Paul the Octopus
Slow Starter
There's been quite a bit of discussion on the right ruleset for MKX. On the variation lock question - I strongly believe it is better to allow the winner to change character variation. I would propose a counter pick procedure that involves:
1. Winner stays with current character
2. Loser picks character
3. Winner picks variation
4. Loser picks variation
Here's the rationale:
Overarching principles:
1. The goal of any competitive rule set is to promote an environment where the best player wins.
2. As long as there are matchups that are not 5-5, there can be games when character selection rather than player skill determines the winner.
Explicit goal in determining the variation lock rule
Get as close as possible to a tournament where all games feature 5-5 matchups. This promotes the principles above and also increases hype (I think we can all agree that some of the least interesting matches to watch are 7-3 counter pick matches like when Forever King counter picks 16 Bit's Catwoman with Aquaman).
Why allowing variation switches promotes this goal
Simply put, it's harder to counterpick your opponent with a 7-3 matchup when you don't know who they are picking. In some situations, variations will make no difference, but in others the winner can reduce the severity of the counterpick and play a 4-6 rather than a 3-7. Loser maintains control because of the order of the selections but his advantage is lessened, making for more competitive games and promoting the principles above.
Having the loser pick variation after the winner ensures that the loser doesn't end up getting counter-counterpicked. Winner should never be able to reverse the situation and make the loser play an even worse matchup than the first game, provided the loser has a little bit of foresight and considers the winners variation choices before he selects character. Loser has the final move and still has an advantage.
This is similar to what was done in similar games
Some may argue that different variations might as well be entirely different characters in some cases, so we should use standard counterpicking rules (winner changes nothing) as a result. However, that assumes that standard rules are optimal, which they aren't. They still result in terribly boring lopsided matchups like the one I mentioned above.
The traditional procedure is good in situations like this: Lex player goes to a tournament and meets a Sinestro round 1. Without counter picking, he's all but lost at the character select screen. By counter picking he increases the chance that player skill determines the winner rather than character choice. I'd argue counter picking is a bad thing in a situation likes this: Catwoman player plays a Harley player round one and wins the first game because the Catwoman player is better. Harley player counterpicks Aquaman and takes the rest of the set, despite being a worse player. In this case, player skill is not determining the winner - character choice is.
If we can preserve the first thing and reduce the second one, I think that's a good outcome. The standard procedure (winner locks everything) is all we can do in MK9 and Injustice because there are no variations, but here we have another choice and we should take advantage of it, increase the number of 5-5 matchups, and make it so the better player wins more consistently.
Let's discuss
If folks disagree, let me know why. Preferably, address which of the principles you think is wrong. Or tell me why this rule doesn't promote those principles. If you can't do either, you probably don't have a legitimate objection.
1. Winner stays with current character
2. Loser picks character
3. Winner picks variation
4. Loser picks variation
Here's the rationale:
Overarching principles:
1. The goal of any competitive rule set is to promote an environment where the best player wins.
2. As long as there are matchups that are not 5-5, there can be games when character selection rather than player skill determines the winner.
Explicit goal in determining the variation lock rule
Get as close as possible to a tournament where all games feature 5-5 matchups. This promotes the principles above and also increases hype (I think we can all agree that some of the least interesting matches to watch are 7-3 counter pick matches like when Forever King counter picks 16 Bit's Catwoman with Aquaman).
Why allowing variation switches promotes this goal
Simply put, it's harder to counterpick your opponent with a 7-3 matchup when you don't know who they are picking. In some situations, variations will make no difference, but in others the winner can reduce the severity of the counterpick and play a 4-6 rather than a 3-7. Loser maintains control because of the order of the selections but his advantage is lessened, making for more competitive games and promoting the principles above.
Having the loser pick variation after the winner ensures that the loser doesn't end up getting counter-counterpicked. Winner should never be able to reverse the situation and make the loser play an even worse matchup than the first game, provided the loser has a little bit of foresight and considers the winners variation choices before he selects character. Loser has the final move and still has an advantage.
This is similar to what was done in similar games
I believe the basic counter picking procedure (used in MK9/IGAU) is flawedI did some research and it seemed like in Arcana Heart, the most similar thing we've seen in regards to variations in MKX, and it was ok for the winner to change their Arcana (Variation).
I thought something like this might be too complicated for this community, but if we are to establish these rules and people are able to understand them, I do think it would be most interesting, fun, and beneficial to allow the winner to change their variation. Especially if loser changes character.
Some may argue that different variations might as well be entirely different characters in some cases, so we should use standard counterpicking rules (winner changes nothing) as a result. However, that assumes that standard rules are optimal, which they aren't. They still result in terribly boring lopsided matchups like the one I mentioned above.
The traditional procedure is good in situations like this: Lex player goes to a tournament and meets a Sinestro round 1. Without counter picking, he's all but lost at the character select screen. By counter picking he increases the chance that player skill determines the winner rather than character choice. I'd argue counter picking is a bad thing in a situation likes this: Catwoman player plays a Harley player round one and wins the first game because the Catwoman player is better. Harley player counterpicks Aquaman and takes the rest of the set, despite being a worse player. In this case, player skill is not determining the winner - character choice is.
If we can preserve the first thing and reduce the second one, I think that's a good outcome. The standard procedure (winner locks everything) is all we can do in MK9 and Injustice because there are no variations, but here we have another choice and we should take advantage of it, increase the number of 5-5 matchups, and make it so the better player wins more consistently.
Let's discuss
If folks disagree, let me know why. Preferably, address which of the principles you think is wrong. Or tell me why this rule doesn't promote those principles. If you can't do either, you probably don't have a legitimate objection.
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