ZTD | TECHnology
Developing New TECHnology
I like how this thread went completely off topic again.
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That's fair, and I concede my position that PS2 should be banned, as I already did when BPC made his argument. My objection was mainly to the mod saying "you can't adapt lololol" as a reason for PS2's legality, and then you strawmanned the hell out of me.You can't "adapt" to circle camping on hyrule and leaning all about it won't make it less harmful to your character. Peach does fine on the Air phase, but assuming she doesn't, thats just a CP quality. The pattern on Ps2 is the same as Ps1. You get a warning and there are only 4 possibilities anyway. As far as being countered by the stage, you are much more likely to die early as Peach because of a Delfino transformation if you don't know how to deal with it. The portion with the low ceiling, or a walkoff section can determine who gets the advantage just as much as the Air phase. Alot of players have barely played competitive matches on Ps2 because its rarely been legal due to bias. Look bad at 08 vids of people being new to Lylat, Delfino, Halberd etc. and you will see people SDing, dying super early and whatnot because they don't understand the stage.
Keep in mind that when you compare to Hyrule, most of the transformations in the game on Delfino, Castle Siege and all the pokemon stadiums would be banned if they weren't temporary. Air phase lends itself to the same camping issues as Ps1, but its a temporary thing so its not a "hard counter" situation like Hyrule.
Also being a mod has nothing to do with being knowledgeable or right about the game. Its just about keeping order on the forums and some sense of maturity.
Also here is a top peach on Ps2 if you were serious about that example.
http://www.youtube.com/watch?v=cqetdkJoEv8
I see no random hard countering.
You have to realized that this same argument about PS2 has been beaten to death so many times before, that it's regarded as "that same old argument". It's nothing new, everybody has heard it. Everybody knows about it. That's why when you brought up the argument again, I just replied with "That's when you're supposed to adapt", because after witnessing the argument being beaten around so many times, there's no real point in putting a whole mountain of effort into repeating yourself for the millionth time. It's not a troll remark, especially by SWF's definition of trolling. It's just an incredibly vague way of answering your question. If you read it any other way that might have offended you, that wasn't my intention, and I can apologize for that.I'd like to know how you become a mod when the best of your knowledge for how to overcome PS2 air is "adapt." Do me a favor. Before you troll like a R-E-T-A-R-D, run your argument through the following hypothetical: "Hyrule should be legal because *insert your argument*. If it still makes sense, then you should reconsider your position.
better than nothingPretty sure M2K was about to time Ally out with 17 ledge grabs. You people thinking another minute or two will stop this are foolish. The most ledge grabs I saw M2K use was 27 ledge grabs.
Especially on stages like RC, where you can basically hardcore plank on the boat and still timeout with under 20 ledge grabs because of the stage layout.
At best the LGL will stop timeouts one maybe FD/BF by MK.
I'm disappointed that MJG only has one stock.if only match that went to timeout was like that...
Despite the fact that they are the most objective manner of determining a winner in the event of a timeout and also because the game has no method of determining a winner in the event of a timeout.We don't want timeouts to happen often because winning conditions on a timeout are flawed.
The system of stock/time is the most objective manner in which to determine a winner in the event of a timeout.There's nothing that can be reasonably done about the timeout system, hence the indirect approach. I figured all BBR members should have known this by now...
Haven't really seen it but I'll take your word for it since i don't read every page.I've been vocal on the same opinion since the beginning of 2011.
When I see that both wish to use the same means for something that isn't even an issue, no, I don't presume its the same argument, but I do notice that it comes to the same end.Don't look at two different arguments from different people and assume they're the same. That's just ignorance.
*sigh*A timeout based on percentage is currently the best method for determining a winner. Right now, there is no other feasible alternative. Obviously, it emphasizes certain character traits and strategies, but we accepted it that way. It's the best, but it's not necessarily that great. People are constantly suggesting other methods (that would obviously fail).
I believe that in comparison to losing all stocks, timeout through percentage is inferior. Therefore, I cannot treat them both equally. That is why I want timeouts to be limited in that manner.
So despite the fact that over 99% of matches end with the "primary" win objective, the timer needs to be increased to emphasize it even more?What is the reasoning against raising the timer?
Even if there aren't a large amount of games going to time, an increase would not negatively affect tournament length by a noticeable degree. It also helps emphasize the primary win objective.
My reasoning against it if you bothered to read, in short, was that 8 minutes provides plenty of time for the average match.My reasoning for increasing the timer if you bothered to read, in short, would be that 8 minutes does not give enough time above your average match. Your average match usually reaches 5-6 minutes. Matchups with characters that can't kill or campy matches end way too close to those 8 minutes.
So?Matchups with characters that can't kill or campy matches end way too close to those 8 minutes.
Opinion's don't matter so much as it is the argument that supports it. So I am not going to go "oh opinion lol".Yes, it's pretty much my opinion. But 8 minutes is also just a number people just decided on. I was pretty much convinced after looking at other regions who had longer timers that were successful.
I thought I made it pretty clear.Now that you let it all out, why should we keep 8 minutes?
You make the presumption that your argument is backed by the entire community, and that alone tells me that continuing such an argument with you is a lost cause.Of course, everyone else is just crazy. It all makes sense now.
Stats:
At MLG, 38/3587 (1.06%) of games went to time
Of those games, 3 had insufficient data (final damage not written down)
3 of the remaining games ended with the winner at 2 stock or more, so those can't be helped
Of the remaining 32 games:
26 probably wouldve ended by ko had the timer been 1 minute longer (at least 1 player above 100% at time)
At least 25 could have had a different outcome (players within 20% of each other at time and/or both players above 100% at time)
Those two groups arent necessarily mutually inclusive (for instance, the game with the winner at 1 stock 90% and the loser at 1 stock 128% would go in the first group, but not the second)
oh wait, youve already insulted my dataActually, looking at the data from a more practical perspective, every one of those 32 single-stock-remaining matches couldve either ended by ko or had a different time-out outcome
ie either one player was close enough to death that he'd get ko'd in the next minute, or both players were close enough to each other than one good combo couldve changed the outcome of the match
also, time outs by stage:
Smashville: 10/834 (1.2% of matches)
PokemonStadium1: 9/232 (3.9%)
Battlefield: 6/659 (.9%)
Brinstar: 3/105 (2.9%)
Final Destination: 3/373 (.8%)
Delfino Plaza: 1
Green Greens: 1
Halberd: 1
Lylat Cruise: 1
Pictochat: 1
Rainbow Cruise: 1
Yoshi's Island: 1
Playing Burnout Paradise.stuff
There was nothing of note in that entire rant. You had to edit your post 20 minutes later before anything worth responding to was written.I thought I made it pretty clear.
If you want, I can go to my last post and make it size 7, red, bolded and underlined.
I understand dyslexia can be problematic, but if my ex could deal with it, I am sure you can too.
I did not. YOU are the one who brought up these Others. And you're insane if you think an argument is invalid because other people agree with it. Well.. I guess that DOES make sense after looking at your arguments.You make the presumption that your argument is backed by the entire community, and that alone tells me that continuing such an argument with you is a lost cause.
Learn to read. Then where did these "others" come from? I have multiple posts in this thread. I suggest reading the entire topic so you're up to speed in what people have been talking about.Haven't really seen it but I'll take your word for it since i don't read every page.
Well, hopefully you can differentiate whose argument we are dealing with here.When I see that both wish to use the same means for something that isn't even an issue, no, I don't presume its the same argument, but I do notice that it comes to the same end.
So yo can imagine my critique ont he matter.
I would have assumed that you knew that when I said that % based timeout was flawed, even worse alternatives would be even more flawed.*sigh*
Okay look, no matter what system you use, there will ALWAYS be a character that benefits. This is why the whole "flawed" argument falls flat on its face EVERY.SINGLE.TIME.
Going by ledge grabs? Sonic is favored due to amazing recovery while Link gets the ****.
Going by airtime? Snake becomes very good.
Not for stocks. If you're a stock behind, you're most definitely behind, as a matter of fact.There will ALWAYS be characters who are favored, that is just how it is in ANY competitive game. That;s just how it is, because as soon as a character is different, favoritism with a rule will come into play.
You answered this yourself:Furthermore, where is the argument that shows timeouts as being inferior?
Brawl % does not correlate to SF health. SF's variables with that are much more tightly enclosed. Health is health, goes to 0 you lose. Brawl's % doesn't work like that at all, so there's no comparison.Look at Street Fighter and Boxing, winner is determined by who has the most health and most points.
While these win conditions are unintentional, they are a result of wanting to create a competitive environment.
I would need more comprehensive data requiring how long matches were (if they're available. I can only find the yes/no if a timeout occurred). I don't see enough for conclusive evidence.So despite the fact that over 99% of matches end with the "primary" win objective, the timer needs to be increased to emphasize it even more?
As shown above, many of those matches ended at very high percentages.My reasoning against it if you bothered to read, in short, was that 8 minutes provides plenty of time for the average match.
Why?
99% of matches end with the end of stock. This is the exact result that you desire, and shows that time outs are so incredibly small they make little difference to the competitiveness of the game.
You need to look past just the 1% of matches that occurred in time-outs. Understand that the existence of this secondary win condition is changing the metagame altogether, towards a game where hitting a player and running to the ledge is the superior strategy. The question is does this accurately reflect what Smash is? Is Smash a game where we're supposed to abuse the mechanics of the ledge for a PERCENT victory or is it a game where we're supposed to use all our tools necessary for a STOCK victory? Unfortunately, a player with the mindset of aiming to have more stocks no longer wins tournaments.Don't the Japanese determine timeouts based on airtime or something?
It would make the LGL rule obsolete, and MK, subjectively, would still have a harder time (I'm assuming that's why he has a lower LGL rule).
Just an alternative. Timeouts still don't seem that big a problem. If people don't like what the MLG facts show, find more tournament results that supports your thesis.