we wouldn't use the MGFB code. Those arguments are flawed because you're looking for universals, and that's a flawed line of thinking.
To an extent, much of these things can be patched with codes, and practicality should hardly be of issue... But let's grant that and reduce it to just codes. There are codes that can do most of what we want to do. It's more awkward and hard to work with, but it's possible. Not all, but a lot of it, anyways. And even just liming it to codes, we can buff ganon, fix RCO lag, etc.
Alright now get me a large part of the community's legitimate support to buff Ganon and make that the standard in Brawl (along with 3 years worth of people, not even in this community, complaining about Ganon's fair), and then your analogy is valid.
Until that point, the two situations are largely different enough that they can't be compared in the way you're trying to compare them. Universals don't exist in the way you're trying to force them, we should work on a more case-by-case basis.
Tripping is gameplay-changing. This is the line drawn in the sand: we either change the gameplay or we don't.
Longer replays is gameplay changing, it allows you to press Z at the results screen after 3 minutes have passed. That changes your options within the game. (Oh and since I might as well put this out there, longer replays, a gameplay changing code, didn't lead to us trying to remove tripping, nor did it lead to us trying to buff Ganon's fair)
This analogy I just made, saying that longer replays is gameplay changing, so that either shows that the line in the sand is wrong, or it justifies changing tripping is inherently flawed in a really large way (probably in multiple ways, but it also has one really big flaw, a flaw that's overlooked in most arguments). The issue is that this analogy doesn't apply. The reason the analogy doesn't apply isn't because there's some universal quality that the things you're talking about has, and the longer replay code doesn't exhibit.
The issue is simply that it's different. It doesn't apply because it's a different situation, and it would be foolish of us to act as if it applies even though it doesn't. Longer replays didn't lead to no tripping, it didn't lead to buffing Ganon's fair. It was just making longer replays legal. It doesn't apply to any other argument, it had its own variables that were unique to itself. The qualities it has are VERY reminiscent of the things you have an issue with with the no tripping code (it changes gameplay to some extent, it's different from the developer's intention and the way the game was made, you're basically playing a different game with it on, the original thing, not being able to have replays longer than 3 minutes, was universally disliked, and removing it was better).
The issue is not that they all don't exhibit the exact same traits, and it's not that the traits are varying levels of that trait. The issue is that the situations are simply DIFFERENT, and we gain nothing from comparing them.
We gain a lot, however, by dealing with something on a case-by-case basis.
I don't want an example of something that has similar traits that's arguably bad. I want an explanation of what's wrong with this particular scenario (this scenario being adding the no-tripping code as an option).
Not true. No tripping is gameplay-changing. It doesn't matter if you want to say it's "results-changing"; whether or not walking is still more effective is irrelevant; it makes dash safer either way.
The idea I was trying to communicate by giving a different kind of word to no-tripping clearly was lost on everyone. I apologize for the misunderstandings, I've rephrased my arguments and attempted to be more clear in this post.