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Oh, I see what you did there.No wonder you're so Grim.
Your other thread will never get as popular as this one, because this one is partially about me. And I am amazing.Anyways... glad to have gotten past that..... wish my other thread was as popular as this one. XD
Debatable.1. Timeout is a legit winning condition
Interesting idea. But you should also think about the consequences of it - how does it affect a set? What if a best of 3 set is 1-1 and the 3rd match goes to the timer with stock equality?Two questions.
1. Why aren't we just flat-out agreeing with the game and calling it a draw?
Haha, How true this statement is.You know....
You could just EXTEND the timer by 5 minutes and almost get the same result except for stale move refreshing and having to restart positioning.
What I meant was just cut directly to what we'd normally do in the case of a draw, i.e. 1-stock, 3-minute rematch.Interesting idea. But you should also think about the consequences of it - how does it affect a set? What if a best of 3 set is 1-1 and the 3rd match goes to the timer with stock equality?
If you have a good answer then I might actually give that one a shot as well.
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I agree full heartedly.You know....
You could just EXTEND the timer by 5 minutes and almost get the same result except for stale move refreshing and having to restart positioning.
So instead you create a double standard that states:
1) In the event the game tells you SUDDEN DEATH GO! you play a tiebreaker
-----Unless that SUDDEN DEATH GO! was the result of a timeout
Doesn't this create the same exact problem, it's just rarer to have it result from anything other than a timeout?
MK wouldn't care if his opponent's moves get refreshed, because it benefits him more. Read the scenario carefully - MK is at 150%, you are at 120%. MK has connected with d-smash four times recently. It is NOT hard to keep track of that. If we were to reset the match, MK's kill power would greatly improve. So, in this scenario, if you were MK and there were one minute left on the timer, would you really not stall to the end?Tons of text that doesn't really make a great point:
Also note that it's a double-edged sword against MK. He is also freshening his opponents moves. Null. Point. Regardless. Unless you want to argue the ever-so-specific "He's been keeping track of the past 9 moves for 2 characters that have connected, or hit an object on the stage. In the case of Snake - he is counting explosions hitting explosions as part of stale moves. He's also been counting every pummel, and knows which pummels AREN'T counting for the stale list move and which ones ARE counting for the stale move list - by some miracle unknown to mankind. Because of this, he has deemed it in his best advantage to time out his opponent and freshen both of their movesets. Possibly resulting in him dying in 1 hit as well."
You really think that is a realistic argument? Also in the event of a 1% difference and time runs out - who's to say that in 1 second one of them wouldn't have died regardless of stale moves? You're awarding a winner, by not set definition of the game, due to a 1% difference.
Keep in mind that Brawl round's %'s down. For all we know it was 129.9% to 130%, and you are now awarding a win over a 0.1% difference. Do you realize how laughable this is when the game treats it as a tie?
Basically - by keeping the current timer in the game - you are going against your reversal of the Win-By-Suicide clause, which might I add, was unwarranted to ever begin with. (Much like this timer!)
You are arguing such a specific occurrence that is so unlikely to happen its near-laughable. Yet you allow this exact problem to exist, in other rare-but-still possible situations?
Brawl is not a traditional fighter. The % is not equivalent to a life bar* and should, unless absolutely necessary, dictate who wins.
*unless in stamina mode
The only reason we resort to "the old time clause" under the Fandango time clause, is because holding 1 stock for 5 minutes is going to prove pretty **** hard, the timer is just there to force conflict and get the match done. (Causes the same issue we currently have) However this scenario is rarer. Not only do I have to time you out with 8 minutes, our moves are on a clean slate, I have the % lead, and I can probably kill you before you can kill me. It'd be easier (and less risky) to simply kill you.
Likewise - unless time is running short, the current match will always be a battle to conflict with your opponent due to the Fandango clause. Why settle for a tiebreaker if you can win? Effectively it at least gets matches down to 1 stock. It's very less likely to go to time if conflict is being pushed as important. We start off, 3 stocks each. Settle for a tiebreaker of 1 stock? No thanks, I'm taking one of yours off. It's not 3-2. I can attempt to time you out now (which I can do after 1% in game currently). You manage to kill me and now it's 2-2. Back to conflict! You must die! Good, now it's 2-1.
You killed me again. It's 1-1. I still have a % advantage, and my moveset JUST got refreshed. Time to damage you as much as possible or kill you.
For some reason you're trying to time me out. I hope you realize you're freshening up my moveset. Whatever, if you want the timeout I'm just going to hit you with any move possible. Wrack up as much damage as I can. Forget about keeping my KO move fresh at this point.
I'm at 94% and you're at 131% and time ran out. Whatever, since my moves are fresh I can deal more damage with my damage racking moves, and my KO move is fresh. You may be in KO %'s. I'm pretty close too, but you're still closer. All I need is 1 good hit. Thanks for freshening up our movesets.
Now you're making a very dangerous assumption in ruleset creation. You're assuming that you can predict the intent of the player. All this "now he's at this percent. what does he do? this. then this happens. then this" sounds great and all, but it all falls apart if he DOESN'T do what you're expecting. If everyone acts in line with your prediction, then generally everything works out, but I shouldn't have to explain in detail that it is still reasonable to intend to win through ways other than direct conflict even with this rule.The opponent is still not being "rewarded" for running away when they are at a % disadvantage. It is more advantageous for them to try to wrack up damage on their opponent than it is to run away, until both are within KO %'s. That's when it becomes a slight issue. Why do I say slight?
He's within KO %'s. All I gotta do is hit him before time runs out.With how much conflict is now enforced, even if I have a stock advantage I'm unlikely to try and time you out (lest you kill me and I lose the win)
I dont think there are many people who will agree. Its not legit in the context of brawl or in practice at all. It's simply the only thing we've been able to do so far.awful.
1. Timeout is a legit winning condition, Timer is not only for tournaments, Timer are there so that you have to approach your opponent.
This might be a decent assumption if we had no experience with brawl before. But theres been plenty of time for us to know that a percent lead forcing interaction is either miniscule or just doesnt occur. Theres also no real evidence that ties with stock equality would destroy gameplay.every rule that allows a tie with stock equality destroys the gameplay because when you're down at one stock, there is no forced interaction,
additionally if you have 200% and your opponent just respawns it's a tie.
That just doesn't work
%lead based wins leads to dynamic battles because the non-lead one needs to approach.
With Stock ties no one needs to approach.
Run tournaments in Swiss format looooolInteresting idea. But you should also think about the consequences of it - how does it affect a set? What if a best of 3 set is 1-1 and the 3rd match goes to the timer with stock equality?
If you have a good answer then I might actually give that one a shot as well.
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The timer is there entirely for practical purposes. The rule simply solves another practical issue.TBlock said:Let's say we're nearing the end of 8 minutes, and I have a 30% lead on you. You don't have to approach because you won't lose if time runs out here. I time you out, and under the old rule I would have won. Under this rule, we go to a 3-minute rematch. Now, the percent rule comes back into play, with me in the percent lead. Incentive to time out is restored, and you now have to approach. If this overtime match then goes to time, would you be satisfied with the result? What if you almost caught up, and I'm now only in the lead with 10%? Would you then say "NOW you win, gg"?
But that's my problem. There's no reason to, because the game counts it as a draw. You could be at 999%, your opponent at 0% (so he was using lazer a lot), if you have the same stock count, you're in the exact same boat-it's a tie.BPC thats what this rule does. In the case of overtime, it treats percentage as a stat. Its like carrying your penalties in a sport over into overtime.
Thats my point. If were going to say the game doesnt give relevance to an opponent being at 0% vs 999% (which it doesnt) and is essentially a 'draw', then a continuation match with equal stocks but previous percents is also a 'draw'. Its important to emphasize that the only relevance percent holds is as a statistic at the end and beginning of the match.But that's my problem. There's no reason to, because the game counts it as a draw. You could be at 999%, your opponent at 0% (so he was using lazer a lot), if you have the same stock count, you're in the exact same boat-it's a tie.
Wait, so you're saying the appeal of this rule is that it allows us to see which matches need a judge? When was there ever a judge in the first place?The timer is there entirely for practical purposes. The rule simply solves another practical issue.
If we could have a judge at every station watching every match, the timer becomes significantly less relevant. However that's impractical. But in this case when a match goes to timeout its highlighting matches that potentially have issues with stalling, and allows a judge to sit there and watch in the event its occuring. There was no practical way to do this before with dozens of matches occuring at once. But in addition to this giving much greater emphasis to stock victories, if the overtime match finishes in an additional timeout without stalling as deemed by the judge, we have a significantly more potent result. It's also why simply adding 5 minutes to the timer isnt nearly the same.
This gives the loser incentive to time out once he's at 1 stock.What I meant was just cut directly to what we'd normally do in the case of a draw, i.e. 1-stock, 3-minute rematch.
4 times recently doesn't imply 4 times in a row, but for the sake of this argument we'll use it.MK wouldn't care if his opponent's moves get refreshed, because it benefits him more. Read the scenario carefully - MK is at 150%, you are at 120%. MK has connected with d-smash four times recently. It is NOT hard to keep track of that. If we were to reset the match, MK's kill power would greatly improve. So, in this scenario, if you were MK and there were one minute left on the timer, would you really not stall to the end?
Same in the current timeout clause, it's just easier. It's ignoring what the game says (that it's a draw) and the difference can be as little as 0.1% and you'd never know.Now you're making a very dangerous assumption in ruleset creation. You're assuming that you can predict the intent of the player. All this "now he's at this percent. what does he do? this. then this happens. then this" sounds great and all, but it all falls apart if he DOESN'T do what you're expecting. If everyone acts in line with your prediction, then generally everything works out, but I shouldn't have to explain in detail that it is still reasonable to intend to win through ways other than direct conflict even with this rule.
Precisely this because there isn't a less arbitrary way. Quite frankly, if you could only manage to get closer by 20% in 5 minutes you weren't going to win anyways.Let's say we're nearing the end of 8 minutes, and I have a 30% lead on you. You don't have to approach because you won't lose if time runs out here. I time you out, and under the old rule I would have won. Under this rule, we go to a 3-minute rematch. Now, the percent rule comes back into play, with me in the percent lead. Incentive to time out is restored, and you now have to approach. If this overtime match then goes to time, would you be satisfied with the result? What if you almost caught up, and I'm now only in the lead with 10%? Would you then say "NOW you win, gg"?
How is 8 minutes fair under the current ruleset? Why 8? Why not 10? 20? 30? 99?You might then say "the OP says 5-minutes", but what's the difference? It makes it harder to time out? Possibly. But then surely 8 minutes would make it even harder? You can't rely on the number of minutes to justify the rule.
We aren't. We are obeying what the game says. HUGE difference. The game says its a draw, yet we award a win. This is the only time we ignore that the game is telling us it's a draw.new way of determining win criteria.
4 times recently doesn't imply 4 times in a row, but for the sake of this argument we'll use it.
Yes this is incentive, but it's highly dependent on my opponent. What if my opponent was Snake and his up tilt was also 4 moves stale? By timing him out I'm netting him a 1 hit KO on me if I do so. Am I willing to risk trying to time out for 1 minute and then risk losing for getting hit?
There are far to many factors at play in your example of incentive, as it's extremely biased towards the loser in assuming only their KO moves are stale.
Ignoring the fact that it's impossible to discern 0.1% by the players, you're misrepresenting my argument, so allow me to clarify. I acknowledge there are problems with the current timeout rule. But how can you propose an improvement to something to address a problem, and then when confronted with the fact that your improvement doesn't actually address the problem, you say "well the original didn't fix the problem either"?Same in the current timeout clause, it's just easier. It's ignoring what the game says (that it's a draw) and the difference can be as little as 0.1% and you'd never know.
"Oh, I'm in the lead by 0.1% run!!!!!!!!! Game. Good Game. I know the game said a draw, but we give me the win. Why? Who knows. This game could have gone either way, but whatever."
That's a horrible mindset to adopt when constructing a ruleset, never mind that your claim is untrue:Precisely this because there isn't a less arbitrary way. Quite frankly, if you could only manage to get closer by 20% in 5 minutes you weren't going to win anyways.
Good. Since we've established that the number of minutes is somewhat arbitrary, you won't be using the number of minutes in an overtime to defend the existance of this overtime.How is 8 minutes fair under the current ruleset? Why 8? Why not 10? 20? 30? 99?
It's because we've deemed 8 minutes to be ideal. Possibly 10 - but currently most use 8.
How does it not fix it? Explain a bit so I can like...respond to this.That doesn't fix the double standard.
I'm working on an argument regarding "Giving the loser incentive to time out" under this clause - and in the end it not solving anything.
Yep. I actually think I have something logical to go against both this and the standard. But this is motivation for what I'm thinking...will release when I work out details better.
It's not. I was proposing that if both players have the same stock and the game goes to time, both players are awarded a loss for the game. If the game goes to time and Player A has more stocks than Player B, then he wins. He has the game's definition of an advantage (more stocks). If both players have the same amount of stocks when the game goes to time, both players draw and, by my proposition, lose, since neither of them have the game's definition of a lead.Double standard:
In the event of a draw, we hold a 1 stock 3 minute match.
In the event of a draw, decided by time (still a draw), the winner is that with the lower %.
Why is the above an exception?
Advantages are technically subjective. You would have to note Lucario's power increase as what it is, an increase of power. Damage gives him an increase in power, which is objective. Even calling an increase in power is subjective, since having a non-concrete advantage is always a matter of opinion.Food for thought:
- % is not a distinct advantage in a matchup. It's a mental advantage.
- No matter if I'm at 0% or 999%, I'm still alive. We can still TIE by the game's standards.
- If I am Lucario, I gain an advantage for taking damage up to 170%. Damage is an ADVANTAGE.
- Letting you hit me with your attacks, in order to stale your KO moves, can be a willful take of damage to ensure I live longer by staling your KO moves. This take of damage can be seen as an advantage.
Well, with my proposition, both players are forced to approach or forfeit a loss regardless of what the percents are. Since the percents are not defined as a lead by the game, then if both players are at the same stock, they are tied/I]. Thus, it is perfectly reasonable for it to be assumed a draw if it goes to time, since neither player is technically winning.Thus I now challenge the concept:
Why is it bad that the player with less % is being forced to approach? He was never at an advantage to begin with.