If temple was legal people would CP it lol.If PS1 is unpopular then why do people still CP to it?
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If temple was legal people would CP it lol.If PS1 is unpopular then why do people still CP to it?
What if some of the ice creams are bad and it's not your choice as to which one you're going to get? What if your mom buys you poo flavor or something?Then I know not to get that flavor next time. Or maybe I can ask people who have been to that store before what each flavor actually is and try to get a feel for it before setting foot inside.
If the fact that you can or should ban a stage is being used as a point in favor of allowing it, the stage is not good in the first place. There's too many characters with good vertical kill options in this game for such a low ceiling to be acceptable. This isn't something that relates to individual characters. It's actually something that relates to much of the cast. Halberd is a very favorable stage for Sheik (dthrow -> uair kill at 80), Rosalina & Luma, Luigi (dthrow -> tornado kills earlier), Zero Suit Samus, Fox, Yoshi, and Diddy Kong. It's also a very good stage for Pikachu and Ness. That's 9 characters out of the top ~12. That's not even mentioning low tier characters with good vertical kill options. The fact that Halberd can be almost an autoban against so many characters is pretty unacceptable. This is why ultra low ceilings are bad for the game.My second point, however, still stands - if you are fighting someone with an early vertical kill on Halberd, you're doing something wrong.
We actually do have a workable definition for stage balance, at least in a rough sense. It is for this reason that we actually ban stages in the first place! A stage's balance is determined by the factors on the stage that affect gameplay. This is mostly in regards to whether a stage promotes or enables gameplay that we would define as degenerate. Degenerate gameplay is basically gameplay in which the game is simplified or made unplayable in a certain sense. This is mostly applicable to stages with hazards that interfere with gameplay and stages that promote and/or enable camping, especially stages that allow for circle camping or have barriers that actively discourage approaching. We also usually apply this to walkoffs, especially permanent ones, because of walkoff camping and characters with powerful horizontal strings that can easily carry characters into the blastzones, such as Sheik and Ness. We have over a decade of Smash as a whole and almost a year of Smash 4 already that back up these balanced-related determinations. This mindset that we have to try everything only prevents our metagame from developing.Does balance have a place in stage selection? And what does "balanced stages" mean anyway? If we decide to arbitrarily lock out stages because they are "unbalanced," then we need to decide exactly what is balanced and what is not. And at this, point, we really can't do that, because balance is a hard thing to determine, especially in the first year of the meta's existence.
IMO, instead of having a small selection of balanced stages, we should have a large variety of stages, which would test players knowledge of stages, matchups, and how the stages affect matchups, as well as evening out the matchs played between stages, trying to stop a particular few stages from centralizing the metagame, like we have now with FD SV BF
Also, 13 is not a large number. Even if it is, we can use the random stage selection switches to track it, or hell, just write it down on paper and put one by each set so stages are displayed.
First problem is that it is not difficult to stage strike. At all. There is literally a built in way to do it using the random stage selection switches, setting omega to the stage lists and striking off the regular.If the fact that you can or should ban a stage is being used as a point in favor of allowing it, the stage is not good in the first place. There's too many characters with good vertical kill options in this game for such a low ceiling to be acceptable. This isn't something that relates to individual characters. It's actually something that relates to much of the cast. Halberd is a very favorable stage for Sheik (dthrow -> uair kill at 80), Rosalina & Luma, Luigi (dthrow -> tornado kills earlier), Zero Suit Samus, Fox, Yoshi, and Diddy Kong. It's also a very good stage for Pikachu and Ness. That's 9 characters out of the top ~12. That's not even mentioning low tier characters with good vertical kill options. The fact that Halberd can be almost an autoban against so many characters is pretty unacceptable. This is why ultra low ceilings are bad for the game.
We actually do have a workable definition for stage balance, at least in a rough sense. It is for this reason that we actually ban stages in the first place! A stage's balance is determined by the factors on the stage that affect gameplay. This is mostly in regards to whether a stage promotes or enables gameplay that we would define as degenerate. Degenerate gameplay is basically gameplay in which the game is simplified or made unplayable in a certain sense. This is mostly applicable to stages with hazards that interfere with gameplay and stages that promote and/or enable camping, especially stages that allow for circle camping or have barriers that actively discourage approaching. We also usually apply this to walkoffs, especially permanent ones, because of walkoff camping and characters with powerful horizontal strings that can easily carry characters into the blastzones, such as Sheik and Ness. We have over a decade of Smash as a whole and almost a year of Smash 4 already that back up these balanced-related determinations. This mindset that we have to try everything only prevents our metagame from developing.
The issue with a stage list that's too large is that it becomes messy. Having too many stages makes them difficult to keep track of and think about all at once, especially when banning and selecting counterpicks. This is an inconvenience and moreover a time concern for major tournaments. Counterpicks are meant to give an advantage or comfortable pick, not an autowin or overbearing advantage. Having all these different stages causes this, unless we want to increase the number of bans which complicates the stage selection process more and is not a point in favor of adding more stages. The only reason a specific more hazardous stage could potentially be thought of as sort of neutral is because both players have to fight the stages. We're also not here to test stage knowledge. We're here to test player vs player skill in Smash. Stages are simply a platform on which for this to occur. A somewhat centralized stage list isn't a problem because the amount of stages players choose to play on is completely irrelevant to player vs player interaction. The goal of the stage list is to provide a balance of different types of stages so that characters can actually have appropriate stages on which to play the first match neutrally (hence starter stages) and the proceeding matches with the loser of each gaining a slightly improved chance of winning due to their counterpick stage. The reason that early kills are a bad thing is because they reward the ability of a player to capitalize on specific opportunities presented by the stage rather than their ability to consistently win in neutral, punish effectively, edgeguard well, or any other aspect of gameplay that relates to consistency and player skill.
This is why I don't like adding stages for the sake of adding them. Stages should be added because they add something meaningful and positive to the stage list. Melee has 6 legal stages, all of which add positive elements to gameplay. We don't need to add stages just to have more stages. We also want to make sure that the positives of a stage outweigh the negatives of a stage. This is why PS1 is a good stage in Melee. Sure, you have things like shine infinites on the ground transformation, but apart from that, everything else about the stage is pretty much hazard-free and adds interesting elements to gameplay via the stage layouts. I'm saying this because I want to make it very clear that we can't just look at the positives or negatives of a stage. Not just what's wrong with the stage or what isn't wrong with the stage, but what the stage actually brings to competitive gameplay.
One last thing: it looks really bad for stages and the game as a whole when players get killed by the stage or get down throw up air'd by Rosalina and die at 30%. It makes the game look janky, not gonna sugarcoat.
And I would most likely agree with you. If a stage does not promote degenerate game play, a player should be expected to know the basics of a stage and how to either take advantage or stop the opponent from taking advantage.I can use that same git gud argument and apply it to any stage.
Yes, stage striking itself is facilitated by the game. The issue at hand is that stage striking itself becomes a much more arduous and difficult process when you have so many stages to deal with because it seems like all of the people who want a big stage list also want FLSS. FLSS is a waste of time, but that's not the only issue. Even if we still distinguish starters and counterpicks, we are complicating the banning process by forcing players to consider and think about all these stages, especially seeing as we'd need at least one more ban for adding stages to be reasonable.First problem is that it is not difficult to stage strike. At all. There is literally a built in way to do it using the random stage selection switches, setting omega to the stage lists and striking off the regular.
Second, stage knowledge is an important part of any smash players repertoire. Smashvilles platform has a set timer, as does randall, and a player who used that knowledge more effectivly will beat an equally skilled player who doesn't know that. Stages require time and effort to learn, and they should be seen as an important part of the metagame, not just an unfortunate thing we tolerate to get to the good part, like the crunchy outside of a twix bar compared to the gooey caramel inside, but instead the glorious choclate peanut butter fusion of a reeses peanut butter cup.
Three, you say melee did fine with six stages. However, why should we be selective with our stage listings. Smash 4 has plenty of legal stages, and many of them contribute to gameplay in great ways, especially the travel stages, which test players ability to adapt to circumstances and maintaining good positioning.
Also, lets face it. Melee had a **** tier stage selection, like Melee Kirby bad. In many ways I hate Melee being the first hugely competitive smash, as the gradul killing off of stages seems to have led to this idea that stages are a necesary evil that would be ignored if possible
Also, PS1 fire is literally a put down your controller campfest, it has it's faults.
And if you're being killed early by Rosalina on Halberd, get better. Learn to respect grabs, postion yourself better. Whatever, worst comes to worst and you can't deal, burn a ban. A few characters with good options doesn't mean Halberd needs to be banned. It means players need to learn how to get around early stages. Education is key.
Also, stop saying janky. It's stupid and means nothing. Articulate your problems, don't just call things Janky
I think you're getting confused between the 3DS and Wii U versions of the game.I know I'm not a full competetive player (not for lack of trying when you live in the middle of nowherewithout a single semblance of a Smash scene ), but here's the list that I would think is at least decent.
STARTER:
These are the stages that aren't particularly advantageous to one strategy and are spacious enough to let players have room to breathe, but not so enormous that camping will become prevalent. Omega Corneria is pretty much the only platformless starter, and this is because it has blastzones that aren't either way too far out or way too close; there's room for aerial play, but not so much room that characters like Jigglypuff become dominating. These are all based around being as neutral to the fighters as possible. Same with Omega Kalos, but that stage could be considered a bit more iffy due to the possibly janky edges.
- Battlefield/Miiverse
- Smashville
- Town and City
- Omega Corneria/Omega Kalos
COUNTERPICK:
Of course, the counterpicks are to play into advantages more, since they are counterpicks. Omega Palutena is...kinda iffy, but it's not so ridiculously big that camping is a huge issue; the more notable concern might be the rounded edges janking recoveries. Omega Pyrosphere is less janky and a bit smaller than Omega Palutena, so it might be a better pick in some instances. Omega Norfair is similar to Final Destination, but not nearly as visually distracting.
- Omega Palutena/Omega Pyrosphere/Omega Norfair
- Maybe Halberd? If not, than Lylat Cruise.
- Yoshi's Island (Brawl)
- Dreamland 64
- Omega Wily Castle
Halberd is also kind of...no, really iffy. The walkoffs aren't the issue, those don't last long and once they dissappear they leave for the whole match. It's moreso the Deck phase, which is also not because of the obvious point (lol stege hazurd) but more because the Deck phase is a lot more aggressively involved in the fight itself than, say, Randall is on Yoshi's Island. The laser can cause a lot of pain if you aren't paying attention to it and the claw is annoying, since it deals decent knockback and can set characters like DK or Ganondorf, who already aren't the best at recovering, right up for potential spikes or gimps. That's why it's a counterpick, not a starter...but if Halberd is banned, than Lylat Cruise also works as a counterpick because of it's emphasis on platform play and smaller size.
Yoshi's Island has always tended to be relatively tame with stage hazards, with the only "hazard" being Randall (who's more of a randomized platform than a hazard). The blastzones are relatively standard, too, and it's very basic. The platforms are tame and don't interfere with the neutral game, and because of it's overall basic structure, it's a good counterpick for any kind of character (unless that's Mii Swordfighter, who overall is just not very good. ) Dreamland 64 is much the same; it's always been tame and always been a good counterpick due to that. There's no reason it should be any different here. Omega Wily's Castle is decently sized, but isn't overly ridiculous.
BANNED:
If you noticed, all of the banned stages have very obvious reasons for being banned. To wit;
- Pyrosphere
- Norfair
- Wily Castle
- Jungle Japes
- Palutena's Temple/Hyrule Temple
- Corneria
- Great Cave Offensive
- Mario Circuit (both Brawl and WiiU)
- Final Destination
- Pretty much any really janky stage or any stage with permanent walkoffs
- Pyrosphere and Wily Castle have bosses that break the flow of gameplay and can devastate a match's fairness.
- Jungle Japes's water is ridiculously unfair, especially to characters with worse recoveries, which makes it pretty obviously a ban.
- Palutena's Temple and Hyrule Temple have the same issue; they are gigantic. Palutena's Temple is so absurdly large that it's no wonder it's banned (and it's also chock-full of hazards!) and Hyrule Temple has been banned since Melee because of, like Palutena's Temple, it's immense size (not to mention the potential for camping in the lower parts of the stage). They had no chance of ever being legal from the moment they were unveiled.
- Corneria (non-Omega) is really bad with camping. Like, really bad with it. There's pretty much no reason not to camp the area to the right of the fin, and it also allows for degenerate gameplay (inescapable infinites tend to do that).
- Great Cave Offensive is HORRENDOUS. The Danger Zones will instantly kill you if you're over 100 percent, which is easy if you get locked into a good combo. It's so titanic that it makes Palutena's Temple look like Yoshi's Island. It was doomed from the start.
- Both Mario Circuits are pretty bad with hazards, but those aren't the reasons they are banned. Brawl Mario Circut is really good for chaingrabbers, since they can chainthrow their opponent right into the blastzone. WiiU Mario Circuit has the issue of the stage itself being the hazard on top of the Shy Guys.
- Final Destination is the one stage many people think of when they think "tournament legal", with it's featureless arena and decent size lending itself well to the stereotype of competetive Smashers as "FOX ONLY, NO ITEMS, FINAL DESTINATION" Stop-Having-Fun-Guys. However, the new Final Destination is far too visually distracting and is essentially an unescapable stage hazard as the stage is the hazard. It's a shame, too; if it didn't have all that flashyness in the background, it would have still been legal.
The platform spawns in a random location though.Smashvilles platform has a set timer
Most melee stages are ****ing terrible for competition, or are hugely unbalanced.Also, lets face it. Melee had a **** tier stage selection, like Melee Kirby bad. In many ways I hate Melee being the first hugely competitive smash, as the gradul killing off of stages seems to have led to this idea that stages are a necesary evil that would be ignored if possible
lmaoAnd if you're being killed early by Rosalina on Halberd, get better. Learn to respect grabs, postion yourself better.
"a few", it's way more than just a few. And saying you can just ban it in your set is dumb. You can just ban temple against sonic, easy fix right?Whatever, worst comes to worst and you can't deal, burn a ban. A few characters with good options doesn't mean Halberd needs to be banned. It means players need to learn how to get around early stages. Education is key.
Janky: Bad for competition, bad for hype, unfun to play against, unfair, etc.Also, stop saying janky. It's stupid and means nothing. Articulate your problems, don't just call things Janky
No it doesn't. It always starts on the right side and gets about a quarter to a third of the way across the stage by the time the match countdown finishes and players can start moving. 20 seconds for a full round trip.The platform spawns in a random location though.
Wait reallyNo it doesn't. It always starts on the right side and gets about a quarter to a third of the way across the stage by the time the match countdown finishes and players can start moving. 20 seconds for a full round trip.
Um, no. It wasn't random at all. It starts in the same place every time. Here's the animation data for it:Wait really
It was random in Brawl but I'll give you the benefit of the doubt.
https://www.youtube.com/watch?v=ewHRgNiG5WQUm, no. It wasn't random at all. It starts in the same place every time. Here's the animation data for it:
The only things that are random about this stage are the balloon (trivial unless you're Ness) and the Villagers that appear in the background.
I just hate halberd.C'mon Ghost, these arguments have been terrible and are getting your point nowhere, you can do better than that.
I disagree with you but come on
Bad MU example, I suppose. I admittedly don't know a whole lot about either character. The point of course still stands, that list was very heavily biased.
I think that this is a really interesting question. I think what we'd need to do in that situation is pick a subset of these acceptable stages in order to form a ruleset that gives us what we want out of the game. We certainly wouldn't have a 30-stage list to manage and CERTAINLY not a 29-stage striking every set.Changing the subject a bit, I have a question.
Suppose we had a Smash game where every single stage in the game was a) unique (no Miiverse reskins or "close enough" cases or Omegas or anything) and b) lacking anything that could reasonably be called "jank" or "cheap" or whatever. Also suppose that there are a total of 30 stages or so. (Smash 4 has 40-something IIRC so this is actually a step down.)
In such a hypothetical situation, what would (should?) be the ideal course of action regarding stage legalization, striking, and banning procedures? I'm asking mostly out of curiosity, but I think the answer would be helpful in identifying what we actually want from a stage list. Do we want all the stages that are acceptable for competition, or do we want to artificially restrict it to a subset for whatever reason?
People in Mexico always played few stages, and whenever someone tries to snap some sense there they (more like, me) get ridiculed for no good reason other than going against the mainstream.(stuff)
Oh no, I'm not involved in the organization of Smash Factor but I think they are using the Apex 2015 stage list. I'm maybe wrong on this so don't quote me.People in Mexico always played few stages, and whenever someone tries to snap some sense there they (more like, me) get ridiculed for no good reason other than going against the mainstream.
Is that the list that's going to be used at Smash Factor? Because I have a lot of objections, starting with the inclusion of only 3 starters (the consensus here is that it's not good) , and even more with your reasoning for banning some stages and the reason you wrote for keeping Duckhunt.
Then again, I'll probably only get ridiculed again so whatever
Hmmm odd. I've never seen an animated platform behave like that (especially since all the animation data is the same). Looks like you were right. My B.https://www.youtube.com/watch?v=ewHRgNiG5WQ
Game 1, starts on the right side
Game 2, starts to the left of the middle.
Game 3, starts to the right of the middle.
Game 4, about the same as game 3.
Edit: Checked smash 4 right after, and yea it starts on the right side every time, weird that it was changed.
.
The Project M community actually faced a similar issue recently. Because we have control over the stages in the game, there were too many legal stages to be feasibly used for one ruleset (it would just take too much time). Many stages would simply get banned due to redundancy (Yoshi's Island: Melee), or because there were a few quirks with them that people didn't like (PM Skyworld, Lylat, and Norfair). Hazards and transformations (Halberd/Castle Siege) would simply be banned outright. Stuff that would be completely okay in a mainstream smash game, was suddenly seen as too "jank" to be used in tournaments (Dreamland's wind is a good example of that).Changing the subject a bit, I have a question.
Suppose we had a Smash game where every single stage in the game was a) unique (no Miiverse reskins or "close enough" cases or Omegas or anything) and b) lacking anything that could reasonably be called "jank" or "cheap" or whatever. Also suppose that there are a total of 30 stages or so. (Smash 4 has 40-something IIRC so this is actually a step down.)
In such a hypothetical situation, what would (should?) be the ideal course of action regarding stage legalization, striking, and banning procedures? I'm asking mostly out of curiosity, but I think the answer would be helpful in identifying what we actually want from a stage list. Do we want all the stages that are acceptable for competition, or do we want to artificially restrict it to a subset for whatever reason?
*Edge of seat intensifies*Edit: I accidentally posted this before I was finished. Please hold your comments until I finish.
So... FLSS, then?Either a stage is banned or it isn't.
For the most part, I agree with the criteria, except for favoring a character. That is why we have counter picks, stage bans, and stage striking in the first place, to allow players to pick beneficial stages for them. Also, the walkoffs are temporary. Trying to camp results in nothing but losing positioning when the stage starts movingReally, though, the baseline minimum we'd need to go with is somewhat like how Melee operates, but modified to suit this game;
- Stages that unfairly favor a character or strategy are always banned (so stuff like Mario Circuit's campable blatzones favouring characters with good throws).
- Stages that are visually distracting and can cause issues with visibility also are banned (so Final Destination, ironically).
- Stages that have active stage hazards that interupt the flow of gameplay are autobanned (stuff like Pyrosphere).
- Stages with unfair layouts that can screw with recoveries are banned. This really needs no explanation.
I dunno why am I even posting here. After all I only care about 3DS one. But anyways...I still don't understand why we should change to FLSS. What reason is there to change the current system? What are the actual positives to switching? It doesn't help finding more neutral stages for the start of matches...especially since we have a solid 5 stage starter list now. FLSS takes a lot of time, which is the major issue with it. Saying 'there's no reason for there to be a distinction between starter and counterpick' is not a reason; there needs to be more than that because this distinction has lasted for many years and is embraced by essentially the entire Smash community.
Also, the fact that no one has responded to my earlier post about the stage list leads me to believe that no one could actually make an argument. I hope that isn't the case...
FLSS is objectivly a more neutral system than the old starter/counterpick distinction. The increase in stages, all of which are competitively viable, because we would not run them if they weren't, allow a wider variety of stages. And by increasing the variety of stages, we boost the chances that knowledgeable players will start on their most neutral stage. For an hypothetical example, let's presume Charizard vs Jigglypuff is most neutral on Skyloft. Charizards best is Halberd, and Jigglypuffs best is FD. (Note: Just throwing out names, I have no idea if these are their favored stages or not, but the specifics aren't important) If FLSS is being run with a nine stage list, optimal stage striking will lead to Skyloft, guaranteeing a neutral stage. If Starter vs Counterpick is being run, FD will be there, but odds are Halberd will be a Counterpick, as will be Skyloft. This way, game 1 is artificially balanced in Jiggly's favor, as FD is on the stage list, but Halberd is not, and the most neutral stage is also not there.I still don't understand why we should change to FLSS. What reason is there to change the current system? What are the actual positives to switching? It doesn't help finding more neutral stages for the start of matches...especially since we have a solid 5 stage starter list now. FLSS takes a lot of time, which is the major issue with it. Saying 'there's no reason for there to be a distinction between starter and counterpick' is not a reason; there needs to be more than that because this distinction has lasted for many years and is embraced by essentially the entire Smash community.
Also, the fact that no one has responded to my earlier post about the stage list leads me to believe that no one could actually make an argument. I hope that isn't the case...
Here's the basic thought process that led me to FLSS:I still don't understand why we should change to FLSS. What reason is there to change the current system? What are the actual positives to switching? It doesn't help finding more neutral stages for the start of matches...especially since we have a solid 5 stage starter list now. FLSS takes a lot of time, which is the major issue with it. Saying 'there's no reason for there to be a distinction between starter and counterpick' is not a reason; there needs to be more than that because this distinction has lasted for many years and is embraced by essentially the entire Smash community.
Also, the fact that no one has responded to my earlier post about the stage list leads me to believe that no one could actually make an argument. I hope that isn't the case...
I'd ask you to be serious but I'm pretty sure you areLet's just ban every single stage except Battlefield, Final Destination, and Smashville.
Dream Land (64), Miiverse, and Omega stages are essentially clones of Battlefield and Final Destination, although Dream Land 64 is a bit different you still have to pay for it and chances are not everyone will have that stage in tournaments or to practice on. These stages could ether be treated like omega stages counter-picks (maybe with the exception for Dream Land (64)) or banned.
There. now we don't have to argue anymore.
I'm going to rearrange one of my post from another thread to answer this question.I still don't understand why we should change to FLSS. What reason is there to change the current system? What are the actual positives to switching? It doesn't help finding more neutral stages for the start of matches...especially since we have a solid 5 stage starter list now. FLSS takes a lot of time, which is the major issue with it.
Lmaooo.Let's just ban every single stage except Battlefield, Final Destination, and Smashville.
Already addressed the first part, but I just want to say... It's actually very valid to defend tradition. It's the status quo, and the burden of proof is on the side trying to change the status quo. Now, you've actually provided some reasons, which I'll address, but do not try to shift the burden of proof here.FLSS is objectivly a more neutral system than the old starter/counterpick distinction. The increase in stages, all of which are competitively viable, because we would not run them if they weren't, allow a wider variety of stages. And by increasing the variety of stages, we boost the chances that knowledgeable players will start on their most neutral stage. For an hypothetical example, let's presume Charizard vs Jigglypuff is most neutral on Skyloft. Charizards best is Halberd, and Jigglypuffs best is FD. (Note: Just throwing out names, I have no idea if these are their favored stages or not, but the specifics aren't important) If FLSS is being run with a nine stage list, optimal stage striking will lead to Skyloft, guaranteeing a neutral stage. If Starter vs Counterpick is being run, FD will be there, but odds are Halberd will be a Counterpick, as will be Skyloft. This way, game 1 is artificially balanced in Jiggly's favor, as FD is on the stage list, but Halberd is not, and the most neutral stage is also not there.
Also, do not defend tradition simply by saying it is tradition. Tautologies do not make a good defense. We say the starter CP distinction makes the starter stages more favored overall, artifically promoting those stages over CPs. Also, by promoting those stages, we promote the characters who do well there. This isn't just a hypothesis either. We saw it in brawl with the ice grabbers rise after the banning of their worst stages to deal with Meta Knight, and we see it now with Sheik, Pika, and other top tiers benefiting from the Smashville plague running through the community
So go ahead. Tell me why we should stick with Starter/CP. and don't say time. Adding extra stage strikes takes maybe 10 seconds. There are far bigger time wasters in this community than FLSS