(Sep. 27, 2016 8:22 PM)Cake Wrote: My older statements/ideas supporting a Deck Format with a blind pick among all 3 combos are, in hindsight, incorrect.
Well, my forthcoming point may already be addressed but I figure I'll put it forward anyway. I'm calling Cake out on a contradiction (
I still love you, Cake) because I think it illustrates my point more clearly than I could alone. It relates to his A and B arguments against the function of the Deck Format:
(Sep. 20, 2016 7:16 PM)Cake Wrote: Although I agree that giving an advantage to the loser is the most fair setup, I think that the rules in their current state go too far, even after the latest revision. Allowing either Blader to see the opponent's next combo, then switch in response to that information does not feel fair, especially in a game which is, at its core, rock-paper-scissors. Each Blader simply alternates playing good and bad matchups, with the tiebreaker being one of two things:
A) Whoever managed to win the first round will be ahead
B) One of the players wins a match that common knowledge says they shouldn't have and moves ahead
Neither of these options seems very competitively balanced, but at least a contest of "who makes the least mistakes" is more of a competition than pure double blind, where at best it's a matter of scouting and mind games, and at worst it's a coin toss with the additional possibility of mistakes during the game throwing off the results. I think that the ideal plan for Deck Format sits between these two - less structured and forced than the current picking rules, but more predictable than the randomness of blind picks.
(Sep. 27, 2016 8:22 PM)Cake Wrote: (Sep. 27, 2016 4:48 AM)Bey Brad Wrote: I actually don't have any problem with describing Beyblade as "rock paper scissors with tactical shooting." Let's be honest; in practice, this is what it is. What else is there? Certain parts are more effective against certain other parts. The only way you can enhance their effectiveness is by launching well. The only skill missing here is actually building the right combos, but that happens before the match anyway.
Agreed - for better or for worse, Beyblade is pretty much rock-paper-scissors. The key distinction, though, is that you can build something that beats both rock and scissors at the same time. Innovative launches also provide a way to subvert the usual type triangle, and as almost everyone knows by now, attempting to stick a quantitative Attack/Defense/Stamina/Balance rating to parts rarely results in an accurate or complete description of its performance. Beyblade is rock-paper-scissors, but it's not only Attack beats Stamina beats Defense beats Attack.
Can we all see what happened there?
(Sep. 27, 2016 8:22 PM)Cake Wrote: As I said earlier, Beyblade isn't as binary as rock-paper-scissors is, with plenty of ways for rock to turn around and beat paper, but from my limited experience with Deck Format testing it out with my brothers, it seems to me that unexpected wins are more often due to bad launches, random chance, or other mistakes than any particularly skillful play by the surprise winner.
Unfortunately, Cake's definition of "skill" must necessarily be wrong. In a zero-sum game (where one person winning means the other loses) skill can only be measured by a direct comparison between the players present. A blader may be absolutely woeful at launching but still win the game if his opponent is even worse. Neither player is skillful here (in the grand scheme of Beyblade) but the only thing that matters to the result is the comparison. When you localize the concept of skill to just one battle and just two bladers (which you must, to remain objective) then yes, the universal definition of "skill" is indeed: the player who makes fewer mistakes.
Every zero-sum game in the universe works this way.
Take Golf, for example. The best player scores a hole-in-one on every hole, making for a score of 18 out of 18. A perfect score. They cannot get any better a score than this. Everyone playing the same game has the exact same opportunity to achieve this score as well. But they don't. The question is not how skilled the players are - but how many mistakes they will make.
Likewise, and less obviously, everyone with hips has the opportunity to run as fast as Usain Bolt. We're all human, running on the same track. Bolt gets older at the same speed as the rest of us. He gets the same flu. He has money to buy alcohol and chocolate. But nobody runs as fast as he does. He (and his genetic ancestors) made fewer mistakes.
Yes, it is a depressing notion. Skill is not about how good you are but about how bad you are not. Which is why we usually frame sport to applaud the winner instead of punishing the loser. It just feels better to rejoice in winning! So:
(Sep. 20, 2016 7:16 PM)Cake Wrote: B) One of the players wins a match that common knowledge says they shouldn't have and moves ahead
Whichever way you look at it, a player winning a match that common knowledge says they shouldn't is actually a good thing - both competitively and as entertainment. If the win was a fluke, say, if the more-skilled player just launched badly or made some understandable mistake... Then it wasn't a fluke. The so-called "more skillful" player lost. They made one more mistake than their "less skillful" opponent in the local setting of the battle - which is all that matters. Similarly, if a player repeatedly beats an attack combo with his stamina combo, and nobody else is able to do the same... Then surely we can chalk this up to skill, right? It is a good thing. Not a bad thing.
Either way, the players' skill is measured by how well they perform in the local setting of the battle and we can quantify this by looking at how many mistakes they make. If they were both perfect players, we'd get endless simultaneous spin-finishes. The only question then would be: who will make the first mistake?
(Sep. 20, 2016 7:16 PM)Cake Wrote: A) Whoever managed to win the first round will be ahead
This is the more pressing issue. I've done the maths on this system a thousand times (literally, I have a whole book just for crunching these numbers) and the most mathematically accurate way of determining a winner is Brad's original Deck Format where the winner keeps their blade and the loser switches. However:
(Sep. 27, 2016 8:22 PM)Cake Wrote: My #1 problem with Deck Format's current and past rules is that its solution to the problem of largely random blind picks is an alternating series of disadvantageous/advantageous matchups determined by an initial largely random blind pick. After each round, the loser is handed the opportunity to have the best possible matchup they can have - which naturally means that the winner is at a huge disadvantage. Would you ever say "Okay, you won the last rock-paper-scissors throw, so tell your opponent what you're using next"? That's ridiculous, because the loser will obviously just pick to beat the winner's throw and win, thus repeating the cycle.
Absolutely. This is the exact issue I set out to solve with WarShell in 2014 and it is the whole reason I continue to rant about WarShell here, even when it's simply not the same game. Assuming battles last either 3 or 5 rounds, you are correct in saying that the winner of the double-blind gains an advantage for the whole battle. No matter which combination of switching the players have access to, the winner of the double-blind has the initiative in perpetuity. That's bad.
Sadly, it is also mathematically inevitable. Here is why:
Tennis is the only game in the world where a winner can be determined fairly. In Tennis, the winner basically has to win two "battles" in a row. This repeating of the win demonstrates that the original win was not a fluke and gives the opponent reasonable time in which to respond. A sound beating is the only real beating! But there are obvious logistical problems with this so-called "French" system:
A game of Tennis keeps going until there is a winner. Traditionally, Tennis simply will not end until one player soundly beats the other. It could go on forever! And this obviously cannot work in Beyblade (or any reasonable competitive game) because we have real-world time-constraints. Any game in which there absolutely "must" be a winner in a limited time-frame (ala, basically all games designed and played in North America) can only be determined by unfairly biasing one player or the other. Usually this is done by flipping a coin. In Beyblade, it is double-blind.
The alternative is to fully resign to the realities of winning: sometimes there is no clear winner. This is the so-called "English" system where basically all games can be drawn. Drawn games are the devil - and designers have worked for centuries to overcome the problem. My original solution in WarShell was have two best-of-three battles ("fights") where, for each battle, each player was given the initiative for the first round (choosing their blade second, after their opponent and switching in subsequent rounds as usual). To win the battle, a player had to win both "fights" to demonstrate they could win both with the initiative and without. It was fair, from beginning to end. The winner was the player who beat their opponent, even when they were at a disadvantage. Perfect.
But the harsh reality is, people love a winner. Even if using double-blind to bias that winner, people still seem to prefer the biased win over the fair draw. I guess they figure if they lose while the initiative is against them (they lose the double-blind) then that's all the more reason to want to play again, hopefully with the tables turned.
Sure, starting with double-blind is not totally necessary. You could flip a coin and give the winner the advantage that way. But it makes no mathematical difference. If you randomly determine someone to have the advantage from the beginning, the end will always be skewed. The only question is whether the vast majority of players actually care... And I have found they do not.
Moving on to another point...
I also think that the argument to encourage more versatile combos is flawed. I accept that versatile combos can theoretically be more combat-effective than specialized combos (full-attack, full-defense, full-stamina) but this really only takes form once there are SO MANY combos that you cannot accurately predict what your opponent will use (like in Limited or WarShell). In Burst, the top-tier is so obvious, it imparts basically no advantage not to just build a deck which specializes in each dojo. I feel the deck format itself capitalizes on this in a closed-gameplay system that is inherently limited by the number of official releases from the game's designers. Versatile combos should, in theory, work best with double-blind (as Cake basically suggests) but even then, people tend to stick with a single combat aspect in their designs to maximize their chances if they get lucky in their choice. In practice, versatile combos just don't work the way they should. I would, however, be interested to actually see this in action - if only to prove or disprove my point.