Information is incorrect and has been corrected by skarm since. All battles are revealed.People still aren't reading this?
Information is incorrect and has been corrected by skarm since. All battles are revealed.People still aren't reading this?
Aww well lame... It made sense, because thats how PBR works, shows all your pokes but not who you choose as your three.Because Skarm corrected himself in this thread:
http://www.smogon.com/forums/showpost.php?p=3008998&postcount=74
Not that it matters though, since IR doesn't show teams apparently. Of course, the quirks of it, like whether or not you can use the Rotom forms, etc, still need to be investigated.
...Guessing is not a skill. You can't improve your ability to guess with practice. Either you're right or you're wrong. And it's still mindgames, no matter how you slice it. It's the "Do you know that I know that you know" games. And those games don't change. I dunno why people consider blind guessing a "skill" or a valid part of the metagame. It's silly that a good chunk of any match involves you blinding attempting to guess what your opponent has, which if done improperly, could result in your loss.Early game scouting is the bit I like most. Why should we start the game half way though? Clearly, its a bit you don't like and it's the bit people like me in this thread do.
Guessing plays a part but it's mostly about opportunity cost and how you can get him to reveal while you don't. It's not mind games as such, it's planning ahead with potential as apposed to definite. The more you turn the potential into the definite wins the game. But no, one of the main points is a definite from the start now... so who cares if that skill of the metagame is now completely redundant right?
Errr... No it's not. It's the "I know this much, he knows that much. How can I learn more without crashing and burning" games. Big difference.And it's still mindgames, no matter how you slice it. It's the "Do you know that I know that you know" games. And those games don't change. I dunno why people consider blind guessing a "skill" or a valid part of the metagame. It's silly that a good chunk of any match involves you blinding attempting to guess what your opponent has, which if done improperly, could result in your loss.
And the fact that guessing is now completely redundant isn't a bad thing. Now that the guesswork is gone, the real prediction and brainwork begins because you have to actually predict what your opponent will do. Before it was merely a matter of conjecture and theory.
Pretty much, this. I don't understand why people hate having teams revealed and love the old format of keeping everything hidden better. What's so skillfull about beating your opponent because they couldn't divine which of the ~80 (just an estimate; the actual number doesn't matter too much and is beside the point) OU viable Pokemon you have on your team and guessing wrong due to something they had no possible way of knowing? There's no skill there, as there's no possible way you can have confidence in what's in your opponent's last slot--it could be any of those things, and no matter you're how sure that Pokemon X would be the logical choice for the last slot, you can't know if your opponent actually thought the same way--it's all guesswork....Guessing is not a skill. You can't improve your ability to guess with practice. Either you're right or you're wrong. And it's still mindgames, no matter how you slice it. It's the "Do you know that I know that you know" games. And those games don't change. I dunno why people consider blind guessing a "skill" or a valid part of the metagame. It's silly that a good chunk of any match involves you blinding attempting to guess what your opponent has, which if done improperly, could result in your loss.
And the fact that guessing is now completely redundant isn't a bad thing. Now that the guesswork is gone, the real prediction and brainwork begins because you have to actually predict what your opponent will do. Before it was merely a matter of conjecture and theory.
Except, as things are now, we are just blindly guessing as to what the opponent has. No matter what the rest of the team is, you have no way of knowing whether they're last Pokemon is say a Suicune or a Vaporeon, or a Gliscor/Skarmory. When we're playing, we're blindly guessing as to what the opponent's other Pokemon may be--no matter how certain you may be, your predictions are nothing more than guesses, as there's no way you have any significant degree of certainty that you're correct, which means that a lot of times, people simply lose because they weren't good enough at guessing the impossible, which is hardly competitive. As a result, given the choice as we have been now, I just don't understand why we'd actually want to continue using this format over one that removes some of that guessing aspect, and as a result, makes things more competitive, as the better player will win more often than currently.Glinki said:If you blindly guess what your opponent has then no wonder you are glad to see the back of this element of game play. It's about planning for the worst and risking it if you can spree the leeway. Guessing and prediction come later, or they are there the whole time now...
Well, I never state that guessing and prediction are the same thing, as the former operates on no information, while the latter runs off having information. I never just fired off random attacks, but you're blindly guessing at what your opponent has or what they'll do, based on what you think they'll do, without having information to actually base this on. Heck it's more like a hunch than a guess. And whether your guess is educated or not, it still smells like luck to me, because either you're wrong or you're right. There's only two choices.Errr... No it's not. It's the "I know this much, he knows that much. How can I learn more without crashing and burning" games. Big difference.
If you blindly guess what your opponent has then no wonder you are glad to see the back of this element of game play. It's about planning for the worst and risking it if you can spree the leeway. Guessing and prediction come later, or they are there the whole time now...
That's the bit I don't get. People in this thread have been arguing that prediction and guesswork are the same thing, then turn around and say "I'm glad we don't have to guess now we can go straight to predicts"
It's not guesswork when you fire off a random attack into a team you don't know. Why? Because it's not an attack to do damage, You just click a move because you have to. Whats more important is knowing what he went to. If he did go to something. Information is the name of the game, sure you don't know what moves a pokemon will do, but that's half the story and now GF has spoiled the other half.
Frankly I see this comment made alot and to me it's totally incorrect. Looking just at the bolded part, if we go by those definitions then not knowing your opponent's pokemon has plenty of prediction to it. This isn't a game where you can make up poke out of thin air to put on your team, this is a game where you have a finite set of possible outcomes and even more then that, you have very distinct and obvious links between these outcomes in the form of weaknesses and resistences. You are not "blindly guessing" what a person will bring up next in a fight, you do have information to base this on, and your dislike for the process or the fact that you feel it equates to "luck" (I don't understand this at all) does not remove the skill involved.Well, I never state that guessing and prediction are the same thing, as the former operates on no information, while the latter runs off having information. I never just fired off random attacks, but you're blindly guessing at what your opponent has or what they'll do, based on what you think they'll do, without having information to actually base this on. Heck it's more like a hunch than a guess. And whether your guess is educated or not, it still smells like luck to me, because either you're wrong or you're right. There's only two choices.
So you don't like the fact that you could lose because you played incorrectly... That's a very strong argument.I just don't like the idea that my match could be be decided based on whether I scouted properly or not (and trust me, it CAN come down to that sometimes.
Any mindgames that you can do with teams reveled can be done without them being revealed.I guess I prefer the mindgames based on prediction, rather than mindgames based on guesswork.
You say that in a way like if the enemy is some kind of an idiot and he cant do the right moves as well. It's not like onnly 1 side of the field is known to you. It's the whole concept of "he knows that I know" that makes this interesting. You CAN think that you are doing the right move but the oponent can outsmart you, even with you having the knowledge of his team.Half of the game was prediction when you had no idea what the opponent was going to bring in. If you know what their primary switch is, it's hardly difficult to use the right move.
The thing is, now there are a LOT of posibilities for sets, many more pokemon could become viable and the amount of information and strategies to remember will be just to much. With so many mons, abilities and moves, even the best players will be mostly guessing what the enemy could go for.Frankly I see this comment made alot and to me it's totally incorrect. Looking just at the bolded part, if we go by those definitions then not knowing your opponent's pokemon has plenty of prediction to it. This isn't a game where you can make up poke out of thin air to put on your team, this is a game where you have a finite set of possible outcomes and even more then that, you have very distinct and obvious links between these outcomes in the form of weaknesses and resistences. You are not "blindly guessing" what a person will bring up next in a fight, you do have information to base this on, and your dislike for the process or the fact that you feel it equates to "luck" (I don't understand this at all) does not remove the skill involved.
It all depends on how viable all these new poke/abilities/moves are in OU (or whatever setting we are talking about). And that's not just based on their stats but if they can find a nitch where they are not outclasses by another similar poke.The thing is, now there are a LOT of posibilities for sets, many more pokemon could become viable and the amount of information and strategies to remember will be just to much. With so many mons, abilities and moves, even the best players will be mostly guessing what the enemy could go for.
But that happens in today's metagame, but the difference is, in today's metagame, it's possible to take down huge portions of your opponent's team without them even knowing if that's the only thing on your team that can handle them. With this, it's possible to make easy sacrifices if a pokemon is useless. Say you have a pokemon who just serves as a wallbreaker against slow walls. Now you can just play recklessly with it and not worry about keeping it alive if they have no slow walls. The same applies to things such as stallbreakers and your steel types.You say that in a way like if the enemy is some kind of an idiot and he cant do the right moves as well. It's not like onnly 1 side of the field is known to you. It's the whole concept of "he knows that I know" that makes this interesting. You CAN think that you are doing the right move but the oponent can outsmart you, even with you having the knowledge of his team.
Because it defeats the whole purpose of Shoddy, which is to simulate the game's competitive environment, thus providing players a platform from which they can challenge one another over the internet without having to deal with the slowness of Wi-Fi or the inconvenience of spending years laboriously building their own perfect teams.Why not just make a clause and keep this stuff optional and be done with it? >_<.
We can always test and see which should become standard.Personally i liked the not knowing thing better.Thats just personal oppinion tho i suppose.
Revealed teams are optional ingame. Therefore, they should be optional on Shoddy. It's that simple.Because it defeats the whole purpose of Shoddy, which is to simulate the game's competitive environment, thus providing players a platform from which they can challenge one another over the internet without having to deal with the slowness of Wi-Fi or the inconvenience of spending years laboriously building their own perfect teams.
Shoddy's purpose is NOT to create its own game, using the fundamental underpinnings of the Pokemon engine. It seeks to simulate actual competitive play, and functions within the boundaries of what is and is not possible in a cartridge-based match.
Like it or not, revealed teams IS the standard now. You can jump up and down and say you don't like it, but it doesn't change the fact that it is the standard by which all cartridge-based games are going to be played. Creating an option to eliminate it just because it doesn't suit your conception of good strategic play is like asking for the creation of an option to eliminate the possibility of switching before your Pokemon has fainted - it's an arbitrary bastardisation of the core game principles in order to suit your own particular preference.
There are people who play the cartridge game under the rules of the first few seasons of the anime - Pokemon changes are allowed only when you've lost a Pokemon. Should Shoddy pander to their preferences, and create an option to allow their style of play, before we drag the community through a laborious testing process to decide if we prefer that style of play?
Yes, they would.IR is the only way to play with unrevealed, no? But since that's level 50 only, then you would then have two metagames: one that uses reveal but it's level 100, and the other one that's unrevealed but level 50. Would many people really put up with the changes in the meta that come with level 50 stats (things hit stronger, certain speed adjustments, etc.) just to play unrevealed?
In any match against a human opponent, no they aren't. Therefore they shouldn't. It's that simple.Revealed teams are optional ingame. Therefore, they should be optional on Shoddy. It's that simple.