Huh? I intended to use unviability in a binary sense, such that talk of 'points' doesn't come into play.
. . . and actually I have no idea what you could mean.
Unviability in the binary sense is meaningless.
Yes. And that's why I was being very cautious and precise in investigating what it was about D3's infinites that strike one as so different. I think the fact that I gave screen time to talking about the principle at all excuses me from guilt here.
That is, I was looking at it as being this: "It looks like getting rid of D3's infinites (a) can be done (enforceability, discreteness), and (b) doesn't have the downsides that are used to doomsay in regard to 'banhappiness', but critically, (c) one can *state* the conditions that D3's infinites satisfy such that
they *following those conditions* will ban only
additional things that satisfy (a) and (b)."
EDIT: In bold and asterisk.
I saying things
looked like that, and was investigating to see if I could
show that.
On the way there, it looks like I found I was mistaken, so I'll get back to you guys.
Fair enough, though in general, my major issue was you can make the same argument, that you need to create a new exception for other things that have little to no metagame effect just because it "shocks the conscience". Let's be realistic, people don't like DDD's infinite because they don't like DDD's infinite. They didn't even wait to figure out how it effects the metagame.
. . . hmm, you're right. Maybe if I reversed the way it's posed (since 'some characters are unviable' is a relative statement to the size of the cast).
Is it a good thing for more characters to be viable? Notice this can even apply across games. A game with 15 characters, let's say all miraculously viable (the developers are really good), or even change to 10 viable characters; then go to game with 30 characters, with all 30 viable, only 20 viable, or 16 or 15 or 10 viable?
Again, not particularly. It's entirely dependent on the depth of the metagame, neither situation is inherently preferable to the other.
What factors in to deciding which game is more rewarding to the competitive player?
Depth.
Again, what is 'it'? If you don't apply "the very low banning standard", you have 'not a standard', not an arbitrary one.
So lost.
By applying an arbitrary standard, it means that some things that fall under the standard you ban, other things you do not.
In this case, I believe the objection would be an arbitrary or low standard for creating a standard.
This thread moves too fast, and people just ignore posts. So I'll try one more time. This is in response to the claim that the infinite does indeed have at least one non-broken tactic, which seems to be a brief, risky stalling tactic vs. Luigi, Samus and Mario.
Can someone tell me at what percent D3 is capable of using his infinite on Samus, Mario and Luigi? I'm assuming it's under the 300% cap?
Here's what I don't like: that a D3 player, who is fighting one of these three and has achieved a position where he could score a KO, is instead allowed to choose to stall the match. At that point, if you choose to infinite, you are stalling the match and nothing more. There is no other explanation, rationalization, or otherwise. This is very different from, for instance, ledge-stalling, where there are plenty of other possible reasons that you don't immediately choose to return to the stage. Doesn't this stand in stark contrast to the precedent set by other pure-stalling tactics that have been banned? Can someone else name a pure-stalling tactic that you are allowed to use for a certain period of time, and THEN have to either stop or forfeit the match?
Why the hell did we ban Meta Knight's cape stall outright? Why didn't we allow the MK player to use it... only under certain circumstances, and only just for a little while, THEN tell them to stop?
If no one wants to respond, then I give up.
We don't actually know at what percent it starts being a true infinite because we don't know the limits of button mashing, we just know what percents it's not. It's been escaped up to about 130% so we know that anything below that isn't an infinite.
If he chooses to continue it beyond a percentage where he can kill with one of his throws, then yes, it is stalling. Which is what a damage ceiling takes care of.
As for IDC, because there wasn't a discrete and enforceable way to ban it for stalling purposes and leave everything else intact. Clock-watching is just impractical, and no other method is really workable, otherwise it wouldn't have been banned.
Another thing, DK and Bowser can't really mash out of it. Then the other 3 don't get out of it until around kill %'s.
It can be easily abused for stalling purposes and doesn't allow the other player a chance to show their competitive skill. It's equatable to 2 people playing Chess, and one player taking 15 turns in a row. It's just a total BS tactic.
Bolding added
What? Uh, you've got it wrong, it doesn't work period until kill percents. Break-outs work the exact OPPOSITE way.
As for the stalling, a damage ceiling deals with that possibility very nicely.
Ah, now we are getting somewhere...now...why is order good in the competitive scene? That question I think I can answer on my own. Order is there to promote an environment that maximizes (oh, the irony XD) the importance of skill in determining the winner. That is why items were banned, that is why counter-picking exists, that is why stages are restricted. And the disadvantage forced upon the forbidden 2, arguably 5, is, in the words of Mister_E:
Sorry if you object to me quoting you, btw. Anyway, this shows that not banning the technique goes against the basic philosophy of competitive gaming: that skill should be the last word in deciding the winner.
The problem is, that's not the basic philosophy of the ban.
The idea of the ban is that by forcing players to constantly adapt you further the development of the metagame, and therefore only ban things where over-centralization is massive or that make the game unplayable, and even then, as non-intrusive as possible.
Remember, part of skill is good counter-picking, so if you're going for the "ban to make match-ups more even" argument, where's your endpoint, and why? Because if you don't specify an endpoint and accept your argument, we gut the game until all match-ups are 50-50.
That may lead to a very skill based metagame, but it also leads to a metagame with very little depth, and allowing for depth (but not artificially adding it) is a goal of competitive gaming. Hence why we don't ban very much.