This... still doesn't really solve stock differentials. And... it doesn't really change the timeout scenario; it just gives the player LOSING by percent an incentive to try timing out in order to reset the percent back to 0/0.
This is the only argument that proponents of %-based wins have, these proponents are generally not caught up to date on why their argument is already dead and buried. So, here's the update for you:
1) Does not "really" solve stock differentials
2) Doesn't "really" change the timeout scenario
3) Gives the player "losing" (by percent) an incentive to time out.
1) a. The misleading part of this premise is that it assumes stock differences are just as as bad as %-based differences. This is completely, utterly, and obviously untrue -- quit assuming it ASAP. Let's take a closer look why:
One high-priority, low-risk attack gives a %-lead (think Mach Tornado, or spamming U-airs on a platform edge). This kind of attack is nearly guaranteed to score a small % of damage early in the round, at which point the ENTIRE round will be stalled out.
Compare this to stock-lead -- In a worst-case-scenario when someone secures a stock-lead AND decides to stall out the round we would have the same problem. Therefore it may be a similar situation to the %-based decision but stalling would happen much less (rarely, if ever) and if it were to happen then it would be more likely to resolve within the realm of the two players' competition -- Proponents of %-based wins should welcome a BETTER modification of the very ruling they are defending...!
b. The above was a worse-case-situation; that is, it is a better alternative to %-based wins.
2) Glad you mentioned this, as this ruling was supposed to be in addition to further rules that REMOVE the motivation for stalling out matches. Remember, it is NOT the %-based rule that needs to be eliminated, it is the MOTIVATION to time people out that needs to be eliminated. For instance, a tied-stock game would NOT declare anyone a winner immediately, hence there is NO MOTIVATION to go to time and therefore "cheapness" does not happen.
3) Sorry, but why make the assumption that the player with more damage is "losing"? A character at 0% can (and has) been defeated by a character over 100% when the round is given the time to finish... it happens very frequently. Take, for instance, a match where Snake is at 99% vs Jigglypuff at 98%, if we had a crystal ball that foretold the future and it revealed Snake would defeat Jigglypuff with an U-Tilt within 30 seconds why is it that if the round's timer ended in 29 seconds we would award the Jigglypuff player the win for playing "gay" (running away, air camping, and scrooging) just because of the 1% difference (despite the fact Jigglypuff was U-Tilted and is being star-KO'd into the background right when time runs out).
You eventually need a win condition to settle endless rematches however. Going to Sudden Death is awful, that should not even be considered ever
Before we start working with absolutes and being closed-minded to possible alternatives, we're going to need sound reason why we should never consider Sudden Death.
Not advocating Sudden Death at this point, just saying we shouldn't be so quick to be closed-minded, working with absolutes, and casting blind eyes to alternatives without reason. Until proper reason is given, it will still be an option for a TO to use.
I can understand not wanting to use % rule, but we can't sit here and say well we don't truly know who's the winner when stocks are tied so rematch until that doesn't happen. The % rule is fine if you also hit stalling. If stalling/excessive stalling isn't happening, then the argument that people can stall to abuse the % rule is inherently false.
It's no fault of the rule itself if we are weak at enforcing the no stalling rule, since people would have to be stalling to abuse the rule (people complain about the rule when MK planks with that 1% lead and wins, not in fighting scenarios). In reality if we enforced no stalling in a broader and stricter way, the rule would be completely fine.
Let's examine this logic.
1) We can't sit here and say rematch until that [a tie] doesn't happen
2) The % rule is fine if you also hit stalling.
3) If stalling is not happening then the argument that people can abuse the % rule is false.
4) Enforcing the no stalling rule in broader and stricter ways would fix everything.
1) Any assumption/statement/declaration made MUST be supported with sound reason, evidence, etc. or it will be ignored. So, why not rematch until a win is determined? Keep in mind a rematch of sorts is acceptable in many competitive sports... even if (theoretically) it could go on FOREVER (because in practicality it will NOT go on forever).
2) How convenient... The %-based rule also increases the likelihood of stalling/time-outs/cheap tactics (it is the motivational factor!). It's fine if we hit stalling, and we are also promoting it so we are more likely to see stalling, so it justifies itself! This is a circular fallacy.
3) Evidence of absence is not absence of evidence. This is the logic that people had prior to Plank vs SK92 at Axis... until it did happen. Regardless, it has happened, does happen, and will happen, and this isn't some mere coincidence, there is REASONS for it happening, those reasons can be addressed, and further situations will cease IF WE SO CHOOSE TO DO SOMETHING.
4) First off, the rule "no stalling" is not used in many rulesets, I've looked at many, many, MANY rulesets and very few had this clause... so there is nothing to enforce to begin with.
Secondly, the major problem with this assumption is simply overlooking the ENFORCEABILITY behind "no stalling". Even if every single ruleset had the rule it would be nearly impossible to enforce. In fact there was a SoCal tourney that actually put this rule into their ruleset and actively tried to enforce it. What happened was a headache for the TO, with the inclusion of this rule players then attempted to use the "no stalling" rule to DQ their opponent for spending too much time in the air, too much time on the ledge, and not actively engaging the opposition... it was a disaster and I believe the TO left the area and essentially left it up to the players to squabble over the details and the rule hasn't been used since to my knowledge (I believe it was settled by something to do with the person driving the carpool saying he would not drive somewhere if conditions were not met).
Who is to say they are losing though? Certainly not the game. In fact on more that one occasion Ive seen the marquee on PS1/PS2 tell me Im the current leader when Im behind in percent.
The game itself.
I agree, the game's design should be the ultimate decision unless an unforeseen problem breaks the game. So let's look at the situation with that in mind a little deeper.
Assuming the Pokemon Stadium screen is accurate (though there is no evidence for that) and there is a stock-tie and a %-lead (let's say Player 1 has 0% and Player 2 has 100% damage) then what happens when the time runs out? Does Player 1 win due to stock lead?
No.
It goes to Sudden Death.
So, if we are to allow the game to decide then IT IS WRONG TO ASSUME %-BASED WINS.
I agree with Keitaro and t0mmy (note: my name is not capitalized and has been edited). Eliminate % based win conditions. However if we do accept arbitrarly declaring winners based on percent, it severely weakens the argument for the removal of the lgl.
Again, if an assumption/statement/etc. is made there needs to be evidence to back it up or the assumption will be ignored. So, why would removing %-based tie-breakers require keeping LGLs?
Who says that they are losing when they have lower stock?
Certainly not Lucario.
The designers of the game do.
The code the designers of the original rules do.
The game does.
If the game ends with Lucario having less stock than his opponent then he loses, THE GAME GOES TO THE VICTORY SCREEN WHERE IT WILL SHOW LUCARIO'S OPPONENT AS THE WINNER -- don't believe me? Check it out for yourself and post what you find.
The issue begins with the arbitrary ruleset. If people refuse to change arbitrary elements, then asking for the removal of the lgl is hypocritical.
There's a difference between tournament rules being set and agreed upon prior to playing (brackets, best of X rounds, stocks instead of timers, items off, etc). and arbitrarily changing the fundamental design the developers programmed into the game.
We as tournament players have all the right to change the way the TOURNAMENT is run, but it should never be our decision how the game plays (unless under extreme conditions, which is a topic unto itself).
The game designers allowed us to toggle on/off stages, items, etc., but they do not allow us to use game settings to declare a player the winner based on ledge grabs, air time, Bowser killing himself, how many doughnuts were eaten before noon, or who has the most elegant beard.
Work within our realm of tournament organizers who give their players a competitive arena to play in with other competitive-minded individuals; stop playing god with the game itself.
Bad logic cause a lot of the people who think there should be a LGL also think ICs infinites should be banned xD
Noobs, gotta love 'em
You are one of the only sensible person here.
Although it's not noobs that are the problem, it's the scrubs. There's a difference.