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....::::Super Smash Brothers Brawl New Competitive Play Rules Project!!::::....

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nuro

Smash Lord
Joined
Jan 1, 2006
Messages
1,101
Location
Somerville/Lowell, Massachusetts USA
Let me get to the point. SSBM had set rules that consisted of 4 stocks, no items, 8 minute time and 6 stages that were put on random for its competitive matches. These rules arguably limited the competitive matches for SSBM in general.

I want to start a project that will discuss the plans making the new SSBB competitive play rules and I will need help to do so. Some notable rules in SSBM arguably didn't make much sense therefore I am worried the same this will happen in SSBB. Competitive play rules have a strong impact on tournaments, it sets the foundation for the way all tournaments in the games future will be played and doesn't seem to be flexible. The goal of the project is to have rules that make sense and that most can agree to. Doing the best to get the rules right the first time will also be a huge priority.

Looking back at SSBM, the two most notable rules that arguably didn't make sense in SSBM are the number of stocks and the stages that were put on random.

4 stocks has plenty of drawbacks. Suicides happen often in matches, everyone suicides even the pros. By having only 4 stocks one suicide could seriously turn the tide of a game. One more stock or so may just help prevent this. The matches only last for about 1-3 minutes usually. Someone may drive for 2 hours or so to go to a tournament but only get to play a for a few minutes in actual tournament matches. Making it 5 stocks instead of 4 would make matches a little more lengthly and cause for a player to get a better sense of what their tournament match were like.

People may argue that big tournaments take too long as it is and by adding an extra stock it could ruin the time it takes for tournaments to end. But what really depends on the tournaments ending on time are things such as: roll call, what time the tournament starts, explanation of rules and regulations, lunch breaks, friendlies etc. 5 stocks wouldn't danger a tournament's time frame if tournament hosts could organize just a little more.

Only having 6 random stages doesn't add much flavor to the matches. Not only that but having such few stage choices really give certain characters more benefits in tournament play over others. For instance Marth is claimed to be great at stages with low platforms and Fox is good at stages with low ceilings (because of his good up killing moves). Having bigger stages would hurt some of the top-tier characters such as Marth and help some of the low-tier characters such as Link.

Of course, there are many stages that need to be banned because of the luck mishaps that occur in them. However, there were a a few stages in SSBM that really didn't seem to be all that bad for instance Rainbow Cruise, Poke Floats, DK64, Brainstar (?) and Kongo Jungle etc were stages that could have possibly been used for tournament play. Any stages with large walls or with unbalanced sides (Yoshi's island 64) should be banned along with stages that have major luck mishaps in them. Of course, many people complain that stages like Pokefloats seem to get them killed most of the time. This is because they probably don't have enough experience playing there. With experience of playing new levels players will figure out tactics to avoid getting killed by the stage.

In SSB64 most people play the Hyrule Temple stage despite that there are more "even" stages such as Dream Land. The reason for this is because Hyrule Temple not only adds more flavor to the matchs with its unique level design but also because certain characters like Pikachu have a large advantage over other characters because of Pikachu's great edgeguarding abilities. Looking at this the same thing can be said for characters such as Marth on Yoshi's story for SSBM.

Anyway, getting back on topic, the SSBB community should have more thought through rules for its competitive matches. 5 stock should be a new standard as well as possibly adding more stages to the mix. Its a must that there should be a group or collection of elite SSBM players such as Pros, Moderators, etc that make up these rules.

If anyone wants to help participate in making these new rules PM me. I will do my best to try to organize everything but I will surely need lots of help to accomplish our goal.

Please, only PM me if you have a reputation that supports you are a worthy candidate for this project. Any moderators, professional or experienced players etc will be a big help. DO NOT pm me regarding this project if you have never been to a SSBM tournament before. But, you may still help out by simply posting a comment about your thoughts. Please be sure to comment about whether you prefer 4 or 5 stocks and what stages you think should be allowed.
 

Doggalina

Smash Lord
Joined
Jul 25, 2005
Messages
1,958
Location
Chicagoland (NW Indiana)/Purdue West Lafayette
nuro, I think you misunderstand how stages are picked. The first round is random, yes, but subsequent rounds have counter-picks. Rainbow Cruise, Poke Floats, and DK64 are all legal for counterpicks. Actually, DK64 is my favorite Falcon stage. Your point would have been better if you knew more about how competitive Smash works.

More stages on random wouldn't make sense. The whole point of the random stages is that they are neutral. Having stages such as Poke Floats and DK64 wouldn't work because they aren't neutral.
 

greenblob

Smash Lord
Joined
May 17, 2006
Messages
1,632
Location
SF Bay Area
In Smash 64, people prefer Hyrule over Dreamland because it's too small and it's more interesting (instead of a main platform under smaller platforms, there's a platform area, a flat area, and a walled area). Besides, Hyrule is still one of the most regular stages out there. Oh, and just like how the platforms in YS are at just the right height for Marth, the platforms in DL are at just the right height for Falcon.
 

TheBuzzSaw

Young Link Extraordinaire
Moderator
BRoomer
Joined
Jul 21, 2005
Messages
10,479
There are two major problems with this project.

(1) -- It is way too early. Rules cannot be established before the game is even out. Tournaments need to be hosted all over the country to see what works, which stages should be banned, etc. There will be no official set of rules for the first couple months following Brawl's release. Tournament hosts (myself included) will be experimenting with everything in the game. All stages and items will be enabled. Matches will be carefully observed to see how different aspects affect competition.

(2) -- As mentioned previously, the Smash Back Room already has a society of respected members ready to hammer out a solid rule set when the time comes. It would be pointless to attempt to gather them to this thread (or into sending PMs to you). The SBRoom gives them plenty of space to work in. It all happens in secrecy (no spam from the outside world), and they can create multiple threads of discussion regarding a plethora of issues.
 

Eor

Banned via Warnings
BRoomer
Joined
Jan 2, 2003
Messages
9,963
Location
Bed
Don't send PMs to people and tell them to help your thread
 

TheBuzzSaw

Young Link Extraordinaire
Moderator
BRoomer
Joined
Jul 21, 2005
Messages
10,479
Let me get to the point. SSBM had set rules that consisted of 4 stocks, no items, 8 minute time and 6 stages that were put on random for its competitive matches. These rules arguably limited the competitive matches for SSBM in general.
According to whom?
I want to start a project that will discuss the plans making the new SSBB competitive play rules and I will need help to do so. Some notable rules in SSBM arguably didn't make much sense therefore I am worried the same this will happen in SSBB. Competitive play rules have a strong impact on tournaments, it sets the foundation for the way all tournaments in the games future will be played and doesn't seem to be flexible. The goal of the project is to have rules that make sense and that most can agree to. Doing the best to get the rules right the first time will also be a huge priority.
The rules did not arrive at where they are today by luck. While the current rule set is imperfect, it is used by tournaments all over the country and greatly enhances the competitive environment. The reason many rules didn't make sense to you is you were not around when they were written. That does not mean they should be changed.
Looking back at SSBM, the two most notable rules that arguably didn't make sense in SSBM are the number of stocks and the stages that were put on random.
Wrong.
4 stocks has plenty of drawbacks. Suicides happen often in matches, everyone suicides even the pros. By having only 4 stocks one suicide could seriously turn the tide of a game. One more stock or so may just help prevent this. The matches only last for about 1-3 minutes usually. Someone may drive for 2 hours or so to go to a tournament but only get to play a for a few minutes in actual tournament matches. Making it 5 stocks instead of 4 would make matches a little more lengthly and cause for a player to get a better sense of what their tournament match were like.
Self-destructs are always the player's own fault. So, if that SD is what causes a player to lose, that is life. I cannot believe you are making this argument. And which matches last 1-3 minutes? Most matches I watch or participate in are 4 minutes or longer. Tournaments are not about giving everyone long play periods. It is about providing a competitive atmosphere for players to put their skills to the test. If driving 2 hours to a tournament only to lose in the first hour is not worth it then stop traveling. What about friendly matches?
People may argue that big tournaments take too long as it is and by adding an extra stock it could ruin the time it takes for tournaments to end. But what really depends on the tournaments ending on time are things such as: roll call, what time the tournament starts, explanation of rules and regulations, lunch breaks, friendlies etc. 5 stocks wouldn't danger a tournament's time frame if tournament hosts could organize just a little more.
Big tournaments do take too long as it is. There is no justification in adding a 5th stock.
Only having 6 random stages doesn't add much flavor to the matches. Not only that but having such few stage choices really give certain characters more benefits in tournament play over others. For instance Marth is claimed to be great at stages with low platforms and Fox is good at stages with low ceilings (because of his good up killing moves). Having bigger stages would hurt some of the top-tier characters such as Marth and help some of the low-tier characters such as Link.
The 6 are there for a reason. The neutral stages are generally consistent with one another, so players do not have to worry about having a ridiculous stage throw off the first match. Unfortunately, they do favor the upper tier characters a bit more, but it works the best.
Of course, there are many stages that need to be banned because of the luck mishaps that occur in them. However, there were a a few stages in SSBM that really didn't seem to be all that bad for instance Rainbow Cruise, Poke Floats, DK64, Brainstar (?) and Kongo Jungle etc were stages that could have possibly been used for tournament play. Any stages with large walls or with unbalanced sides (Yoshi's island 64) should be banned along with stages that have major luck mishaps in them. Of course, many people complain that stages like Pokefloats seem to get them killed most of the time. This is because they probably don't have enough experience playing there. With experience of playing new levels players will figure out tactics to avoid getting killed by the stage.
Last I checked, those stages you listed are not banned (though they are not neutrals). Also, let me get this straight: you believe that people die on Pokefloats due to inexperience with the level... but everyone should be granted +1 stock to compensate for self-destructs because "it happens to everyone"?
In SSB64 most people play the Hyrule Temple stage despite that there are more "even" stages such as Dream Land. The reason for this is because Hyrule Temple not only adds more flavor to the matchs with its unique level design but also because certain characters like Pikachu have a large advantage over other characters because of Pikachu's great edgeguarding abilities. Looking at this the same thing can be said for characters such as Marth on Yoshi's story for SSBM.

Anyway, getting back on topic, the SSBB community should have more thought through rules for its competitive matches. 5 stock should be a new standard as well as possibly adding more stages to the mix. Its a must that there should be a group or collection of elite SSBM players such as Pros, Moderators, etc that make up these rules.
Not only was your argument in favor of 5 stock absurd, we cannot set a new level for Brawl until we actually play the game. If Brawl proves to be really slow compared to Melee (thus prolonging the matches), heck, we may even drop to 3 stock. Again, it is for too early to tell at this point. As for pros, mods, and whoever else gathering together, it is called the Smash Back Room.
If anyone wants to help participate in making these new rules PM me. I will do my best to try to organize everything but I will surely need lots of help to accomplish our goal.

Please, only PM me if you have a reputation that supports you are a worthy candidate for this project. Any moderators, professional or experienced players etc will be a big help. DO NOT pm me regarding this project if you have never been to a SSBM tournament before. But, you may still help out by simply posting a comment about your thoughts. Please be sure to comment about whether you prefer 4 or 5 stocks and what stages you think should be allowed.
We are glad you want to contribute to the smash community this way. Simply understand that it is already under control.
 

TaurToph

Smash Journeyman
Joined
Jun 1, 2007
Messages
435
Actually i totally agree with a global debate to set all standart rules just in the first few days after brawls release, but not like you said.
 

TheBuzzSaw

Young Link Extraordinaire
Moderator
BRoomer
Joined
Jul 21, 2005
Messages
10,479
Actually i totally agree with a global debate to set all standart rules just in the first few days after brawls release, but not like you said.
The SBRoom members do not ignore the outside world. They do not make their own rules and say "screw you" to the outsiders. If anything, there WILL be a global debate for the first six months after release. That will have a large effect on how everything turns out.
 

Takalth

Smash Ace
Joined
Feb 1, 2006
Messages
597
(1) -- It is way too early. Rules cannot be established before the game is even out. Tournaments need to be hosted all over the country to see what works, which stages should be banned, etc. There will be no official set of rules for the first couple months following Brawl's release. Tournament hosts (myself included) will be experimenting with everything in the game. All stages and items will be enabled. Matches will be carefully observed to see how different aspects affect competition.
.
Regardless of anything else, I think this is the main point. Realistically, I don't see us having solid tournament rules for a few months, and even those will be subject to change. Speculation on moves or new game mechanics is fun, but speculation on tournament rules requires those previous speculations to be right. I guess it still might be fun for some people, but unlikely to be right on many points.
 
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