Please do. Whether you like it or not, the validity of your whole argument kind of rests on this point in my eyes.First of all, I can think of discreet and rational competitive reasons for stock matches... If you'd all like, I can list them.
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Please do. Whether you like it or not, the validity of your whole argument kind of rests on this point in my eyes.First of all, I can think of discreet and rational competitive reasons for stock matches... If you'd all like, I can list them.
Why is a two minute timed match, the null state of any smash game, less valid than an eight minute stock match? What about timed matches makes the game unplayable at a high level, and thus makes eight minute stock matches the next viable option?Ok, would you like the reasons in and of themselves, or do you mean "why stock matches, and not coin matches"?
Well one problem I see is that with only two minutes the game is likely go to time without either player getting a KO. For it to not go to sudden death we would have to enforce our own arbitrary rules about percent lead wins. The game would basically center around keeping the percent lead for two minutes, which isn't even a component of the game.You have shown why Sudden Death is degenerate, Jack. Not two minute timed matches.
Try again.
Well, to begin with, Brawl's SD system circumvents such abuses. You cannot be awarded a self destruct unless you have never been hit by your opponent in your entire stock. So SDing to reset your percent to zero after KOing your opponent would still count as their KO. However, it doesn't solve the problem of someone trying to maintain infinite invincibility by dying, then perpetually SDing to stall. This would be a problematic abuse of game mechanics.Another problem with timed matches is that suicides don't give the opponent an extra point, which means you can get the KO and then kill yourself to guarantee your lead. Also at a high percent everyone would try SD. Maybe this isn't a bad thing, but it doesn't seem to suite the nature of smash to me. I think you can adjust suicides to count as -2 anyway so it doesn't even matter.
Although in all reality, any destruction would only last two minutes.Aside from that, I personally just prefer stock. I'd rather not get destroyed for 6 minutes if my opponent is a lot better than me and I'd rather not destroy someone for 6 minutes if I'm much better than them. With stock one sided matches are much quicker and the more entertaining, even matches take longer.
Who says I'm not smoking a joint? I just like to argue.wow you two should consider what and why u r arguing
and smoke a joint|D
Still this, somehow.Also I don't quite see how 2 minutes is more of a default state than any other when the designer gives us the switch to change it up.
The problem, IMO is that 2 minutes makes going to time not only more likely, but the focus of the battle. Percent lead win is not naturally in the game (like in other fighters) and that's why I feel we should try as hard as possible to make the game not center around it; it should play as small a role as possible. But this is really only a problem with 2 minutes not playing time matches (2 minute 3 stocks would have the exact same problem). I also want to point out that matches shouldn't rarely go to time in an 8 minute match. When you camp in brawl, you camp to force your opponent to approach, NOT to time them out, even when planking, If your opponent tries to out camp you when they can't, its their own fault that they got time out. With 2 minutes, its realistic (and probably optimal) to camp to time out as opposed to force an approach.It's not connected. Not at all. Sudden Death appears in every game mode. It is Smash's sole arbiter of who wins in the event of any tie. And it is broken. It is so broken that in a correctly played Sudden Death, no KO will ever, ever obtain. Since Sudden Death is so degenerate and unavoidable, we are going to have to invent an arbitrary set of rules to circumvent it. So why bother changing the game from its null state if your reasoning (Sudden Death) is not going to change when you change game modes?
It's not because a two minute timed match would be campy, either. If you don't like the notion of someone winning a match by percent lead, then you need to rethink the game. In other fighting games, winning by time out is not unheard of at all, and doing so requires as much skill as winning by KO. So why should Smash be any different?
I didn't know about the suicide thing before; that's interesting.Thankfully for you, rathy Aro has brought up an interesting point that you haven't, and in a much less belligerent way, so I'll address that.
Well, to begin with, Brawl's SD system circumvents such abuses. You cannot be awarded a self destruct unless you have never been hit by your opponent in your entire stock. So SDing to reset your percent to zero after KOing your opponent would still count as their KO. However, it doesn't solve the problem of someone trying to maintain infinite invincibility by dying, then perpetually SDing to stall. This would be a problematic abuse of game mechanics.
But you've already given the solution. And that strikes me as the better answer. Why switch to a completely different game mode for nebulous reasons, then further alter that game mode from its null state, when doing so won't really solve the problems you sought to fix in the first place, when you can just tweak one setting in the default game mode, and not have to worry about stock matches? Set SDs to -2, and be done with it.
Well, rathy actually gives a very, very good answer to that question in the next paragraph.
Although in all reality, any destruction would only last two minutes.
I agree that the CP system isn't necessary. When you think about it, the reason we play 3 games was probably to make sure that the better player is even more likely to win the set. That said the three games should be of equal weight and test the same skills. Everyone knows that the first game is by far the most crucial and often secures the winner the set. If the better player loses the first game against someone they're close to in skill, they likely aren't actually going to win the set even if they play better for the next two games due to CP disadvantage defeating the point of having three games anyway.Well, the designer gives up plenty of stuff. Doesn't mean we use it. Also doesn't mean it's helpful to us. Sak gave us a heavy mode switch, why don't we use that? He gave us tournament mode, why don't we use that? He gave us the Stage switch, why don't we use that (for stages other than starters or match 1)?
The thing that throws a wrench into all of these arguments forever will be the stage counterpick system. Why do we give the LOSER an advantage? Why do we give ANYONE an advantage? What's wrong with only turning off banned stages in the stage select and players can't choose the stage at all? In a practical sense, it's better for tournament run times; you're cutting out all that time people take CP'ing stages. We don't have to EXPLAIN this wordy system to new players. And, the game defaults to random stage selection, anyway; press start at the CSS, and the cursor starts on "Random". Just press start twice, stage selection problem solved. We play with the maximum number of stages possible, and we ensure that one of the original skills of the game (stage knowledge) is maximized (you better know all the legal stages if you don't know which one you're going to).
It's a fair point. Japan actually does it this way. A minor complaint I see is that it ultimately reduces stage variety, because there are some stages that are just too unbalanced to be a randomly selected stage, but that are acceptable when used to benefit a counterpicking player. Japan only has three available stages that are randomly selected every game. We might have five, maximum.The thing that throws a wrench into all of these arguments forever will be the stage counterpick system. Why do we give the LOSER an advantage? Why do we give ANYONE an advantage? What's wrong with only turning off banned stages in the stage select and players can't choose the stage at all? In a practical sense, it's better for tournament run times; you're cutting out all that time people take CP'ing stages. We don't have to EXPLAIN this wordy system to new players. And, the game defaults to random stage selection, anyway; press start at the CSS, and the cursor starts on "Random". Just press start twice, stage selection problem solved. We play with the maximum number of stages possible, and we ensure that one of the original skills of the game (stage knowledge) is maximized (you better know all the legal stages if you don't know which one you're going to).
This is a really good point. I suppose I have to concede on this point. Even though I disagree with some of your evidence, minimizing reliance on a win condition that the game doesn't naturally refer to is an admirable goal. Although, I will say that I don't think this makes 3 stock 8 minutes any more preferable. I think it's equally preferable, since it doesn't really solve the problem, it just covers it up. Bottom line, Sakurai needs to either seriously rethink the Sudden Death concept, or scrap it altogether. It's really a stain on the game as a whole.The problem, IMO is that 2 minutes makes going to time not only more likely, but the focus of the battle. Percent lead win is not naturally in the game (like in other fighters) and that's why I feel we should try as hard as possible to make the game not center around it; it should play as small a role as possible. But this is really only a problem with 2 minutes not playing time matches (2 minute 3 stocks would have the exact same problem). I also want to point out that matches shouldn't rarely go to time in an 8 minute match. When you camp in brawl, you camp to force your opponent to approach, NOT to time them out, even when planking, If your opponent tries to out camp you when they can't, its their own fault that they got time out. With 2 minutes, its realistic (and probably optimal) to camp to time out as opposed to force an approach.
Look at this guy. He's still stuck on page 3 of the thread, not realizing that the discussion shifted away from Daigo pages ago. I can never underestimate the intelligence of trolls.Look at these pre-pubescent *******! They think Daigo can speak English this well! I can never underestimate the intelligence of Brawl kids...
I know you have trouble thinking, you little ****, but let's just try for one moment.Look at this guy. He's still stuck on page 3 of the thread, not realizing that the discussion shifted away from Daigo pages ago. I can never underestimate the intelligence of trolls.
If you actually read the thread, you would know that virtually no one bought this guy's act. They all demanded proof of his identity (very reasonably, I might add) or called him out on the spot. Of course, you're a troll, so you either don't know, don't care, or both. I'm not wasting any more time with you, but I will let you know this: you're on Smashboards. I promise that you will not be able to outtroll us. You're an amateur in getting a rise out of people, but if you stick around for awhile you might learn something.I know you have trouble thinking, you little ****, but let's just try for one moment.
My point was that you ******* actually thought this wad was Daigo. I don't give a **** about you idiots rambling about items in incoherent fragments of sentences.
I'm willing to bet Sakurai would be disappointed knowing we never played with items, but I doubt he'd think we were "scrubs." Based on previous statements he's made about the series (some of which are available earlier in this thread), it's obvious he never wanted Smash to be played solely to win in the first place, as I'm sure you know. To apply the label of "scrub," one has to intend for such a high level of competition, which Sakurai does not. I doubt he agrees with our scene regardless, but hey, I can live with that.http://www.smashbros.com/en_us/items/item11.html
^^^ Sakurai wants us to master all the items. What do you think about that? Had he had our mindset he probably would think of us as scrubs (Then again, there would be less options with no tripping if that happened lol). Items are a touchy subject, lots of doom prophecies here and there but yet there's no proof whether they're broken or not. Maybe it's worth looking into.
In the end though, it's all about preference and it seems alot of smashers here aren't open minded to anything not "No items, Fox/MK only, Final Destination". Just gather like minded people and show items and more stages can work. If anything, it will be a new smash scene born from it or just another way to play at tourneys in the end. Who knows, maybe items can be the answer to all the problems in the metagame, but that's just speculation since noone's gonna go through with it.
Yeah, I know what you mean. It's worst since I'm in EC, imagine the resistance from regular people here. Now multiply that by 1000x and that's the resistance you'll get especially in NY/NJ.I'm willing to bet Sakurai would be disappointed knowing we never played with items, but I doubt he'd think we were "scrubs." Based on previous statements he's made about the series (some of which are available earlier in this thread), it's obvious he never wanted Smash to be played solely to win in the first place, as I'm sure you know. To apply the label of "scrub," one has to intend for such a high level of competition, which Sakurai does not. I doubt he agrees with our scene regardless, but hey, I can live with that.
And yes, the Smash community seems to be very conservative regarding rulesets overall. I'll be attending my first tournament in a week (Apex :embarrass), so hopefully I'll have a better idea of how these changes to the metagame will play out. I too would really like to see more things tried, but as of now I'm just some random. I really don't have any weight in pulling for those kinds of things, you know? I guess if you're really passionate about items play, you could always try organizing something yourself, but you will be met with resistance.
Do you think the decisions the smash community has made were justified and wise? Are you aware that we are the running joke for every competitive community (Even the Dissidia Final Fantasy community) due to our ban-happy ways? Forget items for a minute, what's the reason for all these stage bans? Do you know how hard it is to make someone understand the tourney rules? Yeah, the outside matters too you know. They fuel our numbers and can sometimes help us acheive things we normally couldn't have done. That's how things like MLG happens or other awesome tournaments. Believe it or not, Sakurai does matter, put yourself in his shoes for a moment. If we knew what he was truly thinking, we might understand what's the best way to make the rules for tourneys (Not saying worship the guy, just see why he did what he did to this to the game aside from anti- competition).Who cares what Sakurai thinks? Who cares what ANY outside organization thinks? We should act responsibly when maintaining our community not for anyone else, but for ourselves. It doesn't matter if the decisions we make are judged from the outside, as long as they are justified and wise. Although, if we act responsibly anyway, chances are we WON'T be judged, at least by other competitive organizations.
You don't maintain personal responsibility because someone tells you to; you maintain personal responsibility for your OWN well-being.
Not in the slightest. Banning Temple and 75M, yes. Most decisions? No.Do you think the decisions the smash community has made were justified and wise?
Absolutely. There's a reason we aren't being invited back to EVO ever again.Are you aware that we are the running joke for every competitive community (Even the Dissidia Final Fantasy community) due to our ban-happy ways?
Have you designed a game and/or worked with game designers? If not, I'm closer to Sakurai than you've ever been. Read my other posts (again, if you already have). I've already talked about Sakurai in this thread.Forget items for a minute, what's the reason for all these stage bans? Do you know how hard it is to make someone understand the tourney rules? Yeah, the outside matters too you know. They fuel our numbers and can sometimes help us acheive things we normally couldn't have done. That's how things like MLG happens or other awesome tournaments. Believe it or not, Sakurai does matter, put yourself in his shoes for a moment.
I'm not really sure what your point is here. That the game is made for a broad audience? Could you reword this part, because I don't get what the argument is.Ok, now what is this game catered to everyone right? So do you want the game competitive or not? No? Add tripping then. Ok we go into balance of the game and characters, after all you want everyone to not feel like a loser right? So you need balance at least close to games like GG or any balanced game you can think of. How will Smash as a game do this? After all you have items and stages to contend with too. What is your appeal for Smash? Multiplayer? Ok, balance them so that they can do well in FFA. Let's have a system that fighter's had since ST which is supers. Ok we'll have Smash Balls. Think about the nerfs your favorite character got, even though you felt it was unwarranted for some and they were lower than high tier in Melee (Samus anyone?). Why did that nerf take place? Why did Sakurai beat poor Samus with the nerf bat? What came into Brawl for that to happen?
Hey, you're preaching to the choir here. I've had people not come to tournaments I've tried hosting WITH THE BBR RULESET because I was "the items guy". I've had a lot of hate thrown at me, personally, both on the boards and IRL because of ISP. I know it was never given a true competitive chance. But, hey! People here don't like the concept of stage control. Go figure.That's just food for thought, I could go on. If anything, pay attention to the first question. After all, items outside of All-Brawl and ISP was never given a chance. Also, items could make a stage balanced I'll let you figure out why.
This was my whole point in this items situation. Your dislikes does not equal ban worthy. Everyone in the end wants balance, it's at least one of the bigger complaints of this game tourney wise. Items might bring stability and enjoyment back in to this game. I don't know unless someone goes out there and runs a series of item tournaments in a controlled environment either with All-Brawl rules or ISP rules. We're in agreement here Jack.Not in the slightest. Banning Temple and 75M, yes. Most decisions? No.
Absolutely. There's a reason we aren't being invited back to EVO ever again.
Have you designed a game and/or worked with game designers? If not, I'm closer to Sakurai than you've ever been. Read my other posts (again, if you already have). I've already talked about Sakurai in this thread.
I'm not really sure what your point is here. That the game is made for a broad audience? Could you reword this part, because I don't get what the argument is.
Hey, you're preaching to the choir here. I've had people not come to tournaments I've tried hosting WITH THE BBR RULESET because I was "the items guy". I've had a lot of hate thrown at me, personally, both on the boards and IRL because of ISP. I know it was never given a true competitive chance. But, hey! People here don't like the concept of stage control. Go figure.
What I think you missed in my post was that we are a part of a larger community (competitive gamers), but we're also our own community. We shouldn't necessarily do something just because everyone else is doing it, because our game is fundamentally different, mechanically, from any other fighter. However, on the same token, we can't just ignore the tenants that bind all competitive games (digital or not) together. If we want to be athletes, we should act like athletes.
When we ban things without a competitive justification, we are acting irresponsibly, by the tenants of competition. If we ban something WITH competitive justification, the Street Fighter guys may call us names, but screw them: we had a good reason. For instance, if the SF guys heckle us for banning Norfair, I'd totally be on their side. If they heckled us for banning Temple, I'd tell them to go screw themselves.
Fix'd.For instance, if the SF guys heckle us for banning Norfair, I'd totally be on their side. If they heckled us for banning Temple, I'd tell them to go unban Akuma in SF2T and see how that works out for them.
So you agree that a starter stagelist that is as wide as possible is ideal? As in, putting anything that isn't banned in the starter list?No stage is completely neutral. That's the whole reason we have the stage striking system with multiple stages: to make it as fair as possible with what we're given
I wish people would stop mentioning this. We've (me and Kieser) have refuted it how many times? The short version is something like "it's intended within the game for us to have to react to random events" and "look at poker, MTG, and other competitive games where randomness plays a critical role". If someone else cares to do the honors, feel free.Items are banned because they add randomness which is uncompetitive by nature.
Define "fighting itself". Why is a stage distracting you a ban criteria? If we cut off the bottom of spear pillar and just had that top platform, it'd still be a fair stage, massive laser beams and inversions and what have you not. There would be no reason to ban it!Many stages are banned because (typically) they either distract from the fighting itself,
See above...are random,
This is the only (okay, two exceptions to this rule, which I'll say later) viable criteria for banningor promote game breaking or over centralizing tactics (circle camping, for example).
Rumble Falls is definitely a borderline stage, but this is exactly the point-we PROVE that borderline stages are ban-worthy.Granted, a lot of the brawl bans were not decided on fairly (The only one that comes to mind right now is bramble blast) just because it's different.
Actually, that's exactly what it means. That is, if we're not scrubby. If we're actual competitive athletes, we play the game we're given, and, mechanically, interference by forces with random or semi-random tendencies is part of the game.Even if the game was meant for us to have to dodge random obstacles, that doesn't mean that we should have to.
I'm not going to respond to the rest, since this single section shows how little you know about the concept of "competition". Read up on some game theory, and come back to us when your opinions are a little (read: a lot) more educated.Poker, mtg and the like are not competitive because no matter how much skill, how good of a poker face, how good at bluffing you are, how well you put your deck together etc. the game will always rely on luck.
All right. Now let's look at the list of things you have to remove in order to remove randomness from brawl.Even if the game was meant for us to have to dodge random obstacles, that doesn't mean that we should have to. Poker, mtg and the like are not competitive because no matter how much skill, how good of a poker face, how good at bluffing you are, how well you put your deck together etc. the game will always rely on luck. Where's your skill when I get a royal flush on the first hand of five card draw? It doesn't matter at that point. Same with items. When someone randomly gets, say, a beam sword, his character becomes much more powerful with a fast and ridiculously ranged f tilt and a potent and quick projectile (even if it does mean giving the sword up)
The PvS aspect is tiny, and has to do with the fact that it has:How is FD not pvp? The only thing to fight is the other character! no moving parts, no hazards to avoid, not even platforms! I'm not saying I'm against those things in stages, just pointing that out. If it's a simple, small hazard that just sits there and gives fair warning, by nature its fair because both players have to deal with it equally. A claw that hones in on one player? I don't think so.
Huh. You're assuming for some reason that only bad players can master their characters while keeping track of the flipped/upside down state of the stage. That's an odd assumption, mostly because if that is a skill that is required, it suddenly becomes a part of being a good player. If my opponent is better than me, but I can severely outplay them upside-down to the extent that I can almost guarantee that they will lose that stock during the flip, whose fault is it when he loses the stock while the stage is flipped? Probably not the stage's.When there is crazy stuff like controls being inverted, the stage being flipped, etc. then the contest ceases to be who is better at smash and becomes who is better at dealing with gimmicks. Most players have enough trouble commiting fast inputs to instinct; they shouldn't be forced to learn to fight when the stage is upside down. Were that legal people would only use that as a surprise tactic to catch people off guard who aren't prepared; as an unfair crutch against players better than they
In poker, unless you're ridiculously good (read: more skilled than everyone else, ie. you should be winning anyway) the royal flush will be both powerful and rare enough that you'll most likely give off an obvious "What the--" tell. So we'd fold, because at high-level play we could read stuff like that, and your win is worth no more than 2pair>1pair. (Besides that, I was under the impression that hold 'em was considered the most competitive form. But I'm far from a poker expert.)Poker, mtg and the like are not competitive because no matter how much skill, how good of a poker face, how good at bluffing you are, how well you put your deck together etc. the game will always rely on luck. Where's your skill when I get a royal flush on the first hand of five card draw?