Sixfortyfive
Smash Journeyman
- Joined
- Feb 2, 2008
- Messages
- 235
We Divekick now.The ideal winner of any timeout should be the player who spent the most time closest to the center of the stage, possibly weighted towards the end of the match.
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We Divekick now.The ideal winner of any timeout should be the player who spent the most time closest to the center of the stage, possibly weighted towards the end of the match.
My brother argues very hard that Stage Control should be the deciding factor. And as much as I agree, it's presently too subjective. You'd basically need stopwatches (or some pretty nice software) to watch each replay and track character position relative to a defined point on the stage, and then increment score at a relative rate to proximity.The ideal winner of any timeout should be the player who spent the most time closest to the center of the stage, possibly weighted towards the end of the match.
Alas, it is not to be.
This sounds good in theory (if we ignore the obvious practical issues) but is this really a fair way to judge control of the game? I would assume that is what you really want to measure. Defensive characters with projectiles will want to stay at one end of the stage and just force their opponent to approach them (e.g. Fox) while taking potshots at them. Their opponent will undoubtedly be closer to the center of the stage but are they really winning if they can't even get close to Fox?The ideal winner of any timeout should be the player who spent the most time closest to the center of the stage, possibly weighted towards the end of the match.
Alas, it is not to be.
I think this is a good idea. If opponents are within a certain % range of each other, it is considered even. 25% would be a good indication. Anything above that means the player is at a disadvantage and vice versa.For some time I used to believe perentage lead wasn't too important until passing a certain point.
As in, a 20% deficit is not too important so they're virtually even, but a 50% deficit is kind of an uphill battle.
But where is the line drawn? How much is the breaking point of being even and not?
That's the reason I dropped the idea
/brainstorming
We still have the problem with weight as discussed earlier. Is a Bowser at 50% really losing to a Jigglypuff at 20%? Bowser is farther from KO percent.I think this is a good idea. If opponents are within a certain % range of each other, it is considered even. 25% would be a good indication. Anything above that means the player is at a disadvantage and vice versa.
I don't think we can worry about which character is closer at KO percent, because that becomes a very fast moving target that depends on the characters, as well as their opponents.We still have the problem with weight as discussed earlier. Is a Bowser at 50% really losing to a Jigglypuff at 20%? Bowser is farther from KO percent.
Against Jigglypuff, sure, but Smash 4 is a game wherein many characters can rack up an easy 30% (especially from low opponent starting percent) off of one hit confirm. Is a player actually playing better than their opponent in that situation, or is that just a quirk of the matchup? If you put a Shiek against a Ganondorf and the match ends with Ganondorf at a 20% deficit, that actually indicates significant control against the Shiek coming from the G-dawg precicely because Ganondorf doesn't have the tools to combo as effectively (and thus rack up as much damage as quickly) as Shiek (theoretically this is balanced by kill power and weight-- theoretically).Zonderion said:If the Bowser can control the match, then he can prevent Jiggly, or whomever, from tacking on more than 30% (or insert % here). If he can't, then Jiggly is the one controlling the match.
It can be done and in the simplest way :My brother argues very hard that Stage Control should be the deciding factor. And as much as I agree, it's presently too subjective. You'd basically need stopwatches (or some pretty nice software) to watch each replay and track character position relative to a defined point on the stage, and then increment score at a relative rate to proximity.
Would be cool, but can't be done. Even with the software, anything short of it running during the match via an external capture device would make it take up the time of another match to process.
Also, is Little Mac really winning if he's center-stage against a Villager he can't safely go near?
I like the idea a lot in theory.It can be done and in the simplest way :
If the match goes to time then the player who is the closest to the center of the main platform is the winner.
Explanation : positioning matters more than damage dealing in Smash, we're not playing Street Fighters and it doesn't matter if you reach 999% as long as you don't touch the blastzones. Having clean numbers to compare at the end of the match is nice and all, but as it has been said multiple times in this thread percentage doesn't reflect accurately the momentum of a match.
Moreover when the timer is getting close to zero the players tend to change completely their behaviour, play very defensively, sometimes go so far offstage that it would lead to a certain suicide if the timer didn't stop the character's fall.
On the other hand, having the victory decided by positioning forces the players to get aggressive, create momentum and take control of the stage. It simplifies the winning condition from "send your opponent into the blastzone" to "send the opponent as far as possible", giving players the possibility to win even if they have 100% more than their opponent, just like in normal matches.
Conclusion : Smash doesn't have health bars, so let's stop pretending victory can be decided by percentage alone.
1-stock 3 min match.But what if my opponent and I are both practically at the middle, and neither is clearly closer than the other.
Maybe if the majority of the character's hurtbox is at the middle of the stage?What about character size?
What if I time it so that I'm intangible at match end? Teleport/Warp/Vanish?1-stock 3 min match.
Maybe if the majority of the character's hurtbox is at the middle of the stage?
I don't really know what to do then, but technically the character's hurtbox isn't there when they do something that makes them intangible, so TECHNICALLY they aren't thereWhat if I time it so that I'm intangible at match end? Teleport/Warp/Vanish?
This is obviously just worst-case nitpicking, and I think a subjective TO ruling would suffice in such a rare (and probably contrived) case.
Works for me!I don't really know what to do then, but technically the character's hurtbox isn't there when they do something that makes them intangible, so TECHNICALLY they aren't there![]()
Maybe, but all it could take is one f tilt or jab to get the opponent away from the center at the very end, so some might not want to risk getting hit away from the center at the point when they are tangible and cannot roll again.Those last few seconds will be spent dodge rolling towards the center.
Better aim well or you'll move past it, or get punished.Those last few seconds will be spent dodge rolling towards the center.
If you and your opponent are practically at the same place maybe you could, I don't know, kick him away ? Of course it needs to be tested but realistically I don't think having 2 people battle for the same spot will result in both character being really close without hitting each other unless they agree to.I like the idea a lot in theory.
But what if my opponent and I are both practically at the middle, and neither is clearly closer than the other. What about character size? It's a really good determining factor, but enforcement becomes exceptionally hard (with the sole benefit that it is rarely needed to begin with).
Again, I think the rare cases are too unlikely to concern with. I just think it's interesting to ponder things like Wii Fit's up-smash timing.If you and your opponent are practically at the same place maybe you could, I don't know, kick him away ? Of course it needs to be tested but realistically I don't think having 2 people battle for the same spot will result in both character being really close without hitting each other unless they agree to.
And if you use a move that makes you invisible/teleport/incapable of telling your position while perfectly knowing the rules then it's your fault. It's like asking "what if Link has the percentage lead but at the end of the timer he damages himself with his bomb and loses the lead ?". Link went full ****** and he lost. Don't go full ******.
Who is going to keep track of that?Maybe an easier to track rule could be "the person who was most recently offstage or a certan distance above the stage when the game goes to Time loses"
That's actually really interesting. Not sure if worth testing, considering Timeouts aren't THAT common.I still think the best way to deal with time outs is to diminish the gain from doing so. As I previously mentioned in this thread I believe that the current percentage based system could be kept but that one timed out match of a set is essentially meaningless on it;s own. It simply counts as a double loss. Only after the whole set a tiebreaker is run if they are still tied.
I.e. you could win the first game, tie the second and win the third in a Bo3 and still win the set without having to play a tiebreaker.
Right. And they'll be even less common if you don't really gain anything from a single timeout. Timeouts will always be controversial and/or boring to watch. The more incentive there is to finish a match within the time limit the better.That's actually really interesting. Not sure if worth testing, considering Timeouts aren't THAT common.
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I still think the best way to deal with time outs is to diminish the gain from doing so. As I previously mentioned in this thread I believe that the current percentage based system could be kept but that one timed out match of a set is essentially meaningless on it;s own. It simply counts as a double loss. Only after the whole set a tiebreaker is run if they are still tied.
I.e. you could win the first game, tie the second and win the third in a Bo3 and still win the set without having to play a tiebreaker.