dav3yb
Smash Journeyman
- Joined
- Dec 7, 2014
- Messages
- 431
You forgot to link the video.Yup, the gaps make it so you can't approach without jumping, which puts you in a bad position and leads to camping. Banned.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
You forgot to link the video.Yup, the gaps make it so you can't approach without jumping, which puts you in a bad position and leads to camping. Banned.
Yeah, but you could also just stand there and force your opponent to jump/approach and aerial or something.Isn't camping on off-stage above-ground platforms reliant on gravity-affected or downward-angled projectiles, though? Mario and Snake would camp really well on the platform setup you describe... Fox and Luigi, not so much. ...Oh, wait, that's where the whole "disproportionate advantage" argument comes in, isn't it?
laughs in BelmontIs this theoretical or does this consistently happen in practice? Also, how bad is the camping? Should mild camping even be bannable? If it's extreme then that's a problem, but if it is not extreme, then... well, if you're going to ban stages for promoting camping, there are a few characters that probably need to be banned too.
I don't want people to actually ban the belmonts or olimar or whatever. And I DO expect a ton of stages will be banned with faulty justification too (unless people suddenly actually do the stage lists thing I keep harping on). But I figure it's worthwhile to at least state what a logically consistent set of standards would entail, even if that's probably not gonna happen in practice.laughs in Belmont
A big part of the issue is that the optimal number of stages with a stage strike system is 5. Thus, the real debate is which 5 stages we are going to use. And because there are more than 5 decent stages, we have to arbitrarily throw a bunch out. The other half of the issue is that people hate being forced to play on stages that they don't like, and yet that is the whole point of coutnerpicking. I mean... the optimal counter-picking strategy is NOT to pick a stage you are good on, it's to pick a stage your opponent is bad on, and that makes people inclined to prefer to ban lots of stages.These tiny tiny legal stage lists break my heart How the mighty have fallen. Anyway, I haven't seen Arena Ferox brought up at all in these discussions, any reason as to why? What's the issue with it?
Also, in regards to Green Greens, I thought the side portions of the stages were actually slightly LOWER than the middle platform, making it that in order to camp with projectiles; unless you have an arching projectile that is like Axe, you need to constantly jump to hit your opponent. So, both players are needing to jump in order to make the side platforms usable for camping. I think Green Greens should stay.
Also community seriously needs to stop coming up with dumb reasons to ban stages TBH.
I still think that broken system needs to go and be replaced with something else. Too bad others don't feel the same way.I don't want people to actually ban the belmonts or olimar or whatever. And I DO expect a ton of stages will be banned with faulty justification too (unless people suddenly actually do the stage lists thing I keep harping on). But I figure it's worthwhile to at least state what a logically consistent set of standards would entail, even if that's probably not gonna happen in practice.
A big part of the issue is that the optimal number of stages with a stage strike system is 5. Thus, the real debate is which 5 stages we are going to use. And because there are more than 5 decent stages, we have to arbitrarily throw a bunch out. The other half of the issue is that people hate being forced to play on stages that they don't like, and yet that is the whole point of coutnerpicking. I mean... the optimal counter-picking strategy is NOT to pick a stage you are good on, it's to pick a stage your opponent is bad on, and that makes people inclined to prefer to ban lots of stages.
So at the end of the day, there will be 5 stages + maybe a few counterpicks options, and it does note matter how many viable stages there are. The stage striking system only makes sense with 5 'starter' stages and maybe as many as 5 'counterpick' stages. If you want more stages, you need to throw out the entire system (which is why I hope people do that! But I don't expect it).
A small list of stages just makes way more sense for organized tournament play. Less time striking maps, less time counterpicking, better for players to practice their skills on a smaller set of maps. Green Greens may or may not have a camping issue, but it definitely has a larger problem of forcing players to jump to (re)acquire the centerstage. This unavoidable, predictable play can lead to issues where a fair number of fighters will be have to strike Green Greens just to not be easily gimped. I don't think that's all that fair, but I love the stage so much without hazards, maybe it could still be used for doubles?These tiny tiny legal stage lists break my heart How the mighty have fallen. Anyway, I haven't seen Arena Ferox brought up at all in these discussions, any reason as to why? What's the issue with it?
Also, in regards to Green Greens, I thought the side portions of the stages were actually slightly LOWER than the middle platform, making it that in order to camp with projectiles; unless you have an arching projectile that is like Axe, you need to constantly jump to hit your opponent. So, both players are needing to jump in order to make the side platforms usable for camping. I think Green Greens should stay.
Also community seriously needs to stop coming up with dumb reasons to ban stages TBH.
it randomly selects 1 of the transformations, and some of them have caves of lifeAnyway, I haven't seen Arena Ferox brought up at all in these discussions, any reason as to why? What's the issue with it?
Redacted due to info from Muno.A small list of stages just makes way more sense for organized tournament play. Less time striking maps, less time counterpicking, better for players to practice their skills on a smaller set of maps. Green Greens may or may not have a camping issue, but it definitely has a larger problem of forcing players to jump to (re)acquire the centerstage. This unavoidable, predictable play can lead to issues where a fair number of fighters will be have to strike Green Greens just to not be easily gimped. I don't think that's all that fair, but I love the stage so much without hazards, maybe it could still be used for doubles?
As for Arena Ferox the stage is particularly large but the real issue is the crappy platforming. Some are solid and can really lengthen a game just because fighters will either tech off it or just bounce back to the stage.
Ferox doesn't consistently go to the statues form, it picks one of its four forms at random and stays like that for the whole match. That kills any chance it has at being legal since statues is the only good form of the bunch. (Resetting the match until it gets picked just isn't going to happen.)These tiny tiny legal stage lists break my heart How the mighty have fallen. Anyway, I haven't seen Arena Ferox brought up at all in these discussions, any reason as to why? What's the issue with it?
Although it's true that a smaller stage list is better from a logistical point of view, I disagree with the notion that it's better for competition. If we accept as an initial fact that different stages require different strategies, then by necessity limiting the number of stages will reduce the number of strategies a player must be competent with. This in turn means there's less room for a player to practice and grow. Now, there's an upper limit to this (e.g. Kongo Falls has the rock), but in general that's my view. (Edits for rephrasing and clarity.)A small list of stages just makes way more sense for organized tournament play. Less time striking maps, less time counterpicking, better for players to practice their skills on a smaller set of maps. Green Greens may or may not have a camping issue, but it definitely has a larger problem of forcing players to jump to (re)acquire the centerstage. This unavoidable, predictable play can lead to issues where a fair number of fighters will be have to strike Green Greens just to not be easily gimped. I don't think that's all that fair, but I love the stage so much without hazards, maybe it could still be used for doubles?
You're actually right about >10 stages being impractical with regular bans. However with PXP1 this is no longer the case. The only real difference is that you're giving the winner more information, which means he's less likely to waste his bans.So at the end of the day, there will be 5 stages + maybe a few counterpicks options, and it does note matter how many viable stages there are. The stage striking system only makes sense with 5 'starter' stages and maybe as many as 5 'counterpick' stages. If you want more stages, you need to throw out the entire system (which is why I hope people do that! But I don't expect it).
I mean, I am probably the biggest proponent of personalized lists instead of stage striking! I made an app for it (shameless plug even though I already linked it last page: http://smashlists.droppages.com/)! Some other people have suggested other systems too, like not using starters at all on game 2 or 3. I think my system is easily the best though (of course, I would say that, wouldn't I?)I still think that broken system needs to go and be replaced with something else. Too bad others don't feel the same way.
Woah, the whole "less-time-consuming" thing is very reasonable, but "better for players to practice their skills on a smaller set of maps"? Why is that a good thing? If that actually makes sense, then, again, it sounds like logically TOs should also be considering character bans. If needing to learn more is a downside, then the ideal smash game really would just have one stage and one character.A small list of stages just makes way more sense for organized tournament play. Less time striking maps, less time counterpicking, better for players to practice their skills on a smaller set of maps.
That is really sad to hear :/Ferox doesn't consistently go to the statues form, it picks one of its four forms at random and stays like that for the whole match. That kills any chance it has at being legal since statues is the only good form of the bunch. (Resetting the match until it gets picked just isn't going to happen.)
I agree completely with you here. I understand that there are some forms of degenerative gameplay, however to claim that a stage is bad due to "somebody has to jump to get to center platform" is honestly stupid. By allowing MORE legal stages, we develop MORE interesting ways of playing, a much more complex meta game, and it allows more character to have real viability that just struggle on "neutral stages". Honestly, there is literally 0 reason to keep the current system besides people being lazy. And laziness should be shunned, not enabled.Woah, the whole "less-time-consuming" thing is very reasonable, but "better for players to practice their skills on a smaller set of maps"? Why is that a good thing? If that actually makes sense, then, again, it sounds like logically TOs should also be considering character bans. If needing to learn more is a downside, then the ideal smash game really would just have one stage and one character.
What if it's the lack of stage variety that's driving a player away in the first place?Quite frankly, energy is better spent trying to make sure Lylat stays legal than trying to overhaul the whole system "just because" or because "I think I have a better method". Its something that can actually be taken seriously by TOs: that's something that us pot money feeders can actually have an impact on.
OK, just downloaded 1.20 and confirm 2 various things:
-The Color Change lag bug is still there. Bummer.
-Yoshi's Story still spawns food, which confirms it's not a bug but an in-game hazard added to the stage. Hazardless removes the Shyguys along with Randall. due to this Yoshi's Story can pretty much just be classed as a BF Variant akin to Midgar since it's only legal with Hazards off.
For sure. Smashville being played 60% of the time will do that. I'm still all for as large of a stage list as possible, but it has to be done well, reasonably. Making sure that Lylat is back as CP at bare minimum if not neutral the moment its ledges are fixed? That's good. Trying to get stages in that have elements that in the past have proven to be problems? Not so great.What if it's the lack of stage variety that's driving a player away in the first place?
Kirby not grabbing the ledge at certain situations is not enough to ban the stage, seeing how it can be played around and all (and Kirby players could avoid Lylat if they don't like it). Same with Peach/Daisy.From what I saw in the patch thread, people have tested it and Kirby was still not grabbing the ledge.
I am extremely confident that this happens a lot!What if it's the lack of stage variety that's driving a player away in the first place?
So... again, I'm claiming that you're probably gonna get the smashville situation again if stage striking is used. Stage striking itself is the problem! 5 is the optimal number of stages when striking, period. If a tournament is using stage striking, the primary debate is which 5 stages should be picked.But seriously, I used to be one of the guys trying hard to make the stage list larger. I wrote up a topic back in... either Brawl or SSB4 about Pirate Ship and how it actually had a pattern and how you could reasonably predict what the next hazard was going to be and when it would change. I've been there, done that. Its better to know where to cut your losses and focus the collective energy on the borderline stages instead of the fringe stages. Lylat and T&C are two excellent examples for this.
This is where I fundamentally disagree with the thought process. Instead of appealing to the more casual crowd with less content, the entire selection method should be altered to be less convoluted. I for one am going to be running and testing out stage morphing at some locals, and stream-lining games by having only a few bans and loser picks from everything else. I honestly think with ~3 ban's most characters can just cut any particular stage that might have really bad issues for them.As a TO of a tournament series where the vast majority of players do not play at a high competitive level, my goal was to keep the stage list as simple as possible. I avoided stages with slopes, asymmetry, or any other "weirdness" although some of the stages I may not personally find fault with.
No offense intended, but this feels like an extreme exaggeration to me. It's not "almost walkoff"-level... at all.I'd be more ok with Wario Ware if the blast zones on the side weren't so close. They are almost walkoffs, which is why I think it's better suited as a CP at its current state.
It's an exaggeration lol. Of course it is but that doesn't change the fact that nonsense like this can happen;No offense intended, but this feels like an extreme exaggeration to me. It's not "almost walkoff"-level... at all.
Also, why do blast zones inherently better classify it as starter or CP in general? The only considerations on whether a stage is starter vs CP should be balance of the stagelist & strike system, imo.
For WarioWare to get picked as the starter, both players would have to agree to it (by striking the other stages), so they would have to know that the stage is small, blast zones are close, etc. and still pick it. I don't see why that's a problem.
At the very least, it's a much smaller problem than a character who has an advantage on FD-types being able to basically choose between PS2, BF, and SV because their opponents have to waste both strikes on FD and T&C, for example.
I mean sure.. but you'd be allowed to strike it without much disadvantage from doing so. That's the point. (vs if you played a char bad on Omega stages, T&C would force you to strike 2).It's an exaggeration lol. Of course it is but that doesn't change the fact that nonsense like this can happen;
https://mobile.twitter.com/Ethan9882/status/1072678257135366144?s=19
I mean if you all want it fine but I'm gonna ban it most games
edit; i really do like the stage layout, but those blast zones sadly killed the enjoyment of the stage for me. I am not saying that just cuz I don't like it we shouldn't have it, just that I suspect I won't be the only one to not like it and lead to the stage getting frequent bans.
2gg ran the "good" way to do mixed hazards with 2 rulesets.
— TLTC (@ImTLTC) December 12, 2018
There were 30 reported instances of hazard mix-ups at MSM. That's just the reported ones.
We need smaller stages. Hazardless Smashville and Yoshi's are smaller.
It's easier to practice.
Hazards off pls
I'm going to mostly stay out of this mess but, take it from somebody who argued fairly hard for a liberal stagelist in both Brawl and SSB4:
1) If you have to resort to name calling/accusations (like "its just lazy to keep it this way"), you've already lost. You've already given a great reason to not to bother to listen to what you have to say.
2) No method that requires an out of game function (like an app) is ever going to be used for something like stage selection. It doesn't allow some casual guy who's barely even aware of competitive tournaments to walk in and give it a shot with no prior prep. It also means if something goes wrong with the app or whatnot there's no easy way to fix things. If say the app goes down mid-tournament, its an absolutely disaster. Let alone if say its discovered after a tournament that the app was actually bugged.
An out of game program is used to track tournament brackets out of necessity. And of course streaming is an out of game setup. But those are the only out of game things used at tournaments.
3) Time is a huge factor. Like, massively, mindboggling important factor. Lets say we go with a fancy new method that takes about 10 seconds longer on average. Doesn't sound like a big deal right? Think about 10 seconds every match, in every set, in a double round robin initial phase tournament that follows up into a double elimination bracket, that tops off with a Bo5 32 onwards and then Bo7 Finals. Those tournaments already significantly struggle to stay on time, and have times been forced to rush things or stop the tournament in the finals due to running out of time at the place they're renting. Mega-tournaments cannot afford a 10 second difference for stage selection, and every tournament should use the same stage choosing method.
4) A stage that promotes significant camping will never be used. We've had Green Greens legal before in Brawl and I think SSB4. Guess what, we had gap camping among other things. Imagine if you're using Chrom or Ike, with their Up Bs that secure kills with the opponent dying first every time. Why would you camp the gap if the opponent doesn't have a projectile? You gain the lead and then sit there. Opponent has to approach through the air. You Up B. If it hits, you take off a stock. If it doesn't hit you can safely grab either ledge because the opponent had to go in fairly hard on their defensive options and most likely can't punish you for the attempt... meaning you can do the same thing again for free.
A major issue with this scene beyond the obvious? Viewership. What do you think the crowd reaction or stream reaction is going to be to something like that being even a semi-viable strategy? Very bad. Said viewership is how you get money to keep tournaments going. Can't piss them off.
5) This one is going to be hard for people to swallow I know but: if you're not a well known name in the Smash scene, you will never change anything about the stage selection system. How well you argue things is irrelevant. If you're a TO are you going to listen to some nobody off on the internet who has a crazy new system, or are you going to listen the local people who attend your tournaments weekly? Or heck, are you going to listen to a random on the internet or somebody like NAKAT or Zero or M2K? It's a pretty obvious choice.
If you want even a vague possibility of changing the stage selection system without becoming a high level pro player: host tournaments yourself. Use your method. Prove it works at a local level, then host regional tournaments. Multiple of them. All successfully. And then most likely host a national tournament. And then maybe a new stage selection method would gain some traction.
---
Quite frankly, energy is better spent trying to make sure Lylat stays legal than trying to overhaul the whole system "just because" or because "I think I have a better method". Its something that can actually be taken seriously by TOs: that's something that us pot money feeders can actually have an impact on.
I see your point completely and there's a big point to be made for the efficacy of these discussions.For sure. Smashville being played 60% of the time will do that. I'm still all for as large of a stage list as possible, but it has to be done well, reasonably. Making sure that Lylat is back as CP at bare minimum if not neutral the moment its ledges are fixed? That's good. Trying to get stages in that have elements that in the past have proven to be problems? Not so great.
(Another thing with the gaps, characters like Meta Knight can basically circle camp underneath the stage itself. Generally there's a rule against constantly stalling like there was in Brawl, but there aren't rules generally about doing it temporarily because if you have a hard rule against ever doing it its artificially limiting character options. But uh, you can be sure people don't like watching it happen.)
---
But seriously, I used to be one of the guys trying hard to make the stage list larger. I wrote up a topic back in... either Brawl or SSB4 about Pirate Ship and how it actually had a pattern and how you could reasonably predict what the next hazard was going to be and when it would change. I've been there, done that. Its better to know where to cut your losses and focus the collective energy on the borderline stages instead of the fringe stages. Lylat and T&C are two excellent examples for this.