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Winner shouldn't ban a stage

popsofctown

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After a player wins a game, the loser gets to pick any stage in the stagelist, but the winner gets to "ban" a stage first. The rule seems somewhat strange right from the getgo, as the word "ban" has the connotations of coming from rules or a source of authority, unlike the word "strike". It's been that way for a long time. There are various perceived benefits to allowing the winner to do this, but I find them all flawed.

Possible reasons to support "winner bans":
1. There exists a stage in the ruleset that is so polarizing that no character should be expected to have to play there. But instead of banning the stage entirely, we should reward characters who excel on that stage by letting them use their ban freely while their opponents are forced to ban that stage.
First off, this concept has never been enforced uniformly, if it were, we would increase the number of stage bans by 1 every time a stage was determined unacceptable. Some TOs occasionally increase stage bans by 1 instead of banning a stage, which is prejudicial towards certain characters vs. outright banning the stage.
Secondly, it doesn't seem like a good game experience. The stage in question almost never actually comes into play if it's dramatically polarizing, but the disadvantage it generates does, meaning you lose the stage variety that stage would add, without decreasing the polarization of games 2 and 3 the way you would by removing the stage.. That's like all the bad and none of the good.
2. There exists a few stages in the ruleset that are too polarizing to expect some characters to face other characters there, but different characters abuse different stages so only one needs to be banned for anyone set since no character can abuse both. Example: No character should be expected to have to deal with Flareon on Lava World or have to deal with Leafeon on Shrub Jungle, but banning both stages would reduce stage variety less than allowing players to ban Lava World against Flareon players and Shrub Jungle against Leafeon players.
One issue with this is that it's almost never so cut and dry, stages with such polarizing qualities often have unforeseen dramatic effects on other matchups, and there will be some character somewhere you can abuse both or be abused on both.
An even greater issue is that this kind of logic is totally ignorant of the realities of current counterpicking procedure: players are allowed to play more than one character, and characters are picked AFTER stages. As a Rob main in Brawl with almost no ability to kill off the top, I once counterpicked Halberd game 3. My opponent picked Game and Watch, and voila, I picked Snake, who abuses the low ceiling quite well. Whether or not Snake or Luigi on Halberd is fair is irrelevant, it's obvious that a player who plays two characters can circumvent stage bans by switching characters to get the maximum amount of stage advantage.
3. The loser needs an advantage in the next game, but without a stage ban that advantage is too great.
You can just ban the stages that would create too severe an advantage and get the same effect.

There are negatives to stage banning, otherwise I would be indifferent about seeing them go. They aren't overbearing negatives, which is why the system has hung around a long time, but I do think there's more to gain than to lose.

The first is that stages bans complicate and extend the process of doing a set. The winner has to figure out what stage to ban, which often requires him to look at the character select screen to figure out what that is. Furthermore, the loser's thought process about what stage he would like to pick can't start immediately after losing the game, he must wait for his opponent's ban. It's not uncommon for a loser to intuitively decide the stage he would like to play next, then have the winner ban that stage, and have to start the decision making process over. Delays in a set are ok if they're worthwhile and adding to the game, I don't think the stage ban is worth it. It's also another thing to teach new players.

The second, even greater issue, is that stage bans have wonky effects on player's stage experience. This happened a lot in Brawl. Stages that were very frequently banned would get very rarely played. Then occasionally they would get played because in some matchup theoretically it isn't that polarizing after all, and players had gotten really good at mastering the advantages of the other stages, so the frequently banned stage goes unbanned in a set. Then it generates a huge advantage, both because it was polar to begin with, and because no one knows the flip how to play on that stage because it had been banned so frequently. The stage often gets banned from the stagelist in general due to imbalances in stage experience making it polarizing, in a way that is often unfair to the stage.

It's also a less competitive experience (with the frequently used meaning of the word "competitive" that "the better player wins against the worse player, a greater proportion of the time) because neither player has much experience with the stage. Even the player who knows it a lot better than the other might not know it very well overall. That increases the amount of upsets, just like any game that is less familiar to both players has more upsets. It gives a less competitive feel to the set and sometimes will actually add variance to the result.

In conclusion, I'd like to see stage bans removed. I think the stagelist should develop on what's fair when the loser can pick his stage a la carte. I actually would prefer FLSS with DSR after character picks for every game of the set for reasons I've discussed elsewhere, but starting from the current system and as a modification, I think removing stage bans would be a better procedure for the long term health of the game.

Well, thank you for reading, please have an open discussion with me about what you think.

@SmashCapps , he claims to love this sort of thing
 
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Amazing Ampharos

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Well, if you are responsible and play all of your friendlies on a random selection of every legal stage, you won't have the issue of being unfamiliar with certain legal stages. If someone sits down and plays 100 friendly games on omega stages, Battlefield, and Smashville and then johns about not knowing how to play Castle Siege effectively, who is really to blame? Every player should be roughly equally familiar with every legal stage; it strikes me as cavalier at best to enter a tournament without enough stage knowledge to play on every legal stage with confidence.

The idea of the stage ban is twofold. First of all, some players have specific player preferences against certain stages, and stage bans allow them to retain that agency (and thus it's less controversial to have stages that some people really dislike legal since they won't have to play on them anyway, simple political reality as ugly as it is). Second of all, we want the stage counterpick to offer an advantage but a minimal one. In an ideal world, the advantage conferred by counterpicking would be imperceptibly small; we must absolutely guarantee that the counterpick stage selection is biased to the loser of the previous game, but we want to minimize the magnitude of that advantage as much as we possibly can. Allowing the previous loser to have their absolute best stage is kinda too good, but it would be even worse to force them to one of their opponent's preferred stages. In the search of some procedure that approximates this while being possible to actually do, stage bans are a solution, basically giving your opponent tools to force it down to the 3rd best stage or whatever instead of the single best one.

Thinkaman had a clever solution that's a bit cleaner of simply having the previous user pick a few stages and the previous winner pick one particular stage from among those. This is like a stage ban but has a higher probability of picking a mutually favored stage and avoids the possibility of "wasting" a stage ban on a stage the other side wouldn't have picked anyway. The only problem is that you have to communicate this procedure to people already familiar with stage bans, and in practice it's often very hard to communicate new procedure to entrenched players especially if your gain isn't notably large.

I do find it interesting that you mention Brawl as an example of stage bans not working well though. In smash 4, the stages are far less polarized than in Brawl in general so unless you main Little Mac you probably don't win or lose based on which stage you play on. In Brawl, if we had no stage bans, I'm solidly of the opinion that either Final Destination or Ice Climbers would have had to be banned since most of the cast simply cannot win that match-up on that stage, but Ice Climbers are technical enough that you generally knew which players could credibly pull them out and thus which players forced you to ban FD (or you could be like me and just always ban FD to be safe). ICs were the most extreme case, but in general, I always felt like which stage I played on in Brawl was such a huge determining factor that when I got my best stages I had a huge advantage and when forced to my worst I was nearly doomed (too bad for me that FD and SV were G&W's worst stages and people loved writing rulesets to make it as easy as possible to force people to those stages...). Brawl isn't really important at this point, and 4 doesn't have these kinds of problems, but my experiences with how problematic stage selection really was in Brawl are the main thing that make me extremely nervous over the concept of free reign over stage selection.
 

Raijinken

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While I do think stage selection needs revision, if we're trying to alter the counterpick bias more towards the loser, that can be done just by reducing the stage ban count, even if you leave bans in at all.
 

DanGR

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I'd rather no one gain advantages for losing in the first place.
 
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Charey

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I'd rather no one gain advantages for losing in the first place.
Unfortunately someone has to have control over the stage choice or 99/100 we would have games 2 through 5 on the same stage if did stage striking again. Giving a slight advantage to the person is a bit more preferable then giving the advantage to the person who won the first game, who already has the advantage of being up a game.
 
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Reason for stage banning? Well, the best example I can think of is that Halberd is okay in something like 90% of the matchups in this game. In 10%, one player is given an advantage this is downright obscene.
 

warriorman222

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I'd rather no one gain advantages for losing in the first place.
The only other option is to heavily disadvantage them for losing, something that is unfair to them: If they lose the first time, they are now literally forced to lose again and again. They have no choice but to lose if they lose first time, outside of few exceptions. This would create a meta where the first person to win a set wins, it may as well be BO1, the other sets just waste time.
 

popsofctown

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Reason for stage banning? Well, the best example I can think of is that Halberd is okay in something like 90% of the matchups in this game. In 10%, one player is given an advantage this is downright obscene.
The character matchup is selected AFTER a player decides not to ban Halberd, which is why this is pot logic. I've picked Snake AFTER a player decided that the character matchup we played game 1 and 2 didn't give that "downright obscene" advantage. This makes no sense unless you ban players from using secondaries or change the procedure so that characters are selected first.

@ Charey Charey : A Bo99 set with loser picks stage and 2 stage bans will have only 3 distinct stages appear, just like a repeated FLSS Bo5 will have only 1 distinct stage appear. In both cases you have to use DSR to get the variety most players prefer to see. In the standard system that's "loser can't pick a stage he's already won on." In a repeated FLSS it has to be adapted to something like "Each player must strike each stage he has won on" or something like that, but it still carries over just fine.

The minimal amount of advantage given to the loser is implementing DSR in a way that favors the loser, then using FLSS just like it was used for a fair game game 1.

Well, if you are responsible and play all of your friendlies on a random selection of every legal stage, you won't have the issue of being unfamiliar with certain legal stages. If someone sits down and plays 100 friendly games on omega stages, Battlefield, and Smashville and then johns about not knowing how to play Castle Siege effectively, who is really to blame?
You're strawmanning me a little bit, perhaps unintentionally, because that's not quite what I mean. I might, for instance, main Flareon and play Battlefield, Smashville, Duck Hunt, Skyloft, and FD 95% of the time and only devote 5% of my time to Lava World. That might be optimal training strategy for me, because I don't expect to get many opportunities to take anyone to Lava World as a Flareon main, because it will get banned. But then at some point I do fight an Infernape player, and he's you know half fire so he actually doesn't ban Lava World because he wanted to ban the Mansion of Psychic Illusions, that concerned him more. The Infernape player also practiced Lava World like 5% of the time because he didn't expect to be there very often either. Both of us trained optimally but will both have really low stage knowledge when we play on the stage, so it will be a more variant outcome than a banless environment where Skyloft and Smashville would be getting equal time with Lava World.

If you play full random from the entire legal stage list, you're not practicing optimally, and you have to know that. Good practice means that you practice the most common situations the most and the least common situations the least. There's some merit to giving more complex stages a little extra time.

It's a mistake to assume that just because there was player agency, and a variant outcome followed, then suboptimal use of player agency is to blame. I spam RNG moves against better players, that's optimal use of my player agency and highly variant. The RNG moves are crappy design, that's the problem. "Oh, #$%$, you're actually going to let me play on X stage? Hold on, let me remember what it does" is bad design too. It's not necessarily a poor allocation of either player's practice time.
 
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DeLux

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I don't know, I tend to learn more about the game playing in some of the most absurd situations. For example, I got really good at creative ICs stuff by only playing on Big Blue in Brawl. This creativity led me to being able to gimmick the **** out of objectively higher skill opponents, stealing wins from the jaws of defeat.
 

Pazx

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@ popsofctown popsofctown while I appreciate your nod to practicing optimally and that's something I do too (eg I never practice Diddy on Kongo or Siege) however you missed one aspect: when you are picking up a game the very first thing you do is learn how to lose. Then, you learn how to win. You learn how to win hard. You learn how to absolutely destroy scrubs. You learn how to do things that are both safe and disrespectful simultaneously. You prepare yourself for the situation that is very unlikely to happen (ie being taken to Lava World) so that when it happens you win without breaking a sweat.

Even if I was completely wrong about that, you fail to recognise something. Let's say Lava World is Halberd, and Flareon is ZSS (also Jolteon is Diddy because Jolteon > Flareon). You practice on Halberd 5% of the time because you know it will always be banned - wait, no it won't, because other characters benefit from the stage too. If we do go back to your Pokemon analogy, surely every fire type should be used to playing fire type vs fire type on Lava World. They may not practice on Lava World much relative to Smashville, but when they do practice on Lava World it should be 99% against other Pokemon who benefit from it and 1% preparing themselves for that idiot Scizor who forgets to strike it. If you don't know how to play vs a fire type on Lava World you did not train optimally, and if you do not know how to play against a bug/steel type on Lava World you are bad at the game.

tl;dr there is no stage that will absolutely never be played.
 

popsofctown

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Pazx, we are on the same page, ultimately players who practice optimally will practice a modest, serviceable amount of time on the most frequently banned stages. There's going to be a least important stage to practice in the game either way. Without bans, the least important stage is probably about 3 times as important to practice as with bans. More stage knowledge on both sides means a more competitive result and more consistent experience.
It's a much more subjective point than extending the length of the set, which requires some defense for the basis on bans instead of a smaller stagelist. AA did the best job, but it still seemed a little vague and speculative to me.
 

Raijinken

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The only other option is to heavily disadvantage them for losing, something that is unfair to them: If they lose the first time, they are now literally forced to lose again and again. They have no choice but to lose if they lose first time, outside of few exceptions. This would create a meta where the first person to win a set wins, it may as well be BO1, the other sets just waste time.
That's already a trend in the system just due to how starter stage setups go. If you can gain superiority on the starter list (whether from experience or character style dominance), then in a worst case scenario you wait out round 2 (which you can still win, probably, since the skew isn't that severe) and take it back to your own dominant stage.

But the real subject is less how many (if any) stages the winner should be able to ban, but the amount of skew that should go toward the loser of the previous round. As mentioned, if we don't skew it at least a little in the loser's favor, then in a lot of cases it may as well be a best-of-1, or at least just go back to the same stage (bar DSR). Personally, I'd be a bit more in favor of keeping the stage ban(s), but locking in the winner's character. It does the loser no good if they counterpick the stage and the winner swaps to an even better character for that stage.
 

warriorman222

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That's already a trend in the system just due to how starter stage setups go. If you can gain superiority on the starter list (whether from experience or character style dominance), then in a worst case scenario you wait out round 2 (which you can still win, probably, since the skew isn't that severe) and take it back to your own dominant stage.

But the real subject is less how many (if any) stages the winner should be able to ban, but the amount of skew that should go toward the loser of the previous round. As mentioned, if we don't skew it at least a little in the loser's favor, then in a lot of cases it may as well be a best-of-1, or at least just go back to the same stage (bar DSR). Personally, I'd be a bit more in favor of keeping the stage ban(s), but locking in the winner's character. It does the loser no good if they counterpick the stage and the winner swaps to an even better character for that stage.
I know that you can win round 2, but the skew is now heavily in the winner's favor: game 1 could very well determine the set. It becomes that much harder to win game 2 simply because you lost game 1, and while it could get harder because you won, it's supposed to have a little skew for the loser, so the loser doesn't just keep losing unless they are really that less skilled.

Back to real subject. it may be required to lock the winner's character, or else what you said will happen. We end up on Smashville? Diddy! FD? Diddy! Battlefield? DIddy Rosalina!
 

popsofctown

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If you give the winner the maximum possible number of stage bans they can have without giving the winner so many stage bans the winnner has advantage over the loser instead of the reverse, then you have FLSS. I don't know if everyone has realized that
 

Iceweasel

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I don't think there's anything wrong with the current stage play procedure - We can debate a stage list all day, but the stage selection procedure is fine as is. The purpose of winner banning and loser picking is to give a small advantage to the loser, because every stage gives advantages to some characters. In competitive play, it's more fair to give a small advantage to the person at a disadvantage than it is to give the same small advantage to the person who's already ahead.

The only flaw in the stage select procedure is that the final match (G3 in BO3 or G5 in BO5) in a set gives an advantage to one player. That's unfortunate, but inherent to the system. Whether winner picks, loser picks, or randomly selected, every stage benefits some character in some way. The closest thing to "solved" you can get this problem is by making tiebreaker matches always take place on Smashville. Except that Smashville still benefits some characters more than others, so we're back to square 1 of giving one player the advantage.
 
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DanGR

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In competitive play, it's more fair to give a small advantage to the person at a disadvantage than it is to give the same small advantage to the person who's already ahead.
Why is that?
 
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