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Smash Journeyman
Nah thats just dark pits side b being jankAlso when people say Smashville is the best stage:
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Nah thats just dark pits side b being jankAlso when people say Smashville is the best stage:
People play Omegas instead of FD for a variety of reasons, not just because of the light (it's mostly walls and/or music IMO). Also, the CP phase lets the loser choose from seven stages and the next person, if they were to lose, six to seven potential stage options. I don't really see where you're coming from. Anyway, no matter how deep into a set it gets, the rules will promote more stage diversity, which is sort of the point of FLSS.People are playing on omegas instead of FD for a reason, and the blinding flash is a lot less intruding than a giant monster screaming so hard that the screen shakes.
If you're going to give 3 bans in the CP phase why not let people FLSS instead ? It's like giving 4 bans and doesn't rely on a stupid rule.
Yeah I'm fine with regular FD, I pick omega stages to hear music/see scenery/have straight walls.People play Omegas instead of FD for a variety of reasons, not just because of the light (it's mostly walls and/or music IMO). Also, the CP phase lets the loser choose from seven stages and the next person, if they were to lose, six to seven potential stage options. I don't really see where you're coming from. Anyway, no matter how deep into a set it gets, the rules will promote more stage diversity, which is sort of the point of FLSS.
I've had a lot of influence at the very least crafting and standardizing the west side of Michigan's ruleset as a growing TO. Changes between the rulesets I listed below.Question for the thread. How many of us are actual TOs that control the stage lists for our regions as opposed to just passionate players who want a certain stage list?
I do polls and such and open up discussions in our group often to see what the public at large thinks when making rulesets. The problem is a lot of our players are really bad at making good arguments for or against something, and it becomes hard to really take some of them seriously when they just rant on about really silly stuff without going into detail why something should be a certain way. I have no problem with them as people by any means, but holy crap their arguments are 99% of the time really bad. There are some that give very constructive feedback and critiques, though, and I appreciate them for that. But otherwise it's me and a group of five other TOs working on different facets for our community, me mostly focusing on the stage aspect.Follow up to that, how many of you that are TOs have asked your region's top players what their opinions are regarding stage lists/striking options?
Oh goodness is this true. I'm very lucky in that New England has some very smart and articulate players at all levels of play. Pugwest is some kind of tactical genius, and helps me a ton, while I also have friends that are in the 0-2 club but still have a good head on their shoulders and can tell me what they see at their level of play from the rules.The problem is a lot of our players are really bad at making good arguments for or against something, and it becomes hard to really take some of them seriously when they just rant on about really silly stuff without going into detail why something should be a certain way. I have no problem with them as people by any means, but holy crap their arguments are 99% of the time really bad. There are some that give very constructive feedback and critiques, though, and I appreciate them for that. But otherwise it's me and a group of five other TOs working on different facets for our community, me mostly focusing on the stage aspect.
This is where FLSS comes into play; who are we to say that any particular stage is actually neutral for every given matchup? In the first phase, everyone will strike the stages they don't like for the matchup and whatever stage is left will be the most neutral stage for that match.The reason I asked about TOs vs Players is because I'm seeing a lot of people in this thread who are advocating against 3 starters (FD/BF/SV) for the simple reason of "more stages = better".
I spent a long time yesterday talking to our top players, and did some asking around of our lower to middle level players, and I've come to the realization that 3 starters and X CPs is the best possible stage list, let me explain why:
If you are playing a tournament set (Bo3), and both you and your opponent are playing optimally (You are both aware of the strengths and weaknesses of every character and stage, and make the best choices in every situation) the scenario is just a matter of your skill/reflexes vs your opponent's skill/reflexes. Game 1 should take place on a neutral stage, which gives no significant advantage to either player/character, which is why we have starter stages in the first place. In the following rounds, the loser of the previous round gets the advantage of stage choice (after 1/2 bans) and second character choice, in order to try and pull out a win. If those advantages aren't enough, then they lose 2-0, if they are enough to win, the other player gets a chance at the same advantage. Continue like this until a player wins the set.
This should be the goal of every player, to get to this point where they can optimally choose counterpicks that allow them to swing matches against players of similar or greater skill. The advantage of winning Game 1 is that you get the opportunity to face your opponent at their best (picking a stage and character that counters you), and if you win that, the set is over, you are clearly better. If you lose to those counterpicks, then you yourself get to counter their counter, but you have an additional advantage. The winner of Game 1 gets to play their counterpicks when the set is 1-1, rather than 0-1, which is his reward for winning Game 1. If Game 1 takes place on a "non-neutral" stage, then it throws a wrench into the whole structure. If the results of Game 1 don't go toward the player who proves to be better on a "neutral" stage, then they are going to get counterpicked against in Game 3 when their opponent didn't really earn the right to counterpick in a 1-1, as opposed to 0-1, situation.
Now everyone's definition of "neutral" stage is going to be different. FD, BF, and SV are all clearly even, fair, and different enough that they support varying playstyles. Unfortunately, to get the numbers up to 5 neutrals (because it must be odd) you have to take some liberties. T&C has been a staple, as has DL, but the two of them throw off the balance of neutrals because they are favored by the same characters that prefer BF. This tips the balance in their favor, because they are almost guaranteed to get one of their good stages Game 1. LC is an option, but due to the tilting and edge shenanigans, players don't like it. We sadly don't have access to YIB or "frozen" PS, which would make a perfect 5th neutral, so we have to work with what we have.
The fact of the matter is, there just aren't two more stages after FD/BF/SV that are both "jank free" (using this term very loosely) and conductive to a balanced Game 1 stage strike. This is not to say that other stages shouldn't be legal, quite the opposite in fact. Having a multitude and variety of CP stages is important to allow characters and playstyles to flourish. We should be fighting for every legal CP that we can, including weird ones like Wuhu and Peach's Castle, because they create more variety. The problem with 5 starters or FLSS is that Game 1 should be the most even, skill based competition possible, and subsequent games should be based on counterpicks and knowledge. Regardless of your feelings toward FD/BF/SV as stages, between the 3 of them you get a nice snapshot of the most consistent, even playing field possible.
Also, to nip this argument in the bud, No, top players don't want to "eliminate jank stages that they might not win on" or anything similar. Top players (like all players) are interested in making sure that the ruleset is fair for all, and gives everyone an equal chance to win in a test of skill. If that means they keep winning because they're more skilled, then so be it, but to say that "Top player X doesn't want Y stage legal because they might lose on it!" is a John. If a stage allows a lower skilled player, to beat a much higher skilled one, then it shouldn't be valid. No one should be happy with that outcome. If you honestly believe that more stage variety is necessary because it will allow someone to dethrone Zero (or whoever) then you aren't supporting a fair competition. If I was a top player, I would want to beat Zero on his best day, as fairly as possible, so no one could John for him, and so I could know that I am capable of beating him.
TL;DR: 3 starters offers more variety than 5 starters, because even though there are less choices, each choice being wholly unique means that choices are more meaningful.
This is one of those things that hard to explain, and sounds super condescending, but is true. In my scenario both player ban and pick stages optimally, but that isn't always the case. Sometimes players choose stages because they like the stage visuals/music. Sometimes they think they know something about the stage other people don't, and sometimes they just don't care and go with whatever.This is where FLSS comes into play; who are we to say that any particular stage is actually neutral for every given matchup? In the first phase, everyone will strike the stages they don't like for the matchup and whatever stage is left will be the most neutral stage for that match.
To be fair, it isn't FLSS's fault if 2 players strike to a stage that's not really neutral in the matchup, it simply allows everything at once so you have a better chance at getting the best stage possible for that matchup.This is one of those things that hard to explain, and sounds super condescending, but is true. In my scenario both player ban and pick stages optimally, but that isn't always the case. Sometimes players choose stages because they like the stage visuals/music. Sometimes they think they know something about the stage other people don't, and sometimes they just don't care and go with whatever.
For two lesser skilled and lesser experienced players, picking non-neutral stages for Game 1 is bad for them, even if they don't realize it, even if they really wanted to go Duck Hunt game 1 or whatever.
Going to nitpick a bit. This is a well-worded response but I heavily disagree that allowing for 3 starters is a good thing and leads to a better meta. It doesn't.The reason I asked about TOs vs Players is because I'm seeing a lot of people in this thread who are advocating against 3 starters (FD/BF/SV) for the simple reason of "more stages = better".
I spent a long time yesterday talking to our top players, and did some asking around of our lower to middle level players, and I've come to the realization that 3 starters and X CPs is the best possible stage list, let me explain why:
If you are playing a tournament set (Bo3), and both you and your opponent are playing optimally (You are both aware of the strengths and weaknesses of every character and stage, and make the best choices in every situation) the scenario is just a matter of your skill/reflexes vs your opponent's skill/reflexes. Game 1 should take place on a neutral stage, which gives no significant advantage to either player/character, which is why we have starter stages in the first place. In the following rounds, the loser of the previous round gets the advantage of stage choice (after 1/2 bans) and second character choice, in order to try and pull out a win. If those advantages aren't enough, then they lose 2-0, if they are enough to win, the other player gets a chance at the same advantage. Continue like this until a player wins the set.
This should be the goal of every player, to get to this point where they can optimally choose counterpicks that allow them to swing matches against players of similar or greater skill. The advantage of winning Game 1 is that you get the opportunity to face your opponent at their best (picking a stage and character that counters you), and if you win that, the set is over, you are clearly better. If you lose to those counterpicks, then you yourself get to counter their counter, but you have an additional advantage. The winner of Game 1 gets to play their counterpicks when the set is 1-1, rather than 0-1, which is his reward for winning Game 1. If Game 1 takes place on a "non-neutral" stage, then it throws a wrench into the whole structure. If the results of Game 1 don't go toward the player who proves to be better on a "neutral" stage, then they are going to get counterpicked against in Game 3 when their opponent didn't really earn the right to counterpick in a 1-1, as opposed to 0-1, situation.
Now everyone's definition of "neutral" stage is going to be different. FD, BF, and SV are all clearly even, fair, and different enough that they support varying playstyles. Unfortunately, to get the numbers up to 5 neutrals (because it must be odd) you have to take some liberties. T&C has been a staple, as has DL, but the two of them throw off the balance of neutrals because they are favored by the same characters that prefer BF. This tips the balance in their favor, because they are almost guaranteed to get one of their good stages Game 1. LC is an option, but due to the tilting and edge shenanigans, players don't like it. We sadly don't have access to YIB or "frozen" PS, which would make a perfect 5th neutral, so we have to work with what we have.
The fact of the matter is, there just aren't two more stages after FD/BF/SV that are both "jank free" (using this term very loosely) and conductive to a balanced Game 1 stage strike. This is not to say that other stages shouldn't be legal, quite the opposite in fact. Having a multitude and variety of CP stages is important to allow characters and playstyles to flourish. We should be fighting for every legal CP that we can, including weird ones like Wuhu and Peach's Castle, because they create more variety. The problem with 5 starters or FLSS is that Game 1 should be the most even, skill based competition possible, and subsequent games should be based on counterpicks and knowledge. Regardless of your feelings toward FD/BF/SV as stages, between the 3 of them you get a nice snapshot of the most consistent, even playing field possible.
Also, to nip this argument in the bud, No, top players don't want to "eliminate jank stages that they might not win on" or anything similar. Top players (like all players) are interested in making sure that the ruleset is fair for all, and gives everyone an equal chance to win in a test of skill. If that means they keep winning because they're more skilled, then so be it, but to say that "Top player X doesn't want Y stage legal because they might lose on it!" is a John. If a stage allows a lower skilled player, to beat a much higher skilled one, then it shouldn't be valid. No one should be happy with that outcome. If you honestly believe that more stage variety is necessary because it will allow someone to dethrone Zero (or whoever) then you aren't supporting a fair competition. If I was a top player, I would want to beat Zero on his best day, as fairly as possible, so no one could John for him, and so I could know that I am capable of beating him.
TL;DR: 3 starters offers more variety than 5 starters, because even though there are less choices, each choice being wholly unique means that choices are more meaningful.
I don't think music is a factor in competitive play, and most of the time it's replaced with palutena's temple so your argument about walls is invalid.People play Omegas instead of FD for a variety of reasons, not just because of the light (it's mostly walls and/or music IMO).
I don't think you understand what you're saying(in the context of going from 3 to 5 starters) This tips the balance in their favor, because they are almost guaranteed to get one of their good stages Game 1.
You are assuming that:I don't think you understand what you're saying
Let's say there are 7 legal stages, presumably you could order them 1 - 7 with 1 being the best for you and 7 being the worst.
If you only have 3 stages as starter, those could be 1,2,3 or 5,6,7 or 2,5,6 etc. With battlefield/FD/SV, for Sheik it's close to 1,2,3 or 1,2,4 in a lot of matchups. By using a 3 stage starter list, you're tipping the stagelist INSANELY in her favour. Having less starters will always inherently make the first game on a less balanced stage. You complain that increasing the stagelist makes game 1 more unbalanced but infact it's exactly the opposite, the more you decrease the size of the starter list the more unbalanced it becomes towards certain characters (this is more obvious with ICs in Brawl, who would absolutely love to start on one of BF/SV/FD every set because those 3 are their best stages).
And if a character is bad on 5 out of the 7 legal stages, we don't let them play on their 2nd best stage just to even out game 1. You complain that other stages favour similar characters to battlefield, but if theoretically 5 out of 7 of the legal stages are battlefield clones, then yes, you should be able to start on battlefield game 1 because that's the median stage, and thus the most balanced in the matchup.
BF, SV, FD ARE NOT even/fair in every matchup, in fact I'm pretty sure BF and FD are two of the most banned stages in sets lol.
What about little mac? The little mac player will always have control of where to go first because YOU MUST strike FD unless you are crazy.You are assuming that:
A) There are that many legal stages that can be used as starters
B) That many starters are evenly distributed in fairness across characters and
C) FD/BF/SV is not the "4,5,6" of MOST characters.
Sheik ALREADY has an enormous advantage on most stages, because she's the best in the game. SV/FD is not a free game 1 for Sheik, despite her strength.
Game 1 should always be played on the most neutral stage for the matchup, with a 7 stage list that is each players 4th best (and 4th worst) stage. This stage is not always one out of BF/FD/SV. Because of this, 3 starters is undesirable for competition. That's it, there's nothing more to it. If you have some other priority in mind besides "play on the most neutral stage for the matchup at hand" then I'm not sure why you think your posts belong in the competitive discussion subforum.You are assuming that:
A) There are that many legal stages that can be used as starters
B) That many starters are evenly distributed in fairness across characters and
C) FD/BF/SV is not the "4,5,6" of MOST characters.
Sheik ALREADY has an enormous advantage on most stages, because she's the best in the game. SV/FD is not a free game 1 for Sheik, despite her strength.
Hence why I said MOST characters. There isn't going to be any stage combination that caters to all matchups perfectly.What about little mac? The little mac player will always have control of where to go first because YOU MUST strike FD unless you are crazy.
Actually, there is: make every stage a starter.Hence why I said MOST characters. There isn't going to be any stage combination that caters to all matchups perfectly.
You can't look for the "stage 4" if you're only running 5 starters, so I'm not entirely sure why you used that as an example. That said, I think you'd actually find that ZSS's 4th best stage in most matchups would be Lylat, T&C or Smashville, only one of which is present in your 3 starter system. Why should I care about which stage is the most even for "most matchups", when I am using a system that allows players to strike to the most even stage for ALL matchups?And to respond to both you and Pazx, what matchup's "stage 4" ISN'T FD/SV/BF? I suppose DL and TC might be a few, but is the few MUs that take advantage of that throwing off the balance of having multiple similar stages?
Ok here's an example. Let's take the current 5 starters of FD/BF/SV/TC/DL. if you play ZSS, the stages in order of best to worst are:
1. BF 2. DL 3. TC 4. SV 5. FD
the "middle" number for you is 3, TC, but the most even stage for most matchups (factoring in the other character) is SV. This is true for other characters like MK as well.
I will limit myself at the moment to only answer this.Question for the thread. How many of us are actual TOs that control the stage lists for our regions as opposed to just passionate players who want a certain stage list?
Follow up to that, how many of you that are TOs have asked your region's top players what their opinions are regarding stage lists/striking options?
Oookaaayy...Right now, Las Vegas (where I am) meta is looking to be my above list (DL64 as Neutral instead) + UCT as CP, with 1 ban overall. This is due to our newest and nationally recognized TO being pressured by other national / international TOs / backers who are feeling that our top skill players' ideas (of general stagnation) are best. Personally, I dislike it. I have a lot of spectator words on my ears, and visuals (stage variance particularly) is consistently #2 of what we can help, only truly out-shined by commentary quality, and occasionally beat by big names playing. This comes from people who are low-skilled, don't play Smash, and don't even play games more than an hour a week.
Honestly, top players' words as law is bad. You can line up what they say to if it will favor them in-game, and it happens a lot. If Nintendo would have listened to only top players, patches and new characters could have easily been on the chopping block. Why? Because then the good stay good consistently with minimal effort, some new talent comes trickling in, and the money flows as the pros expect. Not to say there aren't exceptions, but there aren't enough vocal exceptions. In pro physical sports, there are rules because of something one person did, not said, and applied as soon as the season / series reset. What did those pros do? They adapted. Here in eSports-land, our top players have more say in what goes on in the game they play. I'm fairly sure physical pro sports when they began to walk also had the same problem. I'm in the boat of TOs taking back the game.
This is exactly what I'm talking about. THERE IS NO grand conspiracy by top players to stagnate the game's meta to one that they benefit from. Top players benefit from the game being FAIR and a test of SKILL, not from stagnation that leads to boring and predictable games.LanceKing2200
Oookaaayy...
Man I am really getting conflicting information here.
I'm not trying to bash anyone here but I think there has been some huge miscommunication. I hope.
I feel like Duck Hunt is overall a more 'fair' stage than UCT is. UCT has too many random [note the lack of inverted commas, as UCT is one stage that might actually be truly unpredictable unlike Lylat/DH, and it seems even less predictable than Delfino/Wuhu/Skyloft both in terms of timing and order of transformations ty based ParanoidDrone ] elements to it.I feel like UCT is overall a more 'fair' stage then Duck Hunt is. DH has too many 'random' elements to it.
I'm very well aware that technically DH stage doesn't have a random element with the rising platform. But keeping track fo the ducks whilst also keeping track of your opponent is really taxing and I've seen a bunch of times how a player got completely surprised by the platform rising which lead to a kill or saved by it. The ducks also absorb projectiles and you can hide behind the bush (though that's rather minor)
If DH is legal with all those elements, legalizing UCT is a no brainer as it's way less intrusive in many respects. The walkoffs are more approachable (even if a bit risky from below as mentioned earlier) and don't last as long as Castle Siege.
I am the TO of my local scene (in France), although I do not pretend to be a very big deal. I created it, but it's still rather new, and we do not have a lot of players yet. I made our entire ruleset myself, but everybody seems fine with it. (7 stages FLSS.)Question for the thread. How many of us are actual TOs that control the stage lists for our regions as opposed to just passionate players who want a certain stage list?
Follow up to that, how many of you that are TOs have asked your region's top players what their opinions are regarding stage lists/striking options?
I'm not sure why you felt the need to reply in such a manner but that aside.I feel like Duck Hunt is overall a more 'fair' stage than UCT is. UCT has too many random [note the lack of inverted commas, as UCT is one stage that might actually be truly unpredictable unlike Lylat/DH, and it seems even less predictable than Delfino/Wuhu/Skyloft both in terms of timing and order of transformations ty based ParanoidDrone ] elements to it.
I don't believe any of the individual"transformations" of UCT have any random elements but the order in which they appear is believed to be entirely non-predictable. Keeping track of which transformation you're on, how long it's been since the last transformation and which way the platforms move within each transformation is very taxing, and I've seen a bunch of times where a player gets completely surprised by a platform, often getting killed or getting saved by it. There are also walk-offs, solid platforms facilitating both caves of life and circle camping, the stage tilts, and the background and camera are very distracting (although that last one is rather minor).
If UCT is legalised with all of these elements, keeping Duck Hunt should be a no-brainer as it's way less intrusive in most aspects. It also doesn't have walkoffs or glitchy transformations, take that Castle Siege!
UCT's platform order is only random in terms of the order you see them. The timing is more or less consistent, and it follows the same "everyone takes a turn" rule as Pokemon Stadium. Although I'll grant that it's harder to keep track of 7 forms than 4.I feel like Duck Hunt is overall a more 'fair' stage than UCT is. UCT has too many random [note the lack of inverted commas, as UCT is one stage that might actually be truly unpredictable unlike Lylat/DH, and it seems even less predictable than Delfino/Wuhu/Skyloft both in terms of timing and order of transformations ty based ParanoidDrone ] elements to it.
I don't believe any of the individual"transformations" of UCT have any random elements but the order in which they appear is believed to be entirely non-predictable. Keeping track of which transformation you're on, how long it's been since the last transformation and which way the platforms move within each transformation is very taxing, and I've seen a bunch of times where a player gets completely surprised by a platform, often getting killed or getting saved by it. There are also walk-offs, solid platforms facilitating both caves of life and circle camping, the stage tilts, and the background and camera are very distracting (although that last one is rather minor).
If UCT is legalised with all of these elements, keeping Duck Hunt should be a no-brainer as it's way less intrusive in most aspects. It also doesn't have walkoffs or glitchy transformations, take that Castle Siege!
I've always used DSR with Gentlemen's. I'm still feeling for 2 bans. (non-sticky)I like Nul's proposed ruleset, with the exception that there is 1 Ban instead of 2 and DSR is in effect.
I can get over-complicated, mental problem, really. Anything I can clear up? Also note that the post has some pent-up emotion running through it.Man I am really getting conflicting information here.