Bing
Smash Master
In all Melee tournament, Metaknight is 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!
I never said RC was random, but I believe Cactuar's example of how Kage essentially screwed himself by killing Cactuar at the wrong time is a perfect example of the types of things that occur when the stage is actively forcing players to move. It's simply unreasonable to expect people to be able to take into account how much time has elapsed before making already complex decisions. Someone trying to tech chase on RC can get screwed by the boat quickly dipping down, and while you can argue "he could see that the boat was stopping," it doesn't prevent another player from being in the same situation only seconds earlier and being able to finish executing the tech chase. There is a clear best decision for both players, but why is one player rewarded MORE for a grab at 7:45 while the other is PUNISHED for grabbing at 7:35? It's these sort of inconsistencies in the gameplay's interaction with the stage that leads to more inconsistent results. When you look at the neutrals, the gameplay done by players has a consistent result every time.RBC is on a predictable, very easy to adjust to and remember pattern, with no lasers shooting you, no shy guys flying through
the only thing that was ever argued about this stage is that it forced approach
on brinstar, the lava comes up, oh no. it doesn't just appear, it rises slowly from below and may force you to reposition yourself on the stage
with enough playtime on these stages, enough time devoted to learning their nuances, i can see neither of these events, the rotation of RBC, or the lava on brinstar ever producing inconsistent results between two players
at the very least, no more than when people don't account for shy guys or randall on YS
or platforms shifting on FoD
the same goes for most of the CP/banned stages
He doesn't have much competition.Bones is easily one of the best posters on the Melee side of this website. That was very well-explained.
You have a point here, but the typical response is, of course, what you've already explained: he could see the boat was stopping. The fact that the player was in the same situation seconds earlier, at a different time, is exactly the point. Mileage will vary as to what you're ok with; it becomes an (arbitrary) degree of "interference" which players decide should be worth banning. Platforms moving on Fountain of Dreams is ok, while the boat moving (in a less random fashion, even) is not.I never said RC was random, but I believe Cactuar's example of how Kage essentially screwed himself by killing Cactuar at the wrong time is a perfect example of the types of things that occur when the stage is actively forcing players to move. It's simply unreasonable to expect people to be able to take into account how much time has elapsed before making already complex decisions. Someone trying to tech chase on RC can get screwed by the boat quickly dipping down, and while you can argue "he could see that the boat was stopping," it doesn't prevent another player from being in the same situation only seconds earlier and being able to finish executing the tech chase. There is a clear best decision for both players, but why is one player rewarded MORE for a grab at 7:45 while the other is PUNISHED for grabbing at 7:35? It's these sort of inconsistencies in the gameplay's interaction with the stage that leads to more inconsistent results. When you look at the neutrals, the gameplay done by players has a consistent result every time.
I'll be the first to admit the line is certainly arbitrary. That's why it has taken 9 years for people to finally agree that these stages are not acceptable for tournaments. I recognize the faults with some of the neutrals, but it simply comes down to my opinion, which is that the relatively small amount of randomness present on the neutrals is more than made up for by the different skills they require. Obviously once we get into a discussion about how much skill is actually required to play a different stage vs. how much skill is negated by random events, things get very opinionated very fast. There can be no objective determination for the value of a stage to the stage list, which is why we've banned only stages that are largely accepted as "too" random by the community. I think PS is fairly clear depiction of where the community's general tolerance for randomness ends. Most people accept it as being more random than the rest of the neutrals, but not as much as the more extreme counterpicks. And so it remains the sole cp. If, in the future, the community largely feels it has become detrimental to game play, I think it is safe to say that it will be banned as well.bones i understand that,
but where's the line?
i've seen edgeguards get ****ed up by FoD platforms, and wispy's wind
i've seen stocks lost and taken and saved by randall
i've seen edgeguards and recoveries nullified by shy guys
where is the line? and what about KJ64, the barrell is a non-issue if we compare it to acceptable levels of random in tourney play, but it only affects some matchups, but it affects them enough to be banned as a whole?
I can't comment on the original reasons for the removal of those stages, but I can make convincing arguments that all of those stages are detrimental to competition. It would largely come back to the whole preference of what is too random, and what level of randomness is tolerable if it means another stage to be skillful on.stages like green greens, or mk1 or 2, whatever doesn't have the blocks everywhere, or pokefloats, why have these been deemed unacceptable in tourney play vs. our current neutrals?
i doubt it's because the levels of random affect the outcomes of the match far too much. they have other reasons, primary reasons, for being removed
As I have expressed above, I am certainly not debating the issue of tolerable randomness is foggy. Things like stage interference can obviously happen to either player, but the fact that it rarely screws over each player equally is what leads to the inconsistency. As far as the Sheik example, it isn't about how it affects Sheik but the match as a whole. The stage messing up Sheik can be viewed as making it a less useful stage for Sheik, but the disadvantages are rooted from Sheik's gameplay being less consistent on that particular stage. If you had a stage like FD where random trap doors appeared in the ground, clearly the stage would have less inconsistency in Jiggs dittos (where both players are often airborne anyway) compared to Falcon dittos (where both players rely on ground-based movement). If there were no characters in Melee whose gameplay was not affected by moving stages and disappearing platforms then these stages would probably not be banned.the distinction between what is too random has always been foggy, the iffy situations you list on RBC will occur more frequently than those listed about our neutrals, without a doubt, but in the same instance how can an instance that could affect both players at any given time be cited as providing inconsistent results? from how big a pool are we extracting the results?
because sheik relies more on tech chases than other characters, does she now lose more frequently on RBC because the platforms move or disappear?
Even assuming both players are taking the same risk, the game should not be based around "risk-taking." You've essentially admitted that there is a significant level of inconsistency if choosing a stage is viewed as risky. Bad players should not be able to take good players to inconsistent stages in the hopes that the risks presented by stage hazards will fall in their favor through sheer chance.the stage itself is inherently a neutral agent, it does not favor 1 player over the other, certain characters may be able to abuse aspects of the stage moreso than other characters, but that is always going to remain true, it's not a variable like the lasers on corneria which actively target and shoot players
i just am not seeing that particular aspect of RBC being worth removing it from competitive play altogether.
Has there ever been an issue of RBC being chosen, in hopes that your opponent will be affected by the moving stage more than you, and used to win sets?
or on brinstar, have people been picking that stage in the hopes the lava will **** up your opponent more than you?
and i'm not talking about matchups that are significantly shifted due to these stages (IE fox and jiggs), i'm talking about let's say a marth wants to take a falcon to brinstar
or a samus wants to fight a ganon on brinstar
or a kirby wants to fight a yoshi on RBC
in cactuars example, both players were taking the same amount of risk by going to that stage, the instances very easily could have been shifted
are we removing RBC because these instances occur? or for other reasons that can be solved by different means
and does the same apply for all the recently banned/CP'd stages?
I agree with pretty much everything you've said, and I definitely get what you mean by the logical inconsistency of keeping "some" randomness, but as I touched on in my last post, the "methodology" (a term which I realize I am applying loosely) for determining competitive stages has almost always been through community opinion based on play testing. Thousands of hours have been put into testing every facet of these maps, and time and time again we have found that a majority of players views randomness exceeding PS to be too much to be viable for competition.You have a point here, but the typical response is, of course, what you've already explained: he could see the boat was stopping. The fact that the player was in the same situation seconds earlier, at a different time, is exactly the point. Mileage will vary as to what you're ok with; it becomes an (arbitrary) degree of "interference" which players decide should be worth banning. Platforms moving on Fountain of Dreams is ok, while the boat moving (in a less random fashion, even) is not.
And if some sort of real methodology (preferably one which does not appear contrived) were made to differentiate between the "interference" from the wind on Dreamland and the "interference" from the boat's movement on Rainbow Cruise, I'm sure we would have less of an issue (we would only go as far as to debate the methodology, or its application). However, no methodology is in place; people mandate that some "interference" is not ok because it's "gay" or "janky," while others are ok.
If you ask me, the distinction, in reality (though not officially), is that Fountain of Dreams looks like a "neutral stage." Rainbow Cruise does not, so people have a tendency to want to ban it on the premise of "interference," but not Fountain of Dreams.
In fact, the only person I've seen take this notion to its true logical end (and, of course, I've mentioned my absolute disdain for the notion altogether, because I think it's poorly defined in the first place) is Hax (and that Roneblaster guy). Hax argues that, if you have some well-defined notion of "interference," or "player vs. stage," then Brinstar, Mute City, Pokéfloats, and Rainbow Cruise should be banned. And the MBR is in agreement. What Hax (rightly) does is apply this logic further: FD allows for chaingrabs, Yoshi's has the cloud and shy guys, Dreamland has the wind, Fountain of Dreams has the moving platforms, and Pokémon Stadium has the transformations. Thus, Battlefield only.
Of course, I'm hugely against such a ruleset altogether, but I respect the logical consistency, at the very least.
Pi: I dig the account name, and the sig, and the avatar, and the fact that the sum of the inverse squares is pi^2/6, but if you're going to argue with Bones (who's shown, at the very least, a talent for good debating, if not having posited an altogether good argument in favor of the current ruleset), you should consider having better grammar and syntax. I know it's just an internet forum, but it's hard to parse your text the way it's written. However, I wholeheartedly agree with your point that the line drawn on what "interferes too much" is arbitrary, and I think it's an important point to make.
yeah im still a temp debater too. The topic were really lame when i still cared about sophistryI am currently in the proving grounds of the debate hall, and have found no interesting discussions with which to prove my worth. I luckily have enough opposition (read: everyone) to start debates on pretty much anything. I will acquire that pink name tag soon.
The major flaws, in my opinion, have nothing to do with stupidity or fickleness. It's more about the biases players have, and the fact that biases shared by the majority become mandated as rules when your criterion for what should be legal comes down to majority opinion.I agree with pretty much everything you've said, and I definitely get what you mean by the logical inconsistency of keeping "some" randomness, but as I touched on in my last post, the "methodology" (which I realize I am applying loosely) for determining competitive stages has almost always been through community opinion based on play testing. Thousands of hours have been put into testing every facet of these maps, and time and time again we have found that a majority of players views randomness exceeding PS to be too much to be viable for competition.
I DO realize the flaws that will inevitably occur in this system. Some people are simply too dumb to think a stage's legality through logically. Some people will throw a stage out immediately for things as simple as how it looks or whether their character is good on it.
And, of course, I'll shamelessly plug the notion of fairness I've discussed before, where the majority tells the minority that they have to play the game their way with the sole justification being the proportion in favor.So while not all players are deeming stages bannable for the right reasons, I DO believe these biases are exaggerated in the sense that there are significant numbers of players who do not fall into those types of categories, but who will still consider the stages currently banned as being too random.
Grammar and syntax are hardly important. Yeah, it's nice when an argument has some flare because of its clever wording (and that's something I've been working on, particularly using alliteration and word repetition in my arguments), but they add no actual content to the debate itself.Well thanks. Perhaps I'll give it a go, then. I at least type well, sometimes.
the community, the majority, 'most people', i would argue aren't exactly reliable sources. i don't recall there ever being a communal vote on what stages should and should not be reccomended by the MBRI'll be the first to admit the line is certainly arbitrary. That's why it has taken 9 years for people to finally agree that these stages are not acceptable for tournaments. I recognize the faults with some of the neutrals, but it simply comes down to my opinion, which is that the relatively small amount of randomness present on the neutrals is more than made up for by the different skills they require. Obviously once we get into a discussion about how much skill is actually required to play a different stage vs. how much skill is negated by random events, things get very opinionated very fast. There can be no objective determination for the value of a stage to the stage list, which is why we've banned only stages that are largely accepted as "too" random by the community. I think PS is fairly clear depiction of where the community's general tolerance for randomness ends. Most people accept it as being more random than the rest of the neutrals, but not as much as the more extreme counterpicks. And so it remains the sole cp. If, in the future, the community largely feels it has become detrimental to game play, I think it is safe to say that it will be banned as well.
again ur citing unreliable (at best) sourcesI think it's important to note that this process of determining how "random" stages are may not seem like the best system, but when it comes down to it, the sheer amount of time put into all stages should be considered. This is not some tyrannical mission to destroy all "abnormal" stages. The community has been phasing out stages deemed uncompetitive since day 1, so it makes sense that eventually we would reach a point where people start to become uncomfortable with which stages are being removed. There are minorities who believe stages should be added back in and more stages should be removed, but by and large, most people have determined through a collectively insane number of hours that the 6 stages we have left are the best for competition.
competition is ill-defined as well, you have our general standard for competitionI can't comment on the original reasons for the removal of those stages, but I can make convincing arguments that all of those stages are detrimental to competition. It would largely come back to the whole preference of what is too random, and what level of randomness is tolerable if it means another stage to be skillful on.
"the fact that it rarely screws over each player equally is what leads to the inconsistency"As I have expressed above, I am certainly not debating the issue of tolerable randomness is foggy. Things like stage interference can obviously happen to either player, but the fact that it rarely screws over each player equally is what leads to the inconsistency. As far as the Sheik example, it isn't about how it affects Sheik but the match as a whole. The stage messing up Sheik can be viewed as making it a less useful stage for Sheik, but the disadvantages are rooted from Sheik's gameplay being less consistent on that particular stage. If you had a stage like FD where random trap doors appeared in the ground, clearly the stage would have less inconsistency in Jiggs dittos (where both players are often airborne anyway) compared to Falcon dittos (where both players rely on ground-based movement). If there were no characters in Melee whose gameplay was not affected by moving stages and disappearing platforms then these stages would probably not be banned.
Even assuming both players are taking the same risk, the game should not be based around "risk-taking." You've essentially admitted that there is a significant level of inconsistency if choosing a stage is viewed as risky. Bad players should not be able to take good players to inconsistent stages in the hopes that the risks presented by stage hazards will fall in their favor through sheer chance.
Competitive is just a reference to consistent results. I was just annoyed by the word consistent because it leads into a bunch of arguments on semantics about what is or is not consistent.competition is ill-defined as well, you have our general standard for competition
and then countless # of competitive games which directly contradict some of the values of competition we live by
is poker non-competitive because it's to some extent a game of chance? or do we recognize that the skill of a player encompasses factoring in the random aspect of the game and playing off that?
are there not competitive games out there that promote camping more than RBC, KJ64, or pokefloats?
before we start saying that a stage is 'not competitive', our basis for competition should at least be attempted to be defined.
This mostly goes back to what I said above. How big of an impact the inconsistency has on matches is completely subjective."the fact that it rarely screws over each player equally is what leads to the inconsistency"
what? inconsistency on an extremely small scale, perhaps, but if both players are affected evenly then it means over time the outcome will still be the same.
there's also the argument that while RBC may cause you to drop a tech chase, if you get a grab near one of the edges, or the top of the screen, you could also finish that stock off 20% sooner than you would otherwise be able to.
You can't apply this same logic to the neutrals because they are consistent. People john about the stage moving messing them up because it only happens some of the time. On FD, when you are getting chain grabbed, it is not a result of a stage hazard being present. If you get grabbed and your opponent makes no mistakes, you WILL get chain grabbed. It is brutally consistent, and you can see how it is much more player vs. player oriented than on other stages.are the positive impacts of this stage heavily outweighed by the negative? or should we just look at all the impacts of the stage as negative? or have we just not explored all the positive aspects of the stage?
player a: man i dropped that tech chase due to this crappy stage!
player b: man you killed me at 70 due to this crappy stage!
could the same argument not be made for instances on all of the stages?
'only reason you can chain throw me is because we're on FD'
'only reason you're still living is because we're on DL'
etc. etc....
I have expressed multiple times that this reasoning is independent of character advantages. All of my explanations would apply to the game just as equally as if people only played Mario dittos.you can't make an argument that a character suffers from 1 aspect of a stage, and ignore that hey may benefit in other ways from that same stage. that is the nature of our game, and stage list, and why it's not random neutral 100% of the time
There is a big difference between making risky decisions and simply relying on randomness. If a player is worse and is probably going to lose, choosing a stage with random elements in hopes that the stage works in his favor isn't risky at all. It's not going to work every time, but it will work more often than taking them to another stage where they will get out-skilled 100%."the game should not be based around "risk-taking.""
i want you to stop for a second and think about what that quote, out of context, means.
as a samus player, i have to think about CPing foxes to DL because while it is a good stage for samus in terms of surviving, i was camped out by a fox on DL
so when i pick DL, i have to think for a second 'do i think this fox is going to camp me?', and i take the risk.
when you approach your opponent, who has not just forward smashed a bunch of shyguys and is going to be in hitlag for the next 2 seconds, are you not taking a risk that he may have anticipated your approach and will punish you?
this game is, ALL ABOUT taking risks, almost every aspect of play in this, and most every competitive fighter is about taking risks
in fact we have a thread going right now on how the fact that a less risky style of play is probably more dominant than a risky one. (melees flaw)
Honestly, I think I view developing rule sets and banning stages MUCH differently than most Melee players, or even fighting game players in general. I think Sirlin has largely brain washed a lot of people, and while I truly agree with his "don't be a scrub"/"no johns" mentality, I only support that as a player. When I am playing to win, I recognize that it is beneficial to not make excuses. When you make excuses, you don't learn, and when you don't learn, you don't win. Simple as that.bones, i'm going to ask for your input on something, i'm going to make a list of reasons for why a stage should be banned and i want your input on it, things that we should add, or if you want me to elaborate/give examples of what i mean
Criteria for banning a stage:
-Stage actively attacks/inter-fears with players
--Corneria
-Stage overcentralizes the metgame for x character(s)
--Hyrule for fox
ya man is no big dlea to type like this, i just place commas and people know to take a breath its all good man lulz woops forgot a comma back there, hope ur still breathin broAlso, have you read kish's thread, the no johns ruleset
also Kal, i went through a phase where i typed as properly as i could
i prefer, in most instances, how i'm received when i type like this
granted, if i were looking for access intot he debate forum, i would probably be more inclined to type gooder
but this is not the debate forum, and i am not looking for the general acceptance, bones is reading my posts and i hope is looking past some grammatical inconsistencies to what i'm actually saying
One word: "lackadaisical.""i prefer, in most instances, how i'm received when i type like this"
What in the world do you mean by that?
It's kinda like my voice. I have a really deep voice. The way people react to me when I speak in my "natural" speaking voice is exactly the way they would react to someone with a more normal voice who added, "...and I'm gonna kick your ***," after every sentence. So, I talk very high in order to sound like someone with a more normal voice."i prefer, in most instances, how i'm received when i type like this"
What in the world do you mean by that?
I don't struggle against Falco in tournament, I just hate him.I also hate Falco. Hey Kal, let's start a committee to get him banned so we can do better in tournament.
what if transformations were only 30 seconds long or 20 seconds long as opposed to the 40 seconds long they are now? transformations can lead to some really creative and unique gameplay, but modding the game in this way ensures that the stage imbalance will affect the total match less. it would make the game more competitive while keeping the intrinsic character of the stage.If there was a way to mod a memory card to stop PS from transforming, I would be SCREAMING to make that **** the tournament default. A lot of people will be like "OMG! If you're willing to strip down 95% of the game, where will you stop?" My answer is I will stop whenever I feel the game cannot get any more competitive.
Something about stage diversity and playing every stage oncecactuar call*
why are there no bans in BO5 sets? if people end up switching chars or want to ban the first stage they played on, things can get tricky.