Fried Ice Cream
Smash Ace
My treshold of randomness is much lower than Prime's.
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I love how the Smash community has become so accustomed to neutrals that they view them as the standard, center-piece to base everything off of.Alright this what I think. Stages should for the most part not effect character matchups. I know even with nuetrals it does a little but with counter picks large advantages are given greatly reducing the skill needed to win. It may not be broken but it's definately not fair.
What do you mean when a stage effects a character matchup? Peach does worse on Yoshi's Story than in Brinstar, so which should we ban?Alright this what I think. Stages should for the most part not effect character matchups. I know even with nuetrals it does a little but with counter picks large advantages are given greatly reducing the skill needed to win. It may not be broken but it's definately not fair.
I feel like the game has been played a cerain way for far too long to be able to do such a major shift back towards allowing more stages.
At this point it would be better to argue for smash 4 to allow more stages.
I agree the stage list bannings have gone too far, but "stay out of my combos, stage!" is too popular a feeling. People have practiced comboing characters on yoshis and battlefield for years and years. Whereas some people have probably played on brinstar under 100 times. I know I have personally only played on MK2 probably 2 dozen times myself. In comparison, I have played on dreamland thousands and thousands of times. (I still hear that song in my dreams)
10 years in people do not want to have to relearn that much.
I am not saying what is being discussed here is wrong, I just don't see it happening
What do you mean when a stage effects a character matchup? Peach does worse on Yoshi's Story than in Brinstar, so which should we ban?
However, there is a slight ambiguity in your post. If instead you mean that we should ban stages because they allow for matchups which are heavily skewed in one character's favor, then every stage should be banned. There is no stage on which this does not occur
Hey I'm good with bringing a lot of stages back (Brinstar, Mute City, Green Greens, MAYBE Corneria, Poke Floats and Rainbow Cruise ) but all the rest are definately not. Walk offs take away the edge game, which is really deep so that'd be getting rid of alot strategy, to instead have combos getting kills at very low percents and possibly major Fox brokenness. Jungle Japes is also a horrible stage. When I want to play or watch a match I want to see a true test of skill not the wackness on stages like that. Even if both players learn it really good klap trap is still gay and the water is the worst thing ever.I know even with nuetrals it does a little but with counter picks large advantages are given greatly reducing the skill needed to win.
This hasn't been demonstrated in the least. Yes, the edge game is deep, but no, it hasn't been shown that walk-off edges make the game dramatically shallower, or even shallower at all.Hey I'm good with bringing a lot of stages back (Brinstar, Mute City, Green Greens, MAYBE Corneria, Poke Floats and Rainbow Cruise ) but all the rest are definately not. Walk offs take away the edge game, which is really deep so that'd be getting rid of alot strategy, to instead have combos getting kills at very low percents and possibly major Fox brokenness.
What is a "true test of skill?" This attitude is scrubby.Jungle Japes is also a horrible stage. When I want to play or watch a match I want to see a true test of skill not the wackness on stages like that. Even if both players learn it really good klap trap is still gay and the water is the worst thing ever.
Bull ****. In what way are they "for the most part the most balanced?" Seriously, just think about this for one ****ing second. They're not inherently balanced at all; some characters do better on them, and some characters do worse.And everybody has to agree nuetrals are from the most part the most balanced. And its obvious why they are nuetrals so I don't want to hear how we can't consider any stage nuetral.
This is something I try to stress, but frankly too many players are ok with making stage Johns and simply justifying it with really bad argument.It's called not coming up with stage johns and learning to play it.
I believe banning Falco is a higher-order goal than "preserving as much of Melee as POSSIBLE," so I don't agree with the premises of the argument, so I don't like the conclusion either.I believe minimizing randomness is a higher-order goal than "preserving as much of Melee as POSSIBLE", so I don't agree with the premises of the argument, so I don't like the conclusion either.
Banning falco is not a premise that is intuitive or self-evident without many many premises of its own. Don't point out people making bad arguments when your analogies are sh*t.I believe banning Falco is a higher-order goal than "preserving as much of Melee as POSSIBLE," so I don't agree with the premises of the argument, so I don't like the conclusion either.
Regardless, we've explained the difference between banning randomness (which isn't inherently bad) and banning random elements which you cannot adapt to. You can adapt to the randomness on Mute City (hint: the cars always come from the bottom, so stay on a platform). You can't adapt to explosive capsules being able to fall from any spot on the stage. So, while you could create an anti-randomness argument to ban the latter, for the former I would say:
Stop getting hit by the ****ing cars!
Wow, your understanding of the entire issue is terrible. My analogy works fine; unjustified starting premises are all equally good, and that's the point. If you want to make an argument against randomness, then make it and conclude that randomness should be minimized over preserving more of the game. But if you simply start off with "I believe [thing] is a higher-order goal than [other thing]," you can't expect me to respond with anything but "**** you."Banning falco is not a premise that is intuitive or self-evident without many many premises of its own. Don't point out people making bad arguments when your analogies are sh*t.
Randomness is not inherently bad. Look at a game like Poker, where randomness is essential to the game, yet tournament placings are very consistent.Randomness is inherently bad to this game. Randomness in any form is a negative.
All this does is exemplify one example where you would choose to avoid having platforms move. I, on the other hand, very much think the platforms should move.To illustrate this point, if we were making the PERFECT competitive smash game, and we could choose to make FoD platforms shuffle around like they do OR NOT, we would be compelled to choose not.
How the hell does this follow from anything I've said? There is no way to account for falling explosive capsules. Compare to a stage like Mute City, where you simply avoid the ground floor where the cars can come.You can adapt to explosive capsules being able to fall from any spot of the stage, if I follow your own argument. An answer like "calculate the risk vs reward of all of your attacks" is something that follows from your own argument's style.
Okay then. Justify this unjustified claim.unjustified starting premises are all equally good
On the contrary, this is not self-evident. Your statement is filled with hubris. Random effects test the skills of improvisation, ability to adapt, ability to weigh risk/reward, and ability to mentally recover. You can disagree that these are important skills to test, but your opinion is not law, and it is perfectly fine for a game to test these skills. The entire combo system is based on some degree of improvisation and your ability to adapt and react, so this is entirely in line with the central concepts of the game.Randomness is inherently bad to this game. Randomness in any form is a negative. To illustrate this point, if we were making the PERFECT competitive smash game, and we could choose to make FoD platforms shuffle around like they do OR NOT, we would be compelled to choose not.
QFT, was actually thinking about this earlier today. only thing ports should decide is starting spawn pointsAnd what do you do when randomness would actually be competitively preferable? Port priority.
Uh, these skills are already tested to a high extent in competitive play, with or without random effects.Random effects test the skills of improvisation, ability to adapt, ability to weigh risk/reward, and ability to mentally recover. You can disagree that these are important skills to test, but your opinion is not law, and it is perfectly fine for a game to test these skills.
64 is starved for decent stages. Now, the tornados may not have been enough to ban the stage, but that doesn't mean it's a good thing. I'm pretty sure most people in the 64 section would agree that they harm competitive play at least a little.stage hazards have existed since smash64, but they didn't start banning stages because hyrule has whirlwinds!
Randomness happens in a lot of neutral stages whether we are aware of it or not. Their are times when randall saves you while recovering, or the shape shifting map on Pokemon stadium gives you the advantage; for example, the turning windmill messes up your mobility and your opponent gets an easy kill. Or a fox player on FOD usmashes you under the platform while your on the platform after it descends.Define randomness
Just state your point of view so we can tell you you're incorrect. Should we make an attempt to ban all randomness, or are you just pointing out that the game is "deep" without these stages we want to legalize?Uh, these skills are already tested to a high extent in competitive play, with or without random effects.
This is what I've been waiting for people to say forever. Because, as far as I can tell, it's the only legitimate way to declare a certain stage neutral. Instead of "neutral" being discrete, it would be more of a sliding scale: the lower the total-sum standard deviation across all characters on a particular stage, the more "neutral" it becomes.In reference to the argument that the neutrals are only the most neutral subjectively, I posit that if you rated every matchup on every stage (assuming there is no disparity in experience on stages), the standard deviation of matchups from 50-50 would be significantly larger on banned stages than on the 5 starters. Do match-ups change based on the stage? Clearly. But to say match-ups are skewed by the same amount on the starters than on the currently banned stages is ridiculous. It's been commonly accepted by experienced players that, in most match-ups, BF is the most neutral stage. FD is probably a slight exception due to chain grabs skewing certain matchups heavily, but in non-CGing match-ups it is just as even as the other neutrals. I'm sure other match-ups have different stages that bring the match-up closer to 50-50, but in a large majority of match-ups (if not all of them), they are most even and fair when played on the 5 starters, hence the label of "neutrals."
I don't think we should try to ban all randomness, and I'm not sure if we should ban these stages or not. I just think Kish Prime trying to argue that randomness can be a good thing in a fighting game is kind of ridiculous.Just state your point of view so we can tell you you're incorrect. Should we make an attempt to ban all randomness, or are you just pointing out that the game is "deep" without these stages we want to legalize?