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Can we get a consensus on Character/Variation Lock rules?

How should counterpicking be handled?

  • Winner can change variation if loser changes character, W. picks variation before L. picks variation

    Votes: 77 27.8%
  • Winner can change variation if loser changes character, W. picks variation before L. pick char.

    Votes: 20 7.2%
  • Winner is not variation locked if loser changes variation and/or character.

    Votes: 36 13.0%
  • Winner is character/variation locked no matter what loser does.

    Votes: 144 52.0%

  • Total voters
    277
  • Poll closed .
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SaltShaker

In Zoning We Trust
I've seen multiple fighting games that have gone both ways on systems like this, and it comes down to what individually suits them. I'm sorry, but if you think that throwing this out as an "I know more than you" instance is going to work, you're wrong. I've been playing in the genre since SF2 and all it leaves me to take away is a giant question mark, because NRS has given us so very little to go on.
Ok. So what is the argument for "full lock"??? Over 300 pages in and there have been excellent arguments as well as examples for variation unlock. Yet literally the only argument for full variation lock has been, "oh the winner shouldn't be able to counter the loser", which has been proven false.

What is the argument?

Can we play the game first please?
No. No we can't play the game first. That is the purpose of this thread and the discussion itself. Here's what playing the game first leads to.

"Community, should we play tournaments with or without interactables? You know what? Lets play the game first with them on and decide if we'll turn them off." Needless to say, there wasn't even a discussion anymore once we started "playing" already. And imo it was the wrong choice, but it didn't matter because it was already too late.

That's why we need to decide first, and play second.
 

RoboCop

The future of law enforcement.
Former Owner
Premium Supporter
Ok. So what is the argument for "full lock"??? Over 300 pages in and there have been excellent arguments as well as examples for variation unlock. Yet literally the only argument for full variation lock has been, "oh the winner shouldn't be able to counter the loser", which has been proven false.

What is the argument?
Yeah, that's been my one big question. When this thread was created, I came into it firmly on the side of variation locks; after all, each variation is basically its own character, so of course variations should be locked. However, after reading through the first page of arguments, I was converted to the side of unlocked variations. There are just too many good reasons why they should be unlocked. The only reasons I keep seeing for pro-lock are that it's just always been that way (which is never a good reason for anything) and that the winner can somehow counterpick the loser, which just simply isn't the case. I'm still waiting to hear a single viable reason why variations should be locked.
 
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Duck Nation

Dicks with a future
Ok. So what is the argument for "full lock"??? Over 300 pages in and there have been excellent arguments as well as examples for variation unlock. Yet literally the only argument for full variation lock has been, "oh the winner shouldn't be able to counter the loser", which has been proven false.

What is the argument?
Example: King of Fighters has EX characters. Same sprites, often many of the same moves, but nobody ever even asked if they're swappable in a team in any game that has them. They share as many similarities (or dissimilarities?) as MKX characters and variations do, but it's a pretty clear given that each character is intended to stand on its own merits because they have a complete enough toolset to do so. We don't know what's going to provide a better experience here because we only know the broadest strokes about the characters and we have a combined near-zero level of time spent with this game. Variation switching makes a lot more sense if many characters have obvious holes in their game against certain strategies or archetypes; if they're all relatively complete and competitive then what's the point?

Also, tangentially, nobody on either side has proven much of anything. I'm not even sure what you're claiming to "prove," since this is really a subjective discussion. The actual point of this is to figure out what will provide a more enjoyable tournament experience for the largest number of people, and I'm not sure how you're going to "prove" something about fun.

The biggest actual problem with the "just play the game" ethos here is that where we stand, the community seems to be roughly equally divided on what they would prefer. It'd be one thing if the results were lopsided, but we're very much in a situation where there's no easy resolution to this for the first tournaments. If anybody wants to argue about anything, it should be how to resolve this decision ASAP so the early TOs aren't just left holding the bag and making guesses. Even worse than having a rule that turns out later to be in error and need correcting, is to have none at all and no consistency.
 

Ecodus

I ain't got time to bleed.
I didn't have the time to read through the 350+ posts in this thread.

I'll keep my opinion on the matter to myself, but I thought I would inform the people.

At Toryuken in May, the winner will be character AND variation locked. Loser can switch character or just variation and also picks stage.

Will be interesting to see what the T.O.s decide as the game evolves. Eventually there will probably be a tournament standard.
 

RoboCop

The future of law enforcement.
Former Owner
Premium Supporter
Example: King of Fighters has EX characters.
This is the only other argument I see for locked variations, and it's just as effective as "because it's always been that way". Just because another game has a similar system doesn't necessarily mean its rules should be transferred. What does matter is why it has those rules. I'm not a King of Fighters player, but I was unable to find any information on EX characters via a google search. Can you post a link to info on EX characters?

Also, tangentially, nobody on either side has proven much of anything.
I'm sorry, but this statement infuriates me. There are dozens of solid arguments on the side of unlocked variations. Just because those arguments are being ignored does not mean they don't exist. I can read through this thread and tell you exactly why pro-unlock players believe MKX should use unlocked variations. I cannot tell you why a single pro-lock player believes MKX should lock variations, other than the 3 same arguments that have already been debunked (always been that way, other games do it that way, the winner can somehow counterpick the loser). If there are reasons I'm missing, please enlighten me. I beg you to, actually, because I am utterly dumbfounded how this is even still an argument. At this point, I think the only actual argument is whether or not you are pro-counterpicking. If you are pro-counterpicking then you are for variation lock. If you are anti-counterpicking, you are against variation lock. That's all there is to it, and that's a different argument entirely.
 

NY-Shadow

TestYourMight SUCKS
Don't baby play with variation locks, come on. Just have character locks and that's it. Everyone should be able play with the ability to interchange variations within the same character to better there chances at winning. After all, its the same character. Good grief.
 

SaltShaker

In Zoning We Trust
Example: King of Fighters has EX characters. Same sprites, often many of the same moves, but nobody ever even asked if they're swappable in a team in any game that has them. They share as many similarities (or dissimilarities?) as MKX characters and variations do, but it's a pretty clear given that each character is intended to stand on its own merits because they have a complete enough toolset to do so. We don't know what's going to provide a better experience here because we only know the broadest strokes about the characters and we have a combined near-zero level of time spent with this game. Variation switching makes a lot more sense if many characters have obvious holes in their game against certain strategies or archetypes; if they're all relatively complete and competitive then what's the point?

Also, tangentially, nobody on either side has proven much of anything. I'm not even sure what you're claiming to "prove," since this is really a subjective discussion. The actual point of this is to figure out what will provide a more enjoyable tournament experience for the largest number of people, and I'm not sure how you're going to "prove" something about fun.

The biggest actual problem with the "just play the game" ethos here is that where we stand, the community seems to be roughly equally divided on what they would prefer. It'd be one thing if the results were lopsided, but we're very much in a situation where there's no easy resolution to this for the first tournaments. If anybody wants to argue about anything, it should be how to resolve this decision ASAP so the early TOs aren't just left holding the bag and making guesses. Even worse than having a rule that turns out later to be in error and need correcting, is to have none at all and no consistency.
Ok, prove is a bad word. So should I use "much better argument"? I don't know if you read through the whole thread, but some amazing points were made on why there should be unlocked variations, and still, even after I asked you yourself, not one real point has been made on why character/variation lock is a BETTER option. Those of us on this side of the fence are still waiting 15 pages later.

Another point, do you really believe, out of 75-90 variations they will all be "complete and competitive"? Of course not. That's where this discussion takes priority. No one is saying counter picking should be outlawed, but giving a full lock will possibly lead to extreme levels of counter picking as listed in the numerous examples in this thread and is a huge detriment to character loyalist. Where as unlocked variations still allows you to be counter picked, but at least will help prevent less lopsided back and forth counter picks.

Example: I lose as Souls Ermac against Displacer Raiden. Close match. I switch to A-List Cage who 8-2's Displacer Raiden. Knowing this, my character loyalist opponent switches to Storm Lord Raiden who loses 6-4 instead of 8-2. Next match starts.

Tell me how that is a worse scenario than "character/variation" lock. This is what I want answered. What is the argument here?
 

Slick Tony

GT: TheSlickTony - PSN: TH3_AUR3L1U5
I voted for the old school method. The winner is locked in while the loser is free to switch if they want to.
 
The intractable deal was certain players saying things like "just MB B3/F3" or "just back dash" and my personal favorite "it's in the game so deal with it." Not enough people were saying to turn them off for tournaments and TOs are going to listen to the majority.

It was also the community that said loser can pick a stage in MK9 instead of random so what so we know right?

But alright, I say winner keeps variation and loser can change variation or character and of course random stage always.
 

DanCock

Cock Master!!
i say a player gets to choose any variation of one character whether they win or lose.

loser gets to always select stage and change character/ variation.
 
And the way the team talks about variations, it's pretty heavily implied that they're meant to be switched out. They even mentioned at one point that they were directly invented to counter counter-picking. I can try to track down specific quotes if necessary.
as i said before, if the rules are made according to the devs intentions, it should be character lock, loser picks Variation. but i can see that not being fun for some people.
 

Duck Nation

Dicks with a future
Here's why they never let you switch & why that's a bad example, not all characters had EX Versions so if you let picking EX characters rock it only benefits some characters & not the whole,.
Deficient example, fair enough. That said, specifically focusing on why I picked a bad example evades the underlying point: there are lots of games where you're locked into your choices regardless. Without even moving away from that series, I can provide a better example off all the UMFE I've been playing lately - if you pick a certain gauge type/movement options, you're expected to stick with it, too. Remember that I'm not even trying to argue one way or another - I just want everyone to remember that there are precedents swinging both ways and I'm not even going to guess what would be superior until I've played it.
 

UsedForGlue

"Strength isn't everything"
The options to say that the winner has to pick the changed variation before the opponent picks the new character doesn't make sense, as when you will be changing variation before you even know what you are coming up against.

If the opponent decides to change character, the winner should be allowed to pick his variation when ever he / she wants, as your character change would directly be an attempt to counter pick, so you should be allowed to choose that variation which counters that, as this game will reward character loyalty.

Master your character and their variations, learn the match ups, out play your opponent. That's how it should be.
 

Ecodus

I ain't got time to bleed.
Here is my opinion on the "counter picking rule"

My disclaimer is that I don't pretend to know how the meta of MKX will work with variations or how much of a difference variations will make in MUs. No one does yet. I also don't think that I am right and others are wrong. I'm simply going to state my opinion and hopefully give a well explained reason as to why my opinion is what it is.

I am pro character and variation lock for winner, here's why.

The first thing I think we need to take out of the equation is MU numbers. Whether a character beats another 6-4 or 8-2, or whatever the case may be, should not have an effect on the rules of variation lock. MU numbers are opinions. Whether we have a consensus on what a MU is, and honestly history has shown us that we don't, they are still opinions made by us on how a character's tools Counter act our opponent's character's tools. The only thing that should matter is the decision of whether or not we are going to allow the winner (or loser) of a match change the tools and abilities of their character following the completion of the previous match. If the losing player decides to pick a character or variation that the community has deemed as a worse MU then the one they played in the previous match, does it still count as a counter pick? The answer to that changes based on people's perceptions of what the MU in question is. The only tangible information we can all agree on is that if we change a character or a variation, that character's tools change, and that is the only thing that we should discuss.

Here is where I see the downfall of not locking character and variation for the winner.

We have player A and player B both with variations 1,2,3 respectively.

Player A wins. Now player B decides to change character or variation (in my opinion whether the losing player changes character or variation it makes no difference, that player is changing the tools in which he/she can use in the next match). Player A (assuming that player A is character but not variation locked) picks his character and waits. Who picks first? Player b picks first, then player A? What if player B picks, sees what player A changed his variation too and then decides he wants to pick something else? Well that's not fair to player A. But player A gets to wait and see what player B picked before he changes Variation? Wait a second how does that make any sense? Oh well then they can just hide cursor and blind pick variation or character. Then what's the point? If you are of the opinion that the winner should be able to change variation if the loser makes a change then you also need to provide an order in which characters or variations are picked. I think this is why, in previous titles like MK9, the winning player was locked onto the character they won with. If not, then How do you decide who gets the final say or decision on the MU? Who gets to pick last? Let's say player B changes to a different character, then chooses variation 2. Player A changes from variation 1 to variation 2, player B subsequently decides he now wants to play another character and goes back to the player select screen and picks a new character . Player A then decides he's going to pick variation 3. It seems really complicated and confusing, and every way I look at it (whether we decide that once you make it to the variation screen you can't go back to character select other rules like that that could deal with those kinds of situations) it comes down too much picking/counter picking and changing the dynamics of the game.

I'm not saying that because we did it in the past it makes it right, but if we now consider winner being character and variation locked, it seems like the simplest and most fair way to proceed in tournament.

Player A wins and has to keep character and variation. Player B makes a change.

Player B wins and is now character and variation locked. Player A can now make a change.

Let's say that due to counter picking that matches were won because of character changes. (Flip flopping from A to B). Locked character and variation for winner means that both players were afforded equal opportunity to "counter pick", and the determining factor in a best of 3 or best of 5 comes down to the first win of the set. The initial pick of characters which you can't counter pick (because of our ability to blind pick at the start).

I re read everything an I think it makes sense. It's very TL:Dr, I just think that locking the winner to character and variation is the simplest and most fair way to go about it in tournament.
 

Rude

You will serve me in The Netherrealm
Here is my opinion on the "counter picking rule"

My disclaimer is that I don't pretend to know how the meta of MKX will work with variations or how much of a difference variations will make in MUs. No one does yet. I also don't think that I am right and others are wrong. I'm simply going to state my opinion and hopefully give a well explained reason as to why my opinion is what it is.

I am pro character and variation lock for winner, here's why.

The first thing I think we need to take out of the equation is MU numbers. Whether a character beats another 6-4 or 8-2, or whatever the case may be, should not have an effect on the rules of variation lock. MU numbers are opinions. Whether we have a consensus on what a MU is, and honestly history has shown us that we don't, they are still opinions made by us on how a character's tools Counter act our opponent's character's tools. The only thing that should matter is the decision of whether or not we are going to allow the winner (or loser) of a match change the tools and abilities of their character following the completion of the previous match. If the losing player decides to pick a character or variation that the community has deemed as a worse MU then the one they played in the previous match, does it still count as a counter pick? The answer to that changes based on people's perceptions of what the MU in question is. The only tangible information we can all agree on is that if we change a character or a variation, that character's tools change, and that is the only thing that we should discuss.

Here is where I see the downfall of not locking character and variation for the winner.

We have player A and player B both with variations 1,2,3 respectively.

Player A wins. Now player B decides to change character or variation (in my opinion whether the losing player changes character or variation it makes no difference, that player is changing the tools in which he/she can use in the next match). Player A (assuming that player A is character but not variation locked) picks his character and waits. Who picks first? Player b picks first, then player A? What if player B picks, sees what player A changed his variation too and then decides he wants to pick something else? Well that's not fair to player A. But player A gets to wait and see what player B picked before he changes Variation? Wait a second how does that make any sense? Oh well then they can just hide cursor and blind pick variation or character. Then what's the point? If you are of the opinion that the winner should be able to change variation if the loser makes a change then you also need to provide an order in which characters or variations are picked. I think this is why, in previous titles like MK9, the winning player was locked onto the character they won with. If not, then How do you decide who gets the final say or decision on the MU? Who gets to pick last? Let's say player B changes to a different character, then chooses variation 2. Player A changes from variation 1 to variation 2, player B subsequently decides he now wants to play another character and goes back to the player select screen and picks a new character . Player A then decides he's going to pick variation 3. It seems really complicated and confusing, and every way I look at it (whether we decide that once you make it to the variation screen you can't go back to character select other rules like that that could deal with those kinds of situations) it comes down too much picking/counter picking and changing the dynamics of the game.

I'm not saying that because we did it in the past it makes it right, but if we now consider winner being character and variation locked, it seems like the simplest and most fair way to proceed in tournament.

Player A wins and has to keep character and variation. Player B makes a change.

Player B wins and is now character and variation locked. Player A can now make a change.

Let's say that due to counter picking that matches were won because of character changes. (Flip flopping from A to B). Locked character and variation for winner means that both players were afforded equal opportunity to "counter pick", and the determining factor in a best of 3 or best of 5 comes down to the first win of the set. The initial pick of characters which you can't counter pick (because of our ability to blind pick at the start).

I re read everything an I think it makes sense. It's very TL:Dr, I just think that locking the winner to character and variation is the simplest and most fair way to go about it in tournament.
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
So there's two options I see here.

1. Winner is Character and Variation locked.

2. Winner is Character locked, but can change variation if loser changes character. Winner has to pick his/her variation first.

At this point we can either just pick one, or see which one would fit best for MKX after it has been out. I'm fine with either option honestly.
 

HeroesNZ

Baconlord's Billionaire Sugar Daddy
Player A wins. Now player B decides to change character or variation (in my opinion whether the losing player changes character or variation it makes no difference, that player is changing the tools in which he/she can use in the next match). Player A (assuming that player A is character but not variation locked) picks his character and waits. Who picks first? Player b picks first, then player A? What if player B picks, sees what player A changed his variation too and then decides he wants to pick something else? Well that's not fair to player A. But player A gets to wait and see what player B picked before he changes Variation? Wait a second how does that make any sense?
wut

Player A would pick first and player B would be able to counterpick if they wished to do so.

Not complicated at all.
 

SaltShaker

In Zoning We Trust
Here is my opinion on the "counter picking rule"

My disclaimer is that I don't pretend to know how the meta of MKX will work with variations or how much of a difference variations will make in MUs. No one does yet. I also don't think that I am right and others are wrong. I'm simply going to state my opinion and hopefully give a well explained reason as to why my opinion is what it is.

I am pro character and variation lock for winner, here's why.

The first thing I think we need to take out of the equation is MU numbers. Whether a character beats another 6-4 or 8-2, or whatever the case may be, should not have an effect on the rules of variation lock. MU numbers are opinions. Whether we have a consensus on what a MU is, and honestly history has shown us that we don't, they are still opinions made by us on how a character's tools Counter act our opponent's character's tools. The only thing that should matter is the decision of whether or not we are going to allow the winner (or loser) of a match change the tools and abilities of their character following the completion of the previous match. If the losing player decides to pick a character or variation that the community has deemed as a worse MU then the one they played in the previous match, does it still count as a counter pick? The answer to that changes based on people's perceptions of what the MU in question is. The only tangible information we can all agree on is that if we change a character or a variation, that character's tools change, and that is the only thing that we should discuss.

Here is where I see the downfall of not locking character and variation for the winner.

We have player A and player B both with variations 1,2,3 respectively.

Player A wins. Now player B decides to change character or variation (in my opinion whether the losing player changes character or variation it makes no difference, that player is changing the tools in which he/she can use in the next match). Player A (assuming that player A is character but not variation locked) picks his character and waits. Who picks first? Player b picks first, then player A? What if player B picks, sees what player A changed his variation too and then decides he wants to pick something else? Well that's not fair to player A. But player A gets to wait and see what player B picked before he changes Variation? Wait a second how does that make any sense? Oh well then they can just hide cursor and blind pick variation or character. Then what's the point? If you are of the opinion that the winner should be able to change variation if the loser makes a change then you also need to provide an order in which characters or variations are picked. I think this is why, in previous titles like MK9, the winning player was locked onto the character they won with. If not, then How do you decide who gets the final say or decision on the MU? Who gets to pick last? Let's say player B changes to a different character, then chooses variation 2. Player A changes from variation 1 to variation 2, player B subsequently decides he now wants to play another character and goes back to the player select screen and picks a new character . Player A then decides he's going to pick variation 3. It seems really complicated and confusing, and every way I look at it (whether we decide that once you make it to the variation screen you can't go back to character select other rules like that that could deal with those kinds of situations) it comes down too much picking/counter picking and changing the dynamics of the game.

I'm not saying that because we did it in the past it makes it right, but if we now consider winner being character and variation locked, it seems like the simplest and most fair way to proceed in tournament.

Player A wins and has to keep character and variation. Player B makes a change.

Player B wins and is now character and variation locked. Player A can now make a change.

Let's say that due to counter picking that matches were won because of character changes. (Flip flopping from A to B). Locked character and variation for winner means that both players were afforded equal opportunity to "counter pick", and the determining factor in a best of 3 or best of 5 comes down to the first win of the set. The initial pick of characters which you can't counter pick (because of our ability to blind pick at the start).

I re read everything an I think it makes sense. It's very TL:Dr, I just think that locking the winner to character and variation is the simplest and most fair way to go about it in tournament.
You're the first person in over 300 comments to make a decent counter point. Congrats. Now to address a few things you mentioned.

Yes it is still counter picking either way. No one here who has made legitimate points is trying to kill counterpicks. For gameplay sake, which do you think would lead to more balance? I don't see how 75-90 variations being locked can be balanced when playing someone who knows the roster well. It would be "equal opportunity", yes, but how "hype" would it be watching a 3/5 set with 4 counter picks in it?

Though here's the biggest gap in your argument. No one is forcing the winner to switch. He has the option to upon opponent switching character. There is no mystery here, no confusion. The winner can simply stay with his character, or he can switch variations first when the winner picks a new character. So if I lose and switch to Kano, if the winner doesn't want to risk anything he can simply stay on his variation. If I lose and switch to Kano, and he knows Commando 8-2's his variation, he can either risk switching to a different variation thinking I'm going to pick Commando or he can simply stay put and take his chances against my counter pick. The loser still has the counter advantage, it just lends the winner options against losing at the character select screen.

This is the point everyone is making that is saying unlock variation.
 
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