Banlist Week Proposal
Thunder Dome’s recent thread for his case on banning Deathscyther brought up a lot of things—past issues, questions of purpose, etc. These points, along with many others, sort of clicked into my head into this proposal. Feel free to find a better name.
Testing is dead. This is not very surprising: testing, while valuable, requires you to sit down to perform a repetitive, often monotonous task (read: stamina tests). The importance of testing has also changed over the years: where test results nearly had law status on what was good and bad at the peak of Metal Fight activity, their influence has considerably waned following the hiatus between Metal Fight and Burst. Before, hard evidence—testing—was needed to support a claim on the effectiveness of a part; today, we look to punctual observations and tournament results to support those same claims.
We could argue the merits of both approaches, we could assume that formal testing will pick back up to some degree when Hasbro releases Beyblade internationally, but that is neither here nor there. What is here is the fact that most of our information, now, comes from our competitive scene and what is there is my feeling that we should try to integrate the creative customizing you can find in a testing environment—where there are no stakes (win or lose, it’s just a test)—into the environment that currently produces the most data, i.e. tournaments, where there are stakes.
The current experimental format initiative by the committee looks to reenvision the structure of WBO tournaments and to some extent fix the somewhat shoddy balance of the Burst format; this proposal instead looks to provide a new avenue for parts testing and to enable a better portrayal of the “metagame”. Brad mentioned in Thunder Dome’s thread that banning Deathscyther would simply, and I paraphrase, steer the metagame towards the next safest thing: adding evidence to the theory (no matter how foregone the conclusion seems to be) would be one thing I think could be achieved with this proposal.
In essence, this proposal is similar to how Limited was originally imagined: with a mostly rigid monthly update. While Limited failed in that particular regard, there are a few key differences that could make it work, but first, here is what a banlist week would entail:
Every (Burst) tournament on the first week of every month would have to use the banlist: To avoid confusion with weeks that start in one month and end in another, that would be every first Monday up to and including the following Sunday. Of course, another timeframe could be used (e.g. every other month), another week, etc.
The banlist changes every month as long as one tournament was held during the Banlist Week: The goal is to promote new ideas, so as long as the banlist was used at least once, it should be changed. Changes would happen on the eighth day following the end of the week (i.e. the third Monday), leaving one week to discuss the next change and two weeks for participants and hosts to acknowledge the changes before the next Banlist Week.
Differences with Limited
Timeframe for updates: Limited is and has always been an optional format—available at all times—with no clear definition on how many tournaments is enough to determine that something needs to be changed (more on that in the next point). The Banlist Week would be mandatory (only way to opt out would be to host your tournament on another week) and the rules for when to enact changes would be perfectly clear.
Change is the end game: The scope of Limited is specific: to offer the most balanced and most open play field, where a great variety of parts can be used for different strategies, and changes to the banlist are made with finding that sweet spot in mind. For Banlist Week, each banlist can have a unique goal, from bettering regular play by removing the most powerful parts to see what happens, to trying out completely new things by removing a complete line of Drivers: A banlist can be smart, it can be crazy, but the Banlist Week itself is all about letting those changes, as ludicrous or as sensible as they are, happen. It is about offering, once a month, a new experience, something different, for better or for fun.
Of course, I invite everyone to state their opinion, offer their insight, propose the changes they feel would better the proposal. I invite the committee to offer their approval or disapproval, and most importantly, I invite hosts to share their thoughts on how they feel this would affect their workload and how easy or difficult they would find enforcing a banlist changing monthly. I was a silent disapprover of making the listing of winning combinations mandatory. I will happily say that the decision to do so turned out for the best, but my general stance that we should not impose overmuch work on hosts, who already put in a lot, voluntarily, remains. This project and its success, should it be approved, would hinge on you and your acceptance to take on extra workload during the tournaments.
Evidently, the implementation of this idea, again should it be approved or well received, could wait after the matters of the Experimental Format and the Deathscyther ban are resolved, but I do not think it would hurt to discuss. Just something I wanted to throw out there.
Thunder Dome’s recent thread for his case on banning Deathscyther brought up a lot of things—past issues, questions of purpose, etc. These points, along with many others, sort of clicked into my head into this proposal. Feel free to find a better name.
Testing is dead. This is not very surprising: testing, while valuable, requires you to sit down to perform a repetitive, often monotonous task (read: stamina tests). The importance of testing has also changed over the years: where test results nearly had law status on what was good and bad at the peak of Metal Fight activity, their influence has considerably waned following the hiatus between Metal Fight and Burst. Before, hard evidence—testing—was needed to support a claim on the effectiveness of a part; today, we look to punctual observations and tournament results to support those same claims.
We could argue the merits of both approaches, we could assume that formal testing will pick back up to some degree when Hasbro releases Beyblade internationally, but that is neither here nor there. What is here is the fact that most of our information, now, comes from our competitive scene and what is there is my feeling that we should try to integrate the creative customizing you can find in a testing environment—where there are no stakes (win or lose, it’s just a test)—into the environment that currently produces the most data, i.e. tournaments, where there are stakes.
The current experimental format initiative by the committee looks to reenvision the structure of WBO tournaments and to some extent fix the somewhat shoddy balance of the Burst format; this proposal instead looks to provide a new avenue for parts testing and to enable a better portrayal of the “metagame”. Brad mentioned in Thunder Dome’s thread that banning Deathscyther would simply, and I paraphrase, steer the metagame towards the next safest thing: adding evidence to the theory (no matter how foregone the conclusion seems to be) would be one thing I think could be achieved with this proposal.
In essence, this proposal is similar to how Limited was originally imagined: with a mostly rigid monthly update. While Limited failed in that particular regard, there are a few key differences that could make it work, but first, here is what a banlist week would entail:
Every (Burst) tournament on the first week of every month would have to use the banlist: To avoid confusion with weeks that start in one month and end in another, that would be every first Monday up to and including the following Sunday. Of course, another timeframe could be used (e.g. every other month), another week, etc.
The banlist changes every month as long as one tournament was held during the Banlist Week: The goal is to promote new ideas, so as long as the banlist was used at least once, it should be changed. Changes would happen on the eighth day following the end of the week (i.e. the third Monday), leaving one week to discuss the next change and two weeks for participants and hosts to acknowledge the changes before the next Banlist Week.
Differences with Limited
Timeframe for updates: Limited is and has always been an optional format—available at all times—with no clear definition on how many tournaments is enough to determine that something needs to be changed (more on that in the next point). The Banlist Week would be mandatory (only way to opt out would be to host your tournament on another week) and the rules for when to enact changes would be perfectly clear.
Change is the end game: The scope of Limited is specific: to offer the most balanced and most open play field, where a great variety of parts can be used for different strategies, and changes to the banlist are made with finding that sweet spot in mind. For Banlist Week, each banlist can have a unique goal, from bettering regular play by removing the most powerful parts to see what happens, to trying out completely new things by removing a complete line of Drivers: A banlist can be smart, it can be crazy, but the Banlist Week itself is all about letting those changes, as ludicrous or as sensible as they are, happen. It is about offering, once a month, a new experience, something different, for better or for fun.
Of course, I invite everyone to state their opinion, offer their insight, propose the changes they feel would better the proposal. I invite the committee to offer their approval or disapproval, and most importantly, I invite hosts to share their thoughts on how they feel this would affect their workload and how easy or difficult they would find enforcing a banlist changing monthly. I was a silent disapprover of making the listing of winning combinations mandatory. I will happily say that the decision to do so turned out for the best, but my general stance that we should not impose overmuch work on hosts, who already put in a lot, voluntarily, remains. This project and its success, should it be approved, would hinge on you and your acceptance to take on extra workload during the tournaments.
Evidently, the implementation of this idea, again should it be approved or well received, could wait after the matters of the Experimental Format and the Deathscyther ban are resolved, but I do not think it would hurt to discuss. Just something I wanted to throw out there.