SSF2 Beta Stage Legality Discussion
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Utah P. Teasdale (Harr)
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...I stand corrected.
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Tue Jun 06, 2017 12:58 am |
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Jan_Solo
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Hazards Dracula's Castle should be the only legal Dracula's Castle
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Tue Jun 06, 2017 1:25 am |
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firewater
Joined: Wed Jan 05, 2011 7:27 pm Posts: 100
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May I ask why? No joke it seems as though regular Dracula's Castle doesn't have any particular problems except that it's large. Which given the game as a whole isn't terrible, most legal stages are closer to the small side pretty sure. | | | | TheCodeSamurai wrote: With that in mind, here it is:
Neutrals:
Battlefield Final Destination Smashville Pokemon Coliseum Rainbow Route All of these seem fine, Rainbow Route seems somewhat interesting as a selection for a starter. Counterpicks: Yoshi's Story Dreamland Tower of Salvation Saturn Valley Castle Siege Metal Cavern Dracula's Castle WarioWare
Under this ruleset, a player gets 4 bans when being counterpicked.
Points of interest, but things that are not as important as the wall of text above:
[*] No mergers: they add complexity without really adding depth, make the rules more complicated and make tournaments more difficult to run, and are an ugly solution to the problem. If a stage is needed for diversity, then it should be added as its own stage. If it isn't enough of a contribution to the meta, it shouldn't be picked. I've chosen Final Destination for cachet, a good size, and edges that aren't death: 3DS is very polarizing, and even though FD is too I want to avoid auto-win stages. Somewhat agree, though I feel as though the Final Destination versions are equally different to be usable I feel like Waiting Room, while smaller/kind of different than the default FD seems to be less janky- been seeing that the generic FD is incredibly likely to cause characters to get stuck on the lip and SD. I will say that if the merger rule is used it only really needs to be used for the FD variants, simply because 3DS/FD/Waiting Room are so incredibly different
[*] 4 bans allow a player to ban BF/YS/DL and WarioWare, or every FD-like stage (FD, ToS, SV perhaps, Saturn Valley). It also allows you to ban all the really small stages (CS, MC, WW, YS-ish) or the really large stages (Drac's, Saturn Valley, DL, FD-ish) Not gonna lie, kind of hesitant about 4 bans, but given the number of good stages we have it's kinda mandatory
[*] Rainbow Route has a name change and a new coat of paint, and it's thoroughly thrown off its prior Mirror Chamber days: it's an excellent neutral. [*] The notable elisions are Sky Sanctuary Zone and Galaxy Tours. I actually kinda like Galaxy Tours (all of the layouts are competitively viable IMO, they add diversity, and the forms are similar enough that the randomness delta isn't huge: it isn't even as bad IMO as PS transformations in Melee), but others seem not to. You could add it without much issue. Sky Sanctuary Zone has a small problem with an infinite with multishines on the small walls, but otherwise it could be fine too: the jury's still out, but I think it'd ultimately be a catastrophe if in the GF's of some tournament a Fox player just CP's there and multishines into oblivion) my big question is that if walls are your concern (to be honest I don't think they are gonna be that big of an issue) from the testing i've done I've seen the Saturn Valley walls for the pool in the middle to be much less helpful in terms of getting stuck on them. Again I don't care either way, just an interesting rationale.
As for Galaxy Tours exactly how many platform variations are there? I've only actually seen 2 ever as of now.
The details of the stagelist can be hashed out later: I think everyone seems to have wildly-differing definitions of what "competitively viable" means, which we'll have to tackle at some point. I'd like to get some agreement, however, on what the purpose of a stagelist is, and what criteria we should use to judge a stagelist. In my view, that's essentially splitting up the matchups in the game into a couple of classes, and for each one of those going: does every ban feel forced? Will a random neutral become overwhelmingly important? Does the stagelist seem to favor one side unduly?
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Tue Jun 06, 2017 1:51 am |
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Refurin
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Galaxy Tours has 5 layouts.
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Tue Jun 06, 2017 3:40 am |
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tson
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This entire post is full of inaccurate jumping to conclusions. Lest we forget I play this game competitively too, unlike Sakurai. But ok. If you guys want Luffy at the top of the tier list so bad go for it, it'll only make me place better lol Regardless, if we have a mixed stagelist of hazards on/off it's not going to stick and you can bookmark this post and correct me if I'm wrong but it sounds literally nearly impossible to work. I feel that you read half of one of my posts and then stopped reading LOL. What I'm gunning for is not some ridiculous #LegalizeCrateria movement in any way. We agree here. ...It's too bad the stagelist you guys made doesn't. It's a step in the right direction from a striking standpoint, sure, but what kind of "stage knowledge" are we referring to here? Nothing moves (except a stage or two's platforms, slightly), nothing happens, nothing is different really. And now your counterpicks are just overflow for your neutrals. Here's the fundamental issue I have with this mentality: Why is "Dream Land" a counterpick when Rainbow Route is a neutral? Why is "Saturn Valley" a counterpick when Smashville is a neutral? Because the death boundaries are 5 pixels wider? Because one platform is a bit lower? You aren't really counterpicking, you're choosing a neutral in a different category. And let me take this a step further - do you want to be counterpicking the opponent's CHARACTER attributes and archetype or do you just want to strike for fun, eliminating merely slight layout changes (slightly wider, one more platform) that describing them as "uncomfortable" is the world's biggest exaggeration? I'll leave you with this: https://smashboards.com/threads/varied- ... st.205461/What's the difference between these stagelists and what we're coming up with? Even the most conservative stagelist has a crucial crucial philosphy difference. Do you think with the way we view things, if Castle Siege (haz on) was a new stage idea to SSF2, we would have it legal? I don't think so. If I'm alone in this I guess it's whatever and we can repeat our mistakes from 9b but imo it's worth at least TRYING something new for a little bit before we return to same-old-same-old. I'm not arguing for legal walkoffs, I'm not arguing for stationary walls so you can be infinited, I'm not arguing for OHKO stage hazards or invincibility or anything, I'm arguing that we should TRY some stages out that don't have any of those things. It's clear that our old stagelist didn't work, this is an opportunity to be more innovative and do something more interesting. To shake up our tier list via stagelist. Think about it. Moving platforms around in a bunch of variations and moving blast zones by so little that you need a calculator to get the percentage isn't going to make top tiers worse or low tiers better.
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Tue Jun 06, 2017 8:50 am |
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Jammy
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Trouble with test tourneys for this s*** is that people dont WANT to play on these stages, so its really hard to test whether theyre viable or not. If you offer them as choices alongside the non-jank stages, people will just pick the others. If you only offer jank stages, you're not gonna get as many competitively minded people playing in your tour.
People want to play a game where the better player wins, and being able to counterpick a stage that gives you a huge advantage doesnt really promote this. GT - promotes top platform camping (characters with bad vertical movement invalidated). Yoshi's island - platform camping/circle stalling. Hylian Skies - walls up 100% of the time, allowing infinites - transformations help a bit but they're infrequent enough to allow a full 0-death from one transformation easily. I could easily get peach to 250% in maybe 1/2 of a single transformation with VERY questionable drillshines. WT - walkoffs, walls up 100% of the time, we cant seriously be considering this right? Saturn Valley - player 1 takes the first stock with an usmash, P2 gets star KO'd. P1 recovers 25% damage while P2 is dead, giving P1 an advantage when they're already in the lead. Gives whoever takes the first stock an advantage for doing nothing. Also heavily promotes center stage control, making characters like Pacman, BBM, Samus and MM f*** insane on this stage. I can also see people spamming rolls/shield in the middle to get some health back, just seems like a lot of ugly strats would be implemented on this stage, and I dont wanna see the meta go that way tbh.
Would you be happy losing to a player who employed these strategies? Wouldnt you say its unfair?
Some stage hazards are really obtrusive and can interrupt the flow of the same. Say a player's getting combo'd on one of the ToS platforms, and the stage hazard comes in and interrupts the combo. Does the player getting combo'd deserve to get out of it? Should the person comboing be punished for using platforms in a combo? (As an aside here, you can't actually see the stage hazard when both players are on a platform due to the camera)
Stages don't need wacky mechanics to be different. Dreamland is a strong counterpick because of it's huge stage and tall platforms, giving characters with better mobility an advantage, but not a completely polarising one. Yoshi's is a strong CP for characters who control space easily with large hitboxes.
Also idk where you're getting the idea that everything is an FD variant. Plats fundamentally change punish and neutral game, and even slight variations in platform height and spacing can make a difference. I.E ToS platforms prevent 0-death chaingrabs/juggles as you can DI to one and tech on it, which is not possible on FD.
Like a few things are worth a shot but idk about some of the jank s*** thats getting suggested itt.
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Tue Jun 06, 2017 11:00 am |
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Lulu
Joined: Mon Aug 11, 2008 8:00 am Posts: 10856 Location: Gone. Like a finished flame.
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What other stages could even be considered? Clock Town, World Tournament (hazards on), Central Highway (hazards on)... Unless you're ok with big stages (Yoshi's Island / Lunar Core) or the floor/ceiling on Sand Ocean... I guess Jungle Hijinx could be thrown in there, though people argue it's too similar to Castle Siege without hazards. The issue with so many stages are *walls*. Hylian Skies, Casino Night Zone, Steel Diver, etc would have been ok if not for said walls. (Hylian Skies takes too long to change to avoid this issue)
The thing about that Brawl list is that a lot of them are transitioning stages. Halberd, Castle Siege, Delfino... the only one present here is Castle Siege (Unless Galaxy Tours changes later?). Rainbow Cruise is an odd one, though.
I think TSON is advocating for allowing hazards on some otherwise neutral stages, though - Pokemon Colosseum's transformations, Tower of Salvation's Mithos, Castle Siege's transformations... is anything else even viable?
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Tue Jun 06, 2017 11:31 am |
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firewater
Joined: Wed Jan 05, 2011 7:27 pm Posts: 100
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| | | | Jammy wrote: Trouble with test tourneys for this s*** is that people dont WANT to play on these stages, so its really hard to test whether theyre viable or not. If you offer them as choices alongside the non-jank stages, people will just pick the others. If you only offer jank stages, you're not gonna get as many competitively minded people playing in your tour. Completely disagree in some context- yes there's some slight issues but the only stages that are uniquely/could be questionable are like saturn valley and a few others. That being said given we can turn the hazards off, very small chances for jank to occur. People want to play a game where the better player wins, and being able to counterpick a stage that gives you a huge advantage doesnt really promote this. Counterpicking is 100% a smash thing, it is 100% part of what makes our game different and is why we have all of those different layouts. Yes player skill matters, as does matchups but the stage does matter as well. One could argue we should only have BF/FD/SV, but it wouldn't be a good list because those 3 stages while somewhat neutral (and arguably SV and FD are not very neutral), most characters don't gain a huge amount. Counterpicking is good because it not only forces knowledge of character but also what stages you or your opponent are good on. It's super important because at the highest levels/between equal skill, this knowledge can determine a win or defeat.
Look at the actual games, especially at the highest level the stages matter more than the matchup at times because of the tools they offer
GT - promotes top platform camping (characters with bad vertical movement invalidated). 1. Bans exist 2. The platform layout on 4 of the 5 is not completely terrible for bad vertical characters, and unlike the other games most characters can jump high enough/aren't forced to waste their DJ to reach the platforms. Argument could be made for 1/2 of the other stages that the platforms are too high. Even then the stage as a whole is relatively small, and those characters who would be somewhat affected also have the means to reach through the platforms and there really isn't that much room to camp. At worst it hits like 2-3 characters, who again can ban the stage.
Yoshi's island - platform camping/circle stalling. I'm assuming they meant the Melee Stage/ Yoshi's Story but otherwise agree, YI is too large for singles
Hylian Skies - walls up 100% of the time, allowing infinites - transformations help a bit but they're infrequent enough to allow a full 0-death from one transformation easily. I could easily get peach to 250% in maybe 1/2 of a single transformation with VERY questionable drillshines. after trying this stage out kinda agree, don't care about the walls but it def feels awkward to play on
WT - walkoffs, walls up 100% of the time, we cant seriously be considering this right? would be one of the few stages w. Hazards on but no that stage is awful (assuming you mean World Tournament) hazards on or off
Saturn Valley - player 1 takes the first stock with an usmash, P2 gets star KO'd. P1 recovers 25% damage while P2 is dead, giving P1 an advantage when they're already in the lead. Gives whoever takes the first stock an advantage for doing nothing. Also heavily promotes center stage control, making characters like Pacman, BBM, Samus and MM f*** insane on this stage. I can also see people spamming rolls/shield in the middle to get some health back, just seems like a lot of ugly strats would be implemented on this stage, and I dont wanna see the meta go that way tbh.
#Hazards are off with this stage LOL. Don't think anyone is advocating that it's legal w. hazards on. Also camping isn't a bad strategy though the healing pool is bad.
Would you be happy losing to a player who employed these strategies? Wouldnt you say its unfair? Getting Camped out? Not really because I got outplayed/lost in something I should have expected AND/OR should have banned the stage to avoid that strategy in CP strategies. Also given the characters only a few need to play campy to succeed. Just because people could be campy is not a reason to ban a not terrible stage.
Some stage hazards are really obtrusive and can interrupt the flow of the same. Say a player's getting combo'd on one of the ToS platforms, and the stage hazard comes in and interrupts the combo. Does the player getting combo'd deserve to get out of it? Should the person comboing be punished for using platforms in a combo? (As an aside here, you can't actually see the stage hazard when both players are on a platform due to the camera) Hazards would be off on the stages where they're actually obtrusive or make a stage not viable competitively. also ToS hazards were always off from the time they were made avaiable.
Stages don't need wacky mechanics to be different. Dreamland is a strong counterpick because of it's huge stage and tall platforms, giving characters with better mobility an advantage, but not a completely polarising one. Yoshi's is a strong CP for characters who control space easily with large hitboxes.
Also idk where you're getting the idea that everything is an FD variant. Plats fundamentally change punish and neutral game, and even slight variations in platform height and spacing can make a difference. I.E ToS platforms prevent 0-death chaingrabs/juggles as you can DI to one and tech on it, which is not possible on FD.
FD variants exist because there are 3 different Final Destination stages that are being considered, regular FD which is medium sized in blastzones and largest stage length wise, 3DS, which is the smallest in stage size but larger blast zones, and Waiting room which is in the middle for length wise and has the smallest boundaries
Like a few things are worth a shot but idk about some of the jank s*** thats getting suggested itt. | | | | |
Most of your complaints assume that all of the stages keep the Hazards on. There's a reason you assume hazards off when considering a stage's legality. Like there are few stages that improve with their Hazards on are Central Highway (platform layouts + made much smaller) and Dracula's Castle (workable w/o hazards but hazards = moving platforms), Castle Siege, | | | | Lulu wrote: What other stages could even be considered? Clock Town, World Tournament (hazards on), Central Highway (hazards on)... Unless you're ok with big stages (Yoshi's Island / Lunar Core) or the floor/ceiling on Sand Ocean... I guess Jungle Hijinx could be thrown in there, though people argue it's too similar to Castle Siege without hazards. The issue with so many stages are *walls*. Hylian Skies, Casino Night Zone, Steel Diver, etc would have been ok if not for said walls. (Hylian Skies takes too long to change to avoid this issue)
The thing about that Brawl list is that a lot of them are transitioning stages. Halberd, Castle Siege, Delfino... the only one present here is Castle Siege (Unless Galaxy Tours changes later?). Rainbow Cruise is an odd one, though.
I think TSON is advocating for allowing hazards on some otherwise neutral stages, though - Pokemon Colosseum's transformations, Tower of Salvation's Mithos, Castle Siege's transformations... is anything else even viable? | | | | |
Short version, other than a few stages, Hazards make the stages worse/not viable for competitive play. World Tournament (Yes Hazards) is a 4th FD, that is not only worse than all of the other 3 FD options but is larger than every other stage being considered I'm fine w. big stages problem is I think the only viable ones are Dracula's Castle or Jungle Hijinx. The rest actually cause a bunch of problems for slower characters. also don't see the similarities to Hijinx and Siege, other than layout- Siege is actually MUCH smaller in terms of space on stage and blastzones.
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Tue Jun 06, 2017 11:40 am |
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Lulu
Joined: Mon Aug 11, 2008 8:00 am Posts: 10856 Location: Gone. Like a finished flame.
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Just a thought, is there a reason why there can't be 3 sections? Neutral, and then 2 parts of counterpick - one for games 2/3, and one for games 4/5 (assuming best of 5).
Neutral stages would be the 5 or so (Battlefield, FD, Smashville, Rainbow Route, Colosseum) Counterpick A would have some 'lighter' counterpicks with minor things like slopes, as well as more polarizing layouts (Jungle Hijinx, Yoshi's Story, Metal Cavern, etc) Counterpick B would include the 'hard' counterpicks with predictable hazards that force players to adjust (Central Highway, Castle Siege, Tower of Salvation, etc)
To smooth out the process a bit, you could force players to choose stages from that section (Meaning no neutral stages while counterpicking). Counterpick B stages wouldn't even show up if there's no game 4 or 5, as well.
EDIT: Some stages could even be in 2 categories. For example, Colosseum could be in Counterpick B with its transformations on.
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Tue Jun 06, 2017 1:51 pm |
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Kurodyne
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you guys seriously want a stage where there's this huge-ass beam in the center of the stage saying "hope you don't have to jump in neutral, my guy" yeah anybody who complains about this stage is just johning for sure lmfao
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Tue Jun 06, 2017 2:41 pm |
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firewater
Joined: Wed Jan 05, 2011 7:27 pm Posts: 100
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So the angel in the middle... Who creates that beam? Slide that button for hazards to the "off" position and she doesn't exist to ruin your game. Everyone's aware that w. hazards ToS is terrible, which is why it's only legal if it's off.
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Tue Jun 06, 2017 3:15 pm |
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tson
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So don't jump? LMFAO. your opponent gets the same handicap too. what do you do on port town aero dive in brawl? stand on the ground when the cars are coming and then john that you died? this isn't a be-all-end-all make-or-break stage hazard but i think it deserves testing. everything is EXCESSIVELY choreographed, and in the same order. if you get hit you deserved to get hit.
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Tue Jun 06, 2017 3:21 pm |
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Lulu
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Is it that terrible? From what TSON's said, it seems like the hazards come in a set order at set times, so you know exactly when that beam will show up. Sort of like knowing when Halberd's laser will fire (though that's definitely a lot easier to avoid). Certainly not a neutral stage, but stage knowledge like that is part of the game.
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Tue Jun 06, 2017 3:22 pm |
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tson
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Let's stress the importance of testing as a community then and get TO's to buy in, if competitive players don't enter then we'll be adopting a stagelist that they won't like and their input will be irrelevant after the fact. It's that simple. While I agree with what you're trying to say idk if you're explaining it well lol. The point of a counterpick is supposed to allow the loser a chance at a stage where they feel like they are off on a better foot vs. their opponent. If the opponent loses, then they get a chance to do the same thing right back. Being a better player is not just about raw talent/skill, it's also about fundamentals, knowledge, and strategy. These things all intersect over being "pro". If you're great with your character, and you don't know anything about what tools your opponent has, you probably lose. If you're great with your character but your character is outclassed by another in a certain MU and you choose them anyway, you probably lose. If you're great with your character, but you have no knowledge of a stage and your opponent CP's to it, you are supposed to be at a disadvantage. Part of "skill" is having the ability to gain knowledge and apply it appropriately for the MU or the stage CP. Seems assumptive. Would like to see this tested. Agreed. Can we see this actually happen in a match with a human tho? The hazard invalidates the walkoff and the walls, leaving a long fd-like stage, but the thing that makes it notable to me is that it encourages people to recover high bc of the hazard. Think it would have an interesting effect and I DEFINITELY want to see this one tested. Wanna see this tested. Worth nothing that if P2 gets star KO'd they can just come back and KO P1 and do the same thing. lol. Don't think the roll thing is a big deal either considering it heals so slow If some of these hazards actually worked the way you described them, that would definitely be a discussion to have. Unfortunately we haven't tested the ones that sound plausible though so we can't just write them off like that. When you see yggdrassil swirl upwards, or missing, you know the hazard is coming on the sides. If you choose to combo on the platform knowing that the hazard is coming, you dropped the combo due to your own flub. You deserved to, too. Calling them all FD's is an exaggeration a bit, but we have like 4 battlefields, 3 fd's, and like 1 stage that's different and all of these are indistinguishably littered across cp/neutral for near-no reason ("this ones a bit wider. this one's got slightly narrower blast zones, this one has a wall instead of open space underneath, this one has a ten degree slope"). these aren't cp's they're variants, i hope you're realizing why i want to widen the horizons a bit FOR TESTING before we go back to same old same old
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Tue Jun 06, 2017 3:42 pm |
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Kurodyne
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i don't do anything in port town aero drive because the stage isn't legal for obvious reasons, regardless of how choreographed it is. "your opponent gets the same handicap too" so why don't we just start playing on Steel Diver with hazards on? because that way both my opponent and i have to jump with insane jump heights. what are they gonna do? john that their combos don't work right?
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Tue Jun 06, 2017 4:14 pm |
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