Discussion What is the purpose of Sample Teams?

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peng

love's got the world in motion
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Fully anticipating being clowned for my take here but here goes: I think there is a risk Sample Teams have lost sight of what they were originally intended to be - an intro to the tier for new players - and have shifted into a different purpose, almost eclipsing the need for players to learn teambuilding at all and removing what used to be a fundamental skillcheck.

I'm a BW main and can only really talk for BW Samples here, but thought it might be worth making a PR thread in case there is are any similar feelings across other gens/tiers and whether we can learn/adapt something or not.

At least in BW OU, the current 17 Sample Teams are incredibly good and cover practically every major team archtype. This might not be the case in other metagames and maybe your samples are outdated and therefore we dont have the same issue. But in BW, the samples are all good and they cover everything you'd ever want to use. 9 sand teams covering various types of Alakazam offense (LO and Sash), Terrakion, Garchomp, SubPass Celebi, VoltTurn, and two of the best sand stalls. 4 rains including classic "big 6 rain", a Mamoswine variation, and two of the more modern double steel approaches. 4 hyperoffenses including traditional Smurf as well the super modern Hail and healing wish + Conkeldurr styles. This is no longer about giving new players an intro to the game, its giving them every single resource they need to enter a tournament and be immediately competitive with no meta familiarity or further work required.

I don't think its surprising that this year's BW Cup has seen a huge number of R1 upsets. New players unfamiliar to the tier have access to almost all the same resources that long-time top players that self-build do, right down to the perfectly optimised EV spreads and techs that they couldn't have discovered on their own. The unfortunate reality of this game is that it has a relatively low skill ceiling, and anyone coming into a game with baseline pokemon knowledge and a top team has potential to cause an upset with a decent matchup or a bit of luck, and in this way I think the ubiquity of incredible teams on the forums erodes one of the game's steepest skillchecks - teambuilding.

There's a fine line to draw between making the game accessible for new players, and giving out so many highly optimised and tournament ready teams that they truly don't need to set foot in the teambuilder at all.

My suggestion:
Sample Teams need to exist but we probably have too many of them. Sometimes when I bring up this topic, it is suggested I simply need to make sure I have good MUs into all the samples, knowing that everyone has access to them - this is not realistic when there are 17 of them and they are all modern and strong. If Sample Teams are truly about giving new players a taste of the tier, then they don't need 3 versions of Alakazam offense. They just need starting points to know what the stronger strategies are, and encouragement to explore other options for themselves. 10 Samples would be plenty, perhaps even too many.

Sample Teams could also probably be less optimised. Maybe 252 / 252 spreads only. Maybe don't specify Hidden Powers (or Tera Type or Z-moves or w/e equivalent in your metagames, I don't know enough to properly comment). Hyper optimised techs that make the entire team click could be switched out for the more generic option and let a player work something out for themselves. Maybe give a couple lines under each one indicating how they could be tweaked and encourage the new player to actually hop into the builder themselves. If a player isn't good enough to recognise that a team needs to EV their Tyranitar to survive a +1 LO Volc Bug Buzz, then allow them to slip up, learn from the mistake, and correct it. If a player hasn't realised that LO Zam can be EVd to take a Tyranitar Pursuit, then we should just let them die to Pursuit until they work that out. 252/252 EV spreads only and encourage them to learn something.

I know this sounds elitist and horrible but since returning to the game in 2021 this has been an annoyance. People are accustomed to handouts and are entitled. When Samples aren't updated for a year our discord is inundated with petulant fucks complaining about the sample teams being outdated. On the other side of the spectrum, we see people get hardstuck as trying to upskill your teambuilding after a year of having perfect teams is demotivating. Big names get knocked out R1 of tours cos everyone has VolcConk HO and its a crit away from beating anything.

The samples no longer serve their initial purpose, discuss.
 
Are you…arguing that good sample teams make tiers too accessible? And that we should make it harder for new players to learn or pick up the tier?
I feel like the point hes making is that new players shouldnt solely rely on samples and only use it as a starting point. But when theres too many it ends up difficult to stop using samples since theres so many and all are good. Theres little to no reason to stop using them
 
i think this take is fairly reasonable, but even if the extreme happened and sample teams got abolished, or they weren't that good, people would just get teams from their friends, then it becomes a case of only being able to have access to the best resources by being in the right circles.

also if you go on most spl discussion threads you will see players dropping their pastes anyways, it's just ingrained into the culture of smogon so heavily and it would take a lot to change that.

for an actual change to happen, you would actually to define what a sample team is, define what is "too good" (on a website where players have varying opinions on what is good) and, get every mod team across various different forums on board with it or you might see a decline in playerbase, as an example say if BW is the only forum censoring sample teams, what's stopping players from thinking "fuck BW i don't know how to build or finish this team, i'll just go play DPP where the samples are ready to go"

TLDR: agree samples might be too good, disagree with gatekeeping new players too harshly, striking a balance where teams could just be the 6 with smogdex sample sets on each pokemon could be a better idea?
 
If the goal of Smogon is to gatekeep new players from having adequate teams to start out, sure, this post makes sense. You keep alluding to a frustration surrounding "good" players losing to samples in tours, which definitely isn't a way to approach the conversation about how to improve resources for people to build better teams on their own.

I can't speak for every tier and every generation, but surely a couple variations of standard teams/archetypes is fine to have in the samples threads and the goal when building shouldn't be to beat every single sample, it should be to build the best team for the most matchups in general. If I want to get involved in tiers I don't play it's a lot easier to just nab a sample and figure out on the fly what the EVs are for than going to some tournament Replay and Usage thread, figuring out common archetypes myself, and trying to guess spreads based on calcs or Speed tiers or whatever other metric I care to commit to. If a new player wants to play a new tier because of something they see on social media or because a friend tells them about it, do we really want to hand them mediocre, vanilla teams and force them to either adapt or get frustrated and give up?
 
i agree with the idea that people are becoming extremely reliant on others' teambuilding (more than they used to be), but what policy would we even implement to curb this?
Sample Teams need to exist but we probably have too many of them. Sometimes when I bring up this topic, it is suggested I simply need to make sure I have good MUs into all the samples, knowing that everyone has access to them - this is not realistic when there are 17 of them and they are all modern and strong. If Sample Teams are truly about giving new players a taste of the tier, then they don't need 3 versions of Alakazam offense. They just need starting points to know what the stronger strategies are, and encouragement to explore other options for themselves. 10 Samples would be plenty, perhaps even too many.
the feels very specific to BW OU, i feel like you should just take this up with the people running the BW OU samples rather than trying to set some sort of largely arbitrary standards for sample teams.
 
I understand your concern and fully agree that teambuilding is a skill that should be more sought after. However I can't agree with the conclusion that sample teams should be limited in anyway to try and encourage that.

I don't really think it makes logical sense that if sample teams are limited, then newer players will instead try to build their own teams. It's likelier that people with friends / social circles will just get teams that way. Isn't that what we've already observed for the past ~7 or so years? Players who tend to be more socially connected have better slam runs since they're getting strong teams, and have their friends making insane scouts. By requiring replays earlier on we've already discouraged this scouting culture. Your idea with sample teams seems to be a step backwards.

New players having access to good sample teams makes for a more competitive tournament, even if that means we are seeing more R1 upsets in whatever tour. Plus, I'm not sure how the reason for that can be isolated to them having teams alone, it doesn't make a ton of sense. Pokemon is a game that naturally lends itself to upsets whether it's because of luck, match up, or just a player not having a great day. I don't think new players having good teams should take the blame for that alone.

I'd argue samples absolutely serve their purpose providing teams that are accessible and strong against current meta trends, even if that means players are tournament-ready without "meta familiarity". That's definitely a positive thing for tournaments.

I don't think there's necessarily anything we can do on the policy front to discourage players from using teams that aren't their own since it's more of a symptom of current smogon culture. Whether that's good or bad doesn't really matter IMO
 
I don't think its surprising that this year's BW Cup has seen a huge number of R1 upsets. New players unfamiliar to the tier have access to almost all the same resources that long-time top players that self-build do, right down to the perfectly optimised EV spreads and techs that they couldn't have discovered on their own. The unfortunate reality of this game is that it has a relatively low skill ceiling, and anyone coming into a game with baseline pokemon knowledge and a top team has potential to cause an upset with a decent matchup or a bit of luck, and in this way I think the ubiquity of incredible teams on the forums erodes one of the game's steepest skillchecks - teambuilding.

You don't need sample teams to get hyper optimized teams, there are plenty of teamdumps such as elodin's spl teamdump (raiza's teamdump right under this post) and anyone who has a single friend who plays gen 5 ou can just ask and receive more teams than they could ever want. Additionally, non mainers can be knowledge checked while the mainer has access to the non mainers entire team down to the evs from team preview.

Big names get knocked out R1 of tours cos everyone has VolcConk HO and its a crit away from beating anything.

If a teamstyle is a single crit away from winning every game, that might be a problem with the tier rather than sample teams. Just a thought.
 
The player with a sample is already at a disadvantage - if they don’t change around the moves or sets, it’s fairly easy to just see the sample for yourself and get info on their whole team (or at the least a huge portion of it). Not to mention, players who are established but new to a tier will just get teams from their friends who play it, while new players wanting to learn will be shut out. This proposal just doesn’t make any sense to improve tournaments. Good players should be upset if they don’t put in the effort or play poorly.
 
Please don't kneecap players in their most formative stages of engaging with the metagame because Goatinator couldn't get a good matchup against XxNewUserxX's sample team spam in R1 of BW Cup.

Giving newcomers straight-up suboptimal spreads in the samples sounds comically malicious.

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If your tier is so incredulously giga-optimised with perfect teams that are only a crit away from winning every single matchup where innovative teambuilding is hardly rewarded then that sounds like far more an issue with the state of the tier (this is what you're painting it as right now). People will always have access to good teams, Bazaars exist and so do just the forums and if people are being lazy and copy-pasting teams from the past (which always exists) and getting handsomely rewarded this hardly sounds like it's going to change a thing and punishing players who are genuinely interested in looking at sample teams or using them to get a sense of a tier's teams, structures, sets and EVs makes this sound like a poor idea to me.
 
I deeply value the democratization of teams and ideas. In a niche hobby like ours—one that lacks the financial incentives, creator backing, and mainstream appeal of larger competitive games—accessibility is crucial.

The impulse to “protect” high-level play from accessibility often comes from ego and a scarcity mindset. Yes, it’s easier to get into Pokémon now. But I see that as a good thing. I consider it a privilege that, despite how hard it was to learn from scratch, I helped, in some capacity, shape a way of seeing and understanding this game.

Returning to the days of social capital dictating access to teams will sooner make the tournaments section die.
 
I fully agree with peng, sample teams are pretty lame and I think having less of them with not optimized EV spreads is a good idea, which is what peng is suggesting, not to remove them in their entirety.
why would we artifically make teams worse for newer players.

also messing with samples in most capacities is just not a good idea, cutting them down if there's too many is fine. but "nerfing" samples for any reason because it "discourages teambuilding" and impedes player growth is jsut silly. there's always gonna be people who just dont wanna build and will get a team from someone else, or a player not confident in their building ability of a certain tier who can find sanctity in known good teams.
 
Samples exist as a resource to new players. Access is a huge net positive to the community at large. If experienced players are upset that this raises the competitive floor, then the onus is on them to come up with strategies that are ahead of the curve. That’s just the cycle of this game and how metagames develop. I am happy with the status quo.
 
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I understand your concern and fully agree that teambuilding is a skill that should be more sought after. However I can't agree with the conclusion that sample teams should be limited in anyway to try and encourage that.

I don't really think it makes logical sense that if sample teams are limited, then newer players will instead try to build their own teams. It's likelier that people with friends / social circles will just get teams that way. Isn't that what we've already observed for the past ~7 or so years? Players who tend to be more socially connected have better slam runs since they're getting strong teams, and have their friends making insane scouts. By requiring replays earlier on we've already discouraged this scouting culture. Your idea with sample teams seems to be a step backwards.

New players having access to good sample teams makes for a more competitive tournament, even if that means we are seeing more R1 upsets in whatever tour. Plus, I'm not sure how the reason for that can be isolated to them having teams alone, it doesn't make a ton of sense. Pokemon is a game that naturally lends itself to upsets whether it's because of luck, match up, or just a player not having a great day. I don't think new players having good teams should take the blame for that alone.

I'd argue samples absolutely serve their purpose providing teams that are accessible and strong against current meta trends, even if that means players are tournament-ready without "meta familiarity". That's definitely a positive thing for tournaments.

I don't think there's necessarily anything we can do on the policy front to discourage players from using teams that aren't their own since it's more of a symptom of current smogon culture. Whether that's good or bad doesn't really matter IMO
basically this, so we're closing
 
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