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'll have Dave Sirlin justify it for me.Btw polarity, I just want to clarify. Are you saying that because there is some inherent randomness in items, there will be some inherent freak occurrences in brawl tournaments that have items on? If so, I would argue that this is still not good. If one of these so-called "freak occurrences" makes me lose a match that determines the winner of a set in which the winner is rewarded money and the loser is not, I would be soooo **** mad that I just lost money because of a so-called "freak occurrence". I would like to know how you justify this. You could say, well it's just one person, but well, that's a pretty sh*tty a** philosophy if you ask me.
Sirlin said:Say you're playing poker and you draw a card that makes you lose even though you're more skilled and odds were you'd draw a good card. Would anyone want to play that game?
Say you are playing Faust in Guilty Gear and you get 3 donuts in a row without any hammers or meteors. Would anyone want to play that game?
Say you're playing Super Street Fighter 2 Turbo and the damage randomness makes your combo barely not kill them when usually it would and they come back to win. Would anyone want to play that game?
Say you're playing Warcraft 3 where damage is done by fixed base + random extra amount. Well, you get the idea.
Items on is a different game, not a "broken" game.
None of those analogies even comes close to being comparable to an exploding crate falling on your ****ing head, or getting stock-lifted by a randomly placed Smash Ball.I'll have Dave Sirlin justify it for me.
Your idea of evidence is making us sacrifice the game we love, items-off Brawl, to play the game we hate to the extent of refusing to go to EVO, items-on Brawl, not in friendlies, but in multiple high-level tournaments. Why the HELL should we do that when logic should, and does, suffice? Actually, don't answer that. I already know how you're going to blow it off. And keep in mind that I don't like calling items inherently broken or anything, and I (along with most other people) don't really consider turning items off as "banning" items per se. But anyways, onto the next point.Again, the onus is on those who want to remove something from the game to provide solid evidence in favor of their case before those in support of maintaining the current game state are required to provide evidence for theirs. The opposite idea (that those in favor of the current game should have to provide evidence in favor of keeping it) is clearly insane, as, early in a game's life, this could lead to absolutely any claim of brokenness, no matter how ridiculous, warranting serious consideration.
Really, the pro-item side shouldn't even dignify citations of single videos with a response, regardless of how obviously wrong the conclusions made from them are. A few freak occurrences aren't enough to prove anything of worth when nobody is denying that freak occurrences do happen in items-on play; the dispute is over the frequency.
Ok, going along with your point that the "randomness" is the reason why it should be turned off (I'm not saying I agree or disagree of course), I want you to take a step back and define this competition. Isn't this competition a fight between two people to see who has superior skill in the game? So, when a random factor provides an advantage/disadvantage to a player, is that a true measurement of skill? Sure, if the skill gap is large enough, the player should be able to overcome the disadvantage. But at the highest levels of play, where the skill gap is miniscule at best, a random advantage/disadvantage can be a deciding factor, thereby making that match fail at the very definition of being competitive.It's okay to have a personal acceptable level of randomness, and obviously for most of the items-off crowd that level is close to zero, but it's important not to confuse personal preference with more objective principles of what constitutes a good competitive game. Play items-off if that's what you enjoy, but the only way to prove that items-on is an outright bad game is to show that several large tournaments featuring the many of the same high-level players have wildly inconsistent results.
like panda said, if that randomness could be taken out, and it's not because someone decides not to listen to logic, then the player would be angry and rightfully so.I'll have Dave Sirlin justify it for me.
Turning off randomness in Warcraft 3 is pretty easy... proleagues use custom maps where they modify stuff like creep AI or they add macros... They do not mess with the randomness though.Correct me if I'm wrong, but randomness in Guilty Gear, Warcraft 3, Poker, and Street Fighter may not destroy the game, but they are also not able to be turned off. I bet if said randomness could be disabled as easily as items are in smash, the random-free format would of become the competitive standard.
So, are we not trying to find the most optimal form of competitive gaming?
It's still being used wrong, even with that quote being pulled off wikipedia. For instance, I can look at the South West, and note that there is a high percentage of Snakes that are being used. Based on this, I can look at the south west metagame (high snake usage) and choose to learn a counter character and main him in an attempt to tip the odds in my favor. This is metagame."Another game-related use of Metagaming refers to operating on knowledge of the way a game is played within a particular geographic region or tournament circuit. This local or circuit-specific context is often referred to as the metagame. A player who is aware of the metagame for their particular gaming environment may make play choices that are objectively inferior for the game in general, but are optimized against the play styles of the majority of players they are likely to face in that specific competitive arena. This usage is common in games that have large, organized play systems or tournament circuits"
I know, it was weird when I first heard Smash players say metagame, but it actually almost perfectly to the Smash scene according the definition above.
Funny? It's pretentious and elitist. Especially when people are "corrected" for their use of the word, but never given the actual definition as if they aren't mentally capable of comprehending it. Please, lets not turn this discussion into correcting each other's "there"s, "too"s, "were"s, etc.Overall its just more of a funny thing that rubs some of us the wrong way, not that it's super important. It's right up there with calling casuals "Friendlies," except that at least friendlies/casuals both apply properly to what they're talking about : )
*shrug* I don't really notice people using "metagame" like you pointed out. That would actually be quite annoying. Personally, I use the term metagame to refer to high-level play, and usually high-level play in the future.It's still being used wrong, even with that quote being pulled off wikipedia. For instance, I can look at the South West, and note that there is a high percentage of Snakes that are being used. Based on this, I can look at the south west metagame (high snake usage) and choose to learn a counter character and main him in an attempt to tip the odds in my favor. This is metagame.
Referring to a players skill level as "metagame," or saying that the "metagame" of a match is low, is a completely wrong use of the word.
Overall its just more of a funny thing that rubs some of us the wrong way, not that it's super important. It's right up there with calling casuals "Friendlies," except that at least friendlies/casuals both apply properly to what they're talking about : )
However, in court precedent carries over and usually wins in most cases, unless the situation has drastically changed. Therefore, you still have the burden of proof to show how item gameplay has uniquely changed to allow enough of a reason to let them back in.Much like in court, no evidence=you wont win your case. Brawl is not melee and the quicker people realize that the better. Just because you ruled out items in melee doesnt mean it rolls over.
Yeah, its a good point. I sent him a PM awhile ago asking a very similar question, along the lines of "What changed between Melee and Brawl to make you think all of our experience with items doesn't carry over?" He didn't answer me, either.I sent this to Wiz about a week ago via PM
I do take issue with one of your statements.
However, in court precedent carries over and usually wins in most cases, unless the situation has drastically changed. Therefore, you still have the burden of proof to show how item gameplay has uniquely changed to allow enough of a reason to let them back in.
He didn't respond.
COUM, this is not SRK, MrWizard is not in control here, we actually have objective and capable mods moderating this board. You cannot say stuff like this here.Jesus, you are dumb as ****.
Only now it's changed because now you're forced to grab items at the start of every aerial. What if i'm aerialing when a hammer spawns into my hands and my opponent proceeds to knock me out so far I die because I can't 2nd jum pr Up B while carrying a hammer? Or if it spawns into my hands when I just can't make it back at all, even without getting hit?IMO the boom capsule thing was the valable reason why items should be banned in Melee*. Since you can take care of this in Brawl, then there are no more valable reasons... its just an opinion thing now.
lol golden hammers only spawn from the floor IIRCOnly now it's changed because now you're forced to grab items at the start of every aerial. What if i'm aerialing when a hammer spawns into my hands and my opponent proceeds to knock me out so far I die because I can't 2nd jum pr Up B while carrying a hammer? Or if it spawns into my hands when I just can't make it back at all, even without getting hit?
Someone launches me, my opponent jumps up and does an aerial, which I airdodge and would get away from safely, only his aerial gets canceled into an itemgrab of a Golden Hammer, since the hitbox is constant, my airdodge eventually ends and I get hit by the Golden Hammer and die.
But I guess I should've stage controlled.
And? You can still grab items when you're in the air even if they're on the floor.lol golden hammers only spawn from the floor IIRC
And? It means that your example fails. Golden Hammers have the lowest spawn rate of the whole game, combine that with the fact that they only spawn from the ground and you have very little probability to see what you described.And? You can still grab items when you're in the air even if they're on the floor.
Not to mention the item that spawns isn't the hammer, but the platform that SLOWLY generates it. This is the one item that people can't claim "random collection" on because it's so obvious when it spawns and takes forever to do so. You see it spawn, you have a solid 3 seconds to decide what to do. If that's not enough time for you, perhaps you have deeper problems than worrying about the oh-so-scary Golden Hammer.And? It means that your example fails. Golden Hammers have the lowest spawn rate of the whole game, combine that with the fact that they only spawn from the ground and you have very little probability to see what you described.
I play brawl with items about 50% of the time, so I can tell.
I see what your point is, but you need to stop exaggerating stuff in order to make your points more powerful... it just makes you look less credible.
I said the guy wasnt a noob. not that he was good in anyway.Edit: About earlier vids. I looked at 'em and laughed. The Wolf vs. MK 4-stock doomsday vid showed little more than a MK that had no clue how to break a smashball right, let alone how to deal with a landmaster. His first and second stocks he shows that he has no idea how to properly ledgestall (jumps way to high during the barrel roll, no shuttle loop instagrab, no flying under the stage), and the second stock not only this, but failed a tech and rolled the long way down the landmaster. On his third was a legitimate kill that was probably too difficult to manage to avoid, and the fourth was him PACING on top of the landmaster. He was a fool.
After a bit of research into that Pit v Pit v Hothead match, my hypothesis was correct, so I'll share it. Even as far back as SSB64, reflection adds damage/power to whatever has been reflected. If it's too powerful, it will break the reflector like it would a shield. This was most notorious displayed with the classic Falco/Fox/etc. reflecting a red shell over and over, with the 6th hit breaking it. In this particular case, Pit's f+b reflected the hothead while sparking, which gave it the massive power boost that carried over even when it wasn't sparking. When it was attempted again, the reflection from Pit #2 occured against yet another spark, which broke the reflection then, because Hothead's don't change momentum unless a successful reflection occurs, also hit him for the 100%+ and sent him to his doom. Did he get screwed? Yes. Was it avoidible? Yes.
You said he wasn't a noob, but I'll disagree. At least when it comes to the smashball. In both occasions, he attempted to break it w/ u-air spam, which isn't the best way for MK to break it when his opponent is right below him, and doubly so when you spam it so hard you go over the smashball because MK's u-air doesn't knock it anywhere. Then he had no clue of what to do once the FS was out. So yeah, I'll definitely say that in that particular match, the Wolf was better with what was played. By far. He sat there and watched MK Soften up the smashballs for him and took the easy prize. MK made mistake after mistake until he was ousted the whole way.I said the guy wasnt a noob. not that he was good in anyway.
and its not so much that he didnt know how to break the smash ball. it had more to do about how smash balls work. they usually hover over the losers head for some period of time. notice how the smash ball goes straight for wolf the first time? of course it could've been bad luck, but that is just as bad...)
Can you honestly tell me the Wolf was trully better than the MK?
Like I said the second video was just for laughs, but you have to admit the other pit got really lucky when he reflected the hothead the first time. The second time was just a mistake...
So theres this Ninja right? And like, he trained in the shadows for years, honing his ninja skills and learning the way of the assassin. One day, he's tasked with killing a robot, lets call him...M2K. So he goes to kill this robot, he uses all of his advanced ninja spacing and battlefield control to get within killing range when suddenly a Giant Hammer that makes the robot invincible randomly appears out of no where next to the Robot. He grabs the hammer, smashes the Ninja, is just about to go for the kill when a Giant multi colored fish eats them both.I'm still waiting for that robot/ninja analogy.
Sounds like something Douglas Adams would write.So theres this Ninja right? And like, he trained in the shadows for years, honing his ninja skills and learning the way of the assassin. One day, he's tasked with killing a robot, lets call him...M2K. So he goes to kill this robot, he uses all of his advanced ninja spacing and battlefield control to get within killing range when suddenly a Giant Hammer that makes the robot invincible randomly appears out of no where next to the Robot. He grabs the hammer, smashes the Ninja, is just about to go for the kill when a Giant multi colored fish eats them both.
Then show us. The burden of proof rests on smaller tournaments that want items on. Big tournaments use what we know to be successful. While we've given reasons why they haven't changed, you've just repeatedly said, "We don't know how they've changed." You haven't given us any reasons to how they've changed that would benefit competitive play. You've just told we can't remove something that was in the game. Yet you've never countered the "how have they changed?" argument.As far as the whole "why do we need to prove it on a new game" thing... key words are "new game". We don't know what has changed to show items are valid.
Except M2K isn't a robot, he's a god.Sounds like something Douglas Adams would write.
I can die happy.So theres this Ninja right? And like, he trained in the shadows for years, honing his ninja skills and learning the way of the assassin. One day, he's tasked with killing a robot, lets call him...M2K. So he goes to kill this robot, he uses all of his advanced ninja spacing and battlefield control to get within killing range when suddenly a Giant Hammer that makes the robot invincible randomly appears out of no where next to the Robot. He grabs the hammer, smashes the Ninja, is just about to go for the kill when a Giant multi colored fish eats them both.
Get off his nuts.Except M2K isn't a robot, he's a god.
Wow, way to ignore the following sentence.Then show us. The burden of proof rests on smaller tournaments that want items on. Big tournaments use what we know to be successful. While we've given reasons why they haven't changed, you've just repeatedly said, "We don't know how they've changed." You haven't given us any reasons to how they've changed that would benefit competitive play. You've just told we can't remove something that was in the game. Yet you've never countered the "how have they changed?" argument.
1. Items were banned in half the country before the "randomly exploding containers" argument became the center point of the debate, eventually leading to items getting banned in the other half. There are many other complaints about items that still stand in Brawl.That aside, from what we do know so far, we know that containers now have a toggle, which removes the biggest complaint to ever get them removed in the first place, and defensive options have GREATLY widened, which makes it much more difficult to get the reward from a given item. The items didn't need to change. The game did. How much have the changes affected items play? We don't know yet. The game is just far too new to make that call.
And these debates then were at a constant standstill. Only when the argument of containers come into play and shown to be significant of an issue to warrant concern did the debate ever slide against items in play, and simply because there was no way to turn them off without turning all items off. If there had been in Melee, the debate would still be going on today in Melee.1. Items were banned in half the country before the "randomly exploding containers" argument became the center point of the debate, eventually leading to items getting banned in the other half. There are many other complaints about items that still stand in Brawl.
For one, items that had "reflection trumping" properties such as the Star Rod have lost that value. Second, and this is the biggest, item catching is incredibly easy to pull off by comparison to Melee. In Melee, if you weren't grounded, you air-dodge caught. That was your only choice. It was possible to do a dodgeless catch, but the timing it took made it far too dangerous to attempt. Here in Brawl, dodgeless catching is quite viable (how much more viable remains to be seen, as the game's too new. Only experience will show this fact). Adding in the fact that w/ air dodging being changed so much, coming back off the stage high is viable again, which means the terrifying edgeguarding tactics have been foiled two-fold by both the increased chance for a dodgeless catch and not having to put yourself in a position that a given item will finish you off.2. How has defensive options "GREATLY widened" in terms of items? One of the only defensive options that helps the idea of items being on (this is something I've said in the past when I used to be in support of items) is that there are multiple airdodges so items aren't an instant edgeguard anymore (yet they are still an edgeguard). The only other thing that has really changed is options for grabbing items, but the problems were never in how you grab them. Also, with the REMOVAL of the powershield reflection, defensive options against items have also decreased with Brawl.
Problems are subjective. Each has their own personal opinion on the matter and nothing will change that. Most of the arguments brought to light are subjective. Evo's done its best to compromise between all these different opinions, without weighing their importance based on popularity alone. If that's how Evo were to handle things, Roll Cancelling would never have seen the light of day in CvS2, as the popular opinion found it broken and made the game unplayable. To this day, there are some that believe it's broken, and yet, there's no ban on it. Is it really that hard to believe that Brawl would be treated any different? Honestly, I'm amazed we didn't get a ruleset less conservative than we got.3. Like I said before, the changes did not completely eliminate many of the problems people had with how items affected gameplay in Melee, and thus these problems still persist in Brawl.
And if you ask what these "problems" are, you're asking the wrong guy. That is different for every person, and I don't like getting into specifics (i.e. "they're too random" or "they're totally broken") as those points have been argued to death already.
I'm tired from studying all day so I don't really feel up to responding to the rest of your post right now. I just wanted to respond to a few points here.Problems are subjective. Each has their own personal opinion on the matter and nothing will change that. Most of the arguments brought to light are subjective. Evo's done its best to compromise between all these different opinions, without weighing their importance based on popularity alone. If that's how Evo were to handle things, Roll Cancelling would never have seen the light of day in CvS2, as the popular opinion found it broken and made the game unplayable. To this day, there are some that believe it's broken, and yet, there's no ban on it. Is it really that hard to believe that Brawl would be treated any different? Honestly, I'm amazed we didn't get a ruleset less conservative than we got.