You're right, I DON'T know the game. I'm commenting on this as an outsider looking in. As a spectator who looks at these rules and just goes "Que?". I understand stages are as important as characters; what I don't understand is the distinction between starter stages and counterpick stages. If a stage is too "broke" to be selectable as a starting stage, it doesn't become less broke as a counterpick stage... especially since there is no winner character lock in the smash community.
To me, as an OUTSIDER, the counterpick stages system looks like nothing more than the guy who was determining the rules 15 years ago not willing to spend the time to overcome his own faults and instead coming up with this absolutely bizarre ruleset to make things easier on himself and possibly his friends.
Just because you've been doing something one way for 15 years, doesn't make it right. Gay marriage was illegal for hundreds of years; should we stick with that tradition too? I'm not saying you guys have been doing it wrong for 15 years; I'm just saying that myself, as an outsider... just don't get it.
I respect that stance, 100% regarding the "just because its always been done this way doesn't mean it isn't the best way". On the subject of the "Que?" reaction, the closest thing I can use as an analogy is tennis (as its the only sport I've ever been into enough to compete on a level where I made money off of it). The scoring is like... ?what? 0-15-30-?40? What? Why... why are they going up by 15... except for the... last one? Why do they switch sides after the FIRST game, but then wait till after the 3rd game to switch back? WTF is going on?" To an outsider, it looks like the guy who developed the scoring couldn't do math, or forgot to switch sides after the 2nd game and just said: "Eh, screw it... we'll make switching after the 1st, and 3rd games the rules".
It's... just the rules. *shrugs* Wacky, but... it happens.
The distinction between starters and counterpicks is, at times, somewhat arbitrary. Theoretically, a neutral stage is supposed to give the closest approximation to no inherent advantage to one side or the other (doesn't always work out like that), while a CP gives a noticeable buff to one (or more) characters.... but this buff in and of itself is not enough to grant an automatic victory, or make a certain MU unplayable at the higher/est level - not to mention that the advantage could be potentially offset by a character counterpick.
Alternatively, a neutral stage typically has no instances of random variance, while a CP stage might... though one that would typically not be severe enough to alter the playability of the match (like Spear Pillar Brawl), fairness of the match (Wario Ware Brawl or any iteration of Hyrule Temple).
All I'm saying... is that if we want to change the stage system... do so bc it improves the competitive landscape, not to make watching it easier as if someone
really wants to get into the game, either watching or playing... they'll take the time to learn the basics of the system.
Well, counterpicks for characters and stages are sort of separate, unless someone were to propose both at the same time.
I've always perceived it as happening at the same time, to an extent. How I have always experienced it (and admittedly, it may have changed during my LONG absence):
Winner bans stage. (to limit the number of 'buffed' stage options Loser has at his disposal)
Loser picks stage. (to give their character a 'boost' in the next game / give the opponent's char a nerf in the next game)
Winner picks character. (to offset the advantage of the stage CP)
Loser picks character. (to offset advantage of the winner's new character).
A player has both the stage and the character in mind at the same time, each influences each decision.
"My Character X has an advantage over his Character Y on Stage B. But, I know he also plays Character Z... which has an advantage on Stage B.... and I don't have a character that could counter that, on that stage... so, that pick is out, unless I want to gamble. So, I can pick stage C... which isn't as strong for me as B, but covers but his character options and enable me to remain as character X"
Its all a part of the same process, and so I consider it to be a part of the same system. At this point, its really just semantics, I suppose! =P
Actually, there really isn't. A lot of people have been fighting for FLSS on the boards since the days of Brawl and have shown why it is a superior system countless times. The masses just refused to listen or ever pay attention to it sticking to the old system "just because it's always been that way". A bad logical fallacy.
You are not the only one. Every week hosting tournaments I have to try and explain it to players and they all seriously are just causing serious confusion. If we could develope something that made way more sense and had a strong base in logic, that would be way better. (FLSS covers that too.)
First Paragraph: My apologies. I got out of the Brawl (and smash scene in general) around early 201?1? (if memory serves... its been so long I totally forgot my old SWF password for the account I had since like... '04 or so) and I was not aware of any upsurge of that system as a result of that absence. I agree, again, that sticking to something just because its always been that way is not a good outlook. I would love to read more on the FLSS... if you can post a link for me? Ty.
Second Paragraph: I would imagine it could be hard on a T.O. to explain the current system. I've had to do it a time or two myself, and while I found some ways to get around it/ease the pain, it was a hassle. Again, totally support "new system based in logic".