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As a TO, I'm thinking (at least to start, until the community as a whole agrees otherwise)....
NEUTRAL
Battlefield
Yoshi's Island (Brawl)
Prism Tower
Final Destination
COUNTERPICK
Arena Ferox
lmfao one counterpick. may as well not have any.As a TO, I'm thinking (at least to start, until the community as a whole agrees otherwise)....
NEUTRAL
Battlefield
Yoshi's Island (Brawl)
Prism Tower
Final Destination
COUNTERPICK
Arena Ferox
My goal as a TO with this list is to eliminate a random factor from giving another player an undeserved advantage. Considering most TO's want to go the traditional route with stages and only want to use Battlefield, FD, and Yoshi's Story Brawl, I think adding Arena Ferox and Prism Tower gives it some variety, even if its minimal.As a potential spectator I'm wondering why only these 5 stages out of the almost 20+? What is your goal as a TO with this stage list?
There's nothing wrong with it per se, but looking at all the stages over the course of Smash Bros., far more have hazards and dynamic elements in general than not, which in turn seems to suggest that being able to deal with them as they appear is considered a core design philosophy by the dev team. Knee-jerk banning them comes across as restricting the game and trying to make it something it's not.I don't understand the problem with wanting a stage list that focuses on player vs player matches. Playing on more wild stages does require skill and knowledge on how stages work but that's not a skill that people want to test.
Personally it's just not as much fun to have to deal with randomness in stages. Moments that distract me from playing against my opponent are moments when I'm not having as much fun. And it seems that the majority of the community feels that way as well. People go to tournaments to fight other players, not stages.
What I think is fun should not decide the ruleset, but if the majority of the community does not have fun playing on stages with hazards, that should have clear implications on tournaments. The majority of the people who hosts tournaments and go to tournaments are more interested in player vs player skill than player vs stage skill. Otherwise there would be more tournaments with larger stage lists. And while it may be nice to attract more players by opening up the stage list, it's more likely that you'll lose more players than you gain. People just really despise those kinds of stages. They are turned off to going to tournaments with large stage lists.What you think is fun should not be the basis for competition. I don't like Wario or Battlefield, but a competition without them would be silly. At some point we're not all playing the same game anymore.
There's a reason millions of people are buying Smash Bros. If we want to keep this scene alive we should be as open to the masses of players, and that means our tournaments should reflect the actual game as much as possible (but of course cutting whatever detracts from a valid competition to determine the best). We have to cut items because they're so disruptive and anti-competitive. Some stages too. But we have lots of time to allow the meta to advance and figure out what's right for this game.
Primary, my guess is that the standard that is established for the 3DS version in regards to stage criteria on what is acceptable and what is not is going to remain the same between both version even if the stages themselves are different as the discussion is more how stage selection will be determine in the long run of things.Look I'm just throwing it out there, but the Wii U version of Smash comes out in probably 1 or 2 months tops after the 3DS version does. Are we seriously considering using the handheld for large scale tournaments? Honestly, I feel like this discussion isn't going to matter much because the competitive scene will focus on the console version. I just can't see the 3DS even being given any attention by TOs when the console one is right around the corner.
First off "traditional" rulesets had a MUCH wider stage list than we have now for both melee and brawl. THAT is the era I grew up in.My goal as a TO with this list is to eliminate a random factor from giving another player an undeserved advantage. Considering most TO's want to go the traditional route with stages and only want to use Battlefield, FD, and Yoshi's Story Brawl, I think adding Arena Ferox and Prism Tower gives it some variety, even if its minimal.
You say some stages need additional research? Well guess what.. each "new" stage has had an almost identical stage in a past Smash game, AND WE NEVER PLAY THEM. Why? Because there's a possibility (even if it's slight) that random factors can influence the outcome of a match and give inaccurate results. No amount of research is ever going to change that. They don't care if the amount of damage is 5% or 50%. Damage is damage.
As a TO, I'm thinking (at least to start, until the community as a whole agrees otherwise)....
NEUTRAL
Battlefield
Yoshi's Island (Brawl)
(...)
HahahahahaMy goal as a TO with this list is to eliminate a random factor from giving another player an undeserved advantage.
(...)
Stage Rage Crew v2.Randomness is not a bad thing you guys. Adaptivity is a skill that lies at the heart of every fighting game. Introducing random elements is the Smash Bros. way of putting that skill to the test even further.
I feel no shame.Stage Rage Crew v2.
Yes. There's platforms that appear under the stages, but I haven't taken the time to discover the timings because the Bird is so powerfully disruptive.Does Magicant change any from the initial layout?
It's bad. Very bad.I just wanted to echo the concerns about carrying over the Starter-Counterpick distinction from Melee/Brawl. If we allow stages with dynamic elements at all, then we are implicitly declaring that those stages enable us to evaluate the players' relative skill. It then makes no sense that game 1 should be arbitrarily limited to stages that don't move. Perhaps all those years of auto-banning FD against ICs will make people see that "static" is completely unrelated to "fair". And hopefully, it's obvious that "fair" is what we should be aiming for in game 1 of a set.
I realize it's a long shot to hope that the majority of the community and TOs will be able to doff the "static starter" mentality, but ONE CAN HOPE.
Also, I wanted to ask: just how bad is Pictochat 2? I've only seen a couple vids (https://www.youtube.com/watch?v=z36iEHMp_8Q), and nothing stood out to me as completely over-the-top, but I've still only seen a subset of the possible drawings.
To rephrase this, it should be approached akin to a scientific experiment. We have a hypothesis (stage X is ban-worthy due to reason Y), a corresponding null hypothesis (Y is not actually that game-changing) and the means to test it (run enough games on stage X where players attempt to exploit feature Y to get a good statistical sample). The results can then be used to support the hypothesis or the null hypothesis, and then everyone's on the same page.I'm sure I'll agree with you. But I think for every banned stage, we need a clear concise simple answer. Not just for our own sakes, but so that when a newcomer comes to a tourney and asks why x stage is banned, we can tell them the reason.
If we don't have a simple answer, then everyone will make up their own, and reasons will be inconsistent between stages, and people will get mad / disagree, and then we have a million different rulesets that result, in this game and the next.
I have very little interest in "saving pictochat". I just want the actual reasons known, so that we can communicate them across our community, especially to people that are new / borderline. The competitive scene has earned its bad reputation "fox only, final destination".... the reasons for item/stage bans are poorly understood and poorly communicated.
I phrased it in a shorthand sort of way, but basically if we want to prove that a stage should be banned, then we need documented matches on that stage (that aren't being played by potatoes, or by people deliberately ignoring whatever feature we want to examine) in order to properly examine the results.Except your null hypothesis isn't a variable that can be solved for, it is a resulting opinion.
Is not empirical data. (Sorry for using your own quote by the way, I'm not trying to call you out specifically. It was just the first one I saw on a quick skim.)There are multiple transitions that are ***. Have you seen the shooting star one?
I really, REALLY wanted Pictochat to be good, but it just isn't.
To continue with your analogy, I see it like the news channel reporting that 801 Peach Street is on fire, but for all we know someone set off the smoke alarm due to a cooking mishap. The point being that although I'm very thankful to all the people streaming the game for us, it doesn't really compare to having an actual copy in our hands where we can personally control the variables and do much more rigorous testing.That's fine. It's not intending to be, but the entire need will be bypassed when anyone plays on it and Magicant. I would compare it to solving whether X location is over 70 degress. You don't really need to say that the living room in the house 801 Peach Street is over 70 degrees when the place is on fire unless others don't know that it is on fire.
I will gather exact data on transitions and hazards and I will do all the science behind it if I feel the stage requires a second glance, but things like Flat Zone 2 aren't worth my effort.