Brawl and Brawl without tripping are so similar that practicing in one will not cause you to develop improper technique or skills in the other. I really don't see this as an entry block to new players. They will simply ignore it and learn the basics and know that once they go to a tournament they simply don't need to worry about tripping. Chances are that a new player will not even be aware of the fact that a tournament has removed tripping and would simply think they are playing brawl and nobody tripped which is not exactly a rare occurrence.
That is not to say I am in support of banning tripping at tournaments I just see no reason why we would keep tripping should it possible for everyone to legally turn it off without any more work than toggling time into stock.
This after we went through how tripping increases the power of the ground game? And how Yoshi is much better without tripping.
You may not think it effects much, but I KNOW that if tripping didn't exist, I'd be using dash more, and I'd probably incorporate dash-dancing into my game.
Whether you acknowledge it or not, a metagame without tripping results in subtle differences that are less accessible to players who don't use hacks, and using hacks requires a conscious commitment to the game and community.
Heck, dashing against ICs? Easy example, I never use it because it's asking for a grab.
We have the same opinion I just feel that you are presenting game alterations is a negative light which is giving readers a skewed understanding of your points.
No, I do however, present alterations that pretend it's the same game in a negative light.
exactly... and that is something i can understand. for practical purposes...
Not for being competitive.
if not for practical purposes then i would say that removing tripping would increase competiveness
I suggest you read playing to win, and yes the philosophy is derived from practical purposes.
Adumbrodeus, I believe you cling onto principles a bit too often. Brawl without tripping does not equal a different game entirely. Players practice, I'd imagine, with the intent of applying their strategy successfully or forcing their opponent into a tight spot with whatever it is they learn and apply. Tripping plays no role in the process other than to grant the opposition either a free momentary advantage or a free chance to escape from the attacker's established momentum. Honestly...what significance do principles serve in this debate? It's a rather clear cut view of "what could be" without tripping to interfere during gameplay.
As has been explained NUMERIOUS times, it develops a more ground-based metagame and substantially impacts characters that are very dependent on dashing, furthermore some MUs (anything where there's a 0-death essentially) you pretty much cannot dash ever with tripping enabled.
But really, the point is, even if it's something very tiny, it effects the way people play in subtle ways, making it a distinctive game as long as it effects gameplay.
And this comes with the issue of making a standard stick, how many hacked metagames are there? And then there's people who tried to standardize things like no fatigue. Look at how many different rulesets we already have dependent on area.
I honestly don't know why people continue to argue against this. I'm becoming convinced that most individuals in the Brawl Tactical discussion argue just for the sake of the activity lately.
Because people don't like standardizing hacked metagames?
I have a question for all of these purists. Do you believe when someone is timed out that they should have to play super sudden death with random bombs to determine the victor? There is no other way to play out a time out besides this unless you just ignore it and say the person with the most stocks and least amount of damage wins. The game says that the victor is determined by who can win the super sudden death match.
I haven't heard 1 purist complain about our current time out rules
Because that's a competitive standard issue, since it's ignoring a segment of gameplay that cannot be removed via in-game options (unlike items) it needs to go through the "ban" standards, but it easily fails in that regard for the same reason we ban stages.
Namely, we have intrusiveness and we have stalling (in this case, having the tournament run on time period), if Super Sudden Death was a stage, it would be banned in an instant, it makes Hyrule look neutral.
This is amazing, and unfortunately too big to be a signature.
Hyrule for starter?