HeavyLobster
Smash Champion
- Joined
- Jun 7, 2014
- Messages
- 2,074
- NNID
- HeavyLobster43
Falcon Punch needs to be one of those attacks.Maybe there should be more anti-shield attacks.
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Falcon Punch needs to be one of those attacks.Maybe there should be more anti-shield attacks.
What's necessary for a game to be competitive is for it to have two opposing parties and the ability for one party to triumph over the other. Everything else is extra.Yeah this threads turned into a lot of subjective discussion about what people want the game to have instead of whats necessary for it to be competitive.
Its understandable that theres going to be a decent amount of people that wont prefer the game to others. But so far no one's really presented anything that seems to indicate the game wont be competitive, and it seems like a lot of people are having fun with the game so far.
In a competitive environment, Smash is treated as a "real" fighting game as opposed to a party game. So therefore, when the discussion pertains to competitive Smash, it is compared to other fighting games.Why are we comparing a party game like smash to real fighting games? o0
jw
I agree with this sentiment wholeheartedly.What's necessary for a game to be competitive is for it to have two opposing parties and the ability for one party to triumph over the other. Everything else is extra.
Either that, or more anti-shield options. Of which, there is a new option available in Smash 4 that could potentially serve as such.Maybe there should be more anti-shield attacks.
Because Smash 3DS is practically gold right now and Pivot Canceling doesn't really seem like a broken tactic or anything compared to Wavedashing. You can pivot grab in Brawl and some can pivot-side special like Ness.Why does everybody assume Pivot Canceling will still be a thing at release, especially now that Sakurai knows about it while he's still in power to do something about it? Why?
I can turn it around as well, is there some reason we should assume it won't be? Both questions are going to have a lot of assumptions in their answer.Why does everybody assume Pivot Canceling will still be a thing at release, especially now that Sakurai knows about it while he's still in power to do something about it? Why?
Sakurai thought the same thing when he found Wavedashing in Melee mid-development.It seems pretty intentional. If that's the case, I don't understand why the would remove it since as Tortle pointed out, it's not unfair or anything of the sort.
Why are we comparing a party game like smash to real fighting games? o0
jw
Can you just imagine the ****storm that would arise should Sakurai remove anything like that?Sakurai thought the same thing when he found Wavedashing in Melee mid-development.
I have a feeling he'd cut it out the first chance he gets as to not "repeat his mistakes" or so.
You mean like the one that already happened and he casually ignored with Brawl? The one that still hasn't ended and probably won't any time soon?Can you just imagine the ****storm that would arise should Sakurai remove anything like that?
it was a new engine in brawl that didnt lend it self to the old tech, the new one is in engine already and would take time to remove, time they would probably rather use to polish the gameYou mean like the one that already happened and he casually ignored with Brawl?
Its a demo genius! *facepalm*Personally, I don't have a lot of faith at all in the current game. It just looks really slow, the lag behind a lot of the moves is huge with no apparent way to cancel it. It just looks unenjoyable to play a slower and less technical game, and I think if things don't pick up, it will die out like brawl and melee will remain the esports game.
It makes perfect sense to give players the ability to defend their backside when there's limited dashing agility. I wouldn't assume it's unintentional or bad for the game for that matter.Why does everybody assume Pivot Canceling will still be a thing at release, especially now that Sakurai knows about it while he's still in power to do something about it? Why?
I know it makes perfect sense and has a lot of uses. That's exactly why it's doomed.It makes perfect sense to give players the ability to defend their backside when there's limited dashing agility. I wouldn't assume it's unintentional or bad for the game for that matter.
no it's NOT!That's exactly why it's doomed.
I got a really good laugh out of that.I know it makes perfect sense and has a lot of uses. That's exactly why it's doomed.
You can talk about dashdancing in such a reductive fashion by saying "cancels lol", but clearly, within the context of my post, I was pointing out that pressing right and left repeatedly on the control stick and watching your character reflect this action was good example of the character agency that's been lost. It doesn't matter how you define it. Putting it under your big umbrella of "cancel" techniques doesn't detract from its value. It's natural feedback that feels right. Not many around here consider dash dancing an advanced technique. It's something anyone could execute, it just isn't often used by low level players because they don't concern themselves with spacing and approach feints.I would be happy to address an actual argument. Writing a wall of text does not mean youve made an argument.
Is all worth ignoring. They are not arguments. They're emotional nonsense and personal testimony that along with your snark make this look silly. Someone could exchange the words Melee with Brawl and its ledge mechanics and the claim would be just as accurate.
The only thing you actually used as an argument was dash dancing, which cancels movement as Ive stated; and air momentum, which is the only reasonable thing youve used.
tl;dr! oh and being condescending in your last sentence isn't helping that wall of text you've written any if at allYou can talk about dashdancing in such a reductive fashion by saying "cancels lol", but clearly, within the context of my post, I was pointing out that pressing right and left repeatedly on the control stick and watching your character reflect this action was good example of the character agency that's been lost. It doesn't matter how you define it. Putting it under your big umbrella of "cancel" techniques doesn't detract from its value. It's natural feedback that feels right. Not many around here consider dash dancing an advanced technique. It's something anyone could execute, it just isn't often used by low level players because they don't concern themselves with spacing and approach feints.
I'm not sure why I'm explaining this... I actually don't know anyone else who has seriously tried to dismiss dash dancing as a bad mechanic that was rightfully dropped from the series. You're not even arguing against its functionality. You're arguing against it because of the simple fact that it's technically a cancel. Huh. Well, you may define it as such, but I see it as a natural, logical translation of the player's intentions onto the screen.
You said that I could argue that Brawl and Melee's ledge mechanics as being equally illogical and silly looking, but you failed to provide a single reason why. In Melee and 64, you had to be right next to the ledge to grab it. You had to be facing it (for the most part), to grab it. Recovery moves would overshoot the ledge, as a result of the force and speed of the actions. This, to me, within the context of the engine and established physics, makes sense. The Brawl auto ledge snap mechanic was designed to make recovering easier for new comers. Every aspect of Brawl's design has pointed to this philosophy. It was not implemented to be intuitive. It was not added to provide depth. It certainly does not improve mobility and increase options. The same philosophy has carried over to the Smash 4 build we've seen. Surely you're not in denial about this as well.
Lets talk about random input buffers as well. A mechanic that was discovered in the Brawl code by modders when making Project M. Explain to me why this is being coded in, other than to reduce player agency and increase random outcomes? Another hidden feature of Brawl that made it feel "off". It's a design statement on par with tripping (which I've excluded from the discussion because it's thankfully been removed).
I'm not even going to get into the atrociously stunted air game that has resulted from this new philosophy, since you've already acknowledged that to be true.
Right, but none of these are arguments, according to you. Just an emotionally charged wall of text. So don't feel inclined to think critically about anything I've written. Shouldn't be too difficult, you've proven to be impressively proficient at it so far.
With the way Sakurai is now, if it's in the game I doubt he'll just straight out remove it.I know it makes perfect sense and has a lot of uses. That's exactly why it's doomed.
You lost me when you said buffering was bad...it's seriously one of the best Brawl mechanics.You can talk about dashdancing in such a reductive fashion by saying "cancels lol", but clearly, within the context of my post, I was pointing out that pressing right and left repeatedly on the control stick and watching your character reflect this action was good example of the character agency that's been lost. It doesn't matter how you define it. Putting it under your big umbrella of "cancel" techniques doesn't detract from its value. It's natural feedback that feels right. Not many around here consider dash dancing an advanced technique. It's something anyone could execute, it just isn't often used by low level players because they don't concern themselves with spacing and approach feints.
I'm not sure why I'm explaining this... I actually don't know anyone else who has seriously tried to dismiss dash dancing as a bad mechanic that was rightfully dropped from the series. You're not even arguing against its functionality. You're arguing against it because of the simple fact that it's technically a cancel. Huh. Well, you may define it as such, but I see it as a natural, logical translation of the player's intentions onto the screen.
You said that I could argue that Brawl and Melee's ledge mechanics as being equally illogical and silly looking, but you failed to provide a single reason why. In Melee and 64, you had to be right next to the ledge to grab it. You had to be facing it (for the most part), to grab it. Recovery moves would overshoot the ledge, as a result of the force and speed of the actions. This, to me, within the context of the engine and established physics, makes sense. The Brawl auto ledge snap mechanic was designed to make recovering easier for new comers. Every aspect of Brawl's design has pointed to this philosophy. It was not implemented to be intuitive. It was not added to provide depth. It certainly does not improve mobility and increase options. The same philosophy has carried over to the Smash 4 build we've seen. Surely you're not in denial about this as well.
Lets talk about random input buffers as well. A mechanic that was discovered in the Brawl code by modders when making Project M. Explain to me why this is being coded in, other than to reduce player agency and increase random outcomes? Another hidden feature of Brawl that made it feel "off". It's a design statement on par with tripping (which I've excluded from the discussion because it's thankfully been removed).
I'm not even going to get into the atrociously stunted air game that has resulted from this new philosophy, since you've already acknowledged that to be true.
Right, but none of these are arguments, according to you. Just an emotionally charged wall of text. So don't feel inclined to think critically about anything I've written. Shouldn't be too difficult, you've proven to be impressively proficient at it so far.
He's saying the fact that the amount of buffer is random is bad, not buffering itself.You lost me when you said buffering was bad...it's seriously one of the best Brawl mechanics.
Two different points you made here. The first, thats a big maybe. I dont really see many game designers do this tbh but I wont say its an inherently bad thing.You can talk about dashdancing in such a reductive fashion by saying "cancels lol", but clearly, within the context of my post,I was pointing out that pressing right and left repeatedly on the control stick and watching your character reflect this action was good example of the character agency that's been lost.
No real arguments presented here, but Ill add you should reread my initial response to your first post. I didnt say it was a bad thing, I said either way was a design choice. Although I think it could be bad in terms of balance.It doesn't matter how you define it. Putting it under your big umbrella of "cancel" techniques doesn't detract from its value. It's natural feedback that feels right. Not many around here consider dash dancing an advanced technique. It's something anyone could execute, it just isn't often used by low level players because they don't concern themselves with spacing and approach feints.
I'm not sure why I'm explaining this... I actually don't know anyone else who has seriously tried to dismiss dash dancing as a bad mechanic that was rightfully dropped from the series. You're not even arguing against its functionality. You're arguing against it because of the simple fact that it's technically a cancel. Huh. Well, you may define it as such, but I see it as a natural, logical translation of the player's intentions onto the screen.
The ledge doesn't even have to do with intuitive movement so this was a poor argument from the get go, which is why I ignored it. AA had a good response to this, but Ill add there was also hardly anything systematically natural about the way the ledge interacts with the player due to the diverse amount of recoveries.You said that I could argue that Brawl and Melee's ledge mechanics as being equally illogical and silly looking, but you failed to provide a single reason why. In Melee and 64, you had to be right next to the ledge to grab it. You had to be facing it (for the most part), to grab it. Recovery moves would overshoot the ledge, as a result of the force and speed of the actions. This, to me, within the context of the engine and established physics, makes sense. The Brawl auto ledge snap mechanic was designed to make recovering easier for new comers. Every aspect of Brawl's design has pointed to this philosophy. It was not implemented to be intuitive. It was not added to provide depth. It certainly does not improve mobility and increase options. The same philosophy has carried over to the Smash 4 build we've seen. Surely you're not in denial about this as well.
Doubt it was intentional, but it was dumb I agree. Granted no one "felt" until it was discovered and most are still not aware of it.Lets talk about random input buffers as well. A mechanic that was discovered in the Brawl code by modders when making Project M. Explain to me why this is being coded in, other than to reduce player agency and increase random outcomes? Another hidden feature of Brawl that made it feel "off". It's a design statement on par with tripping (which I've excluded from the discussion because it's thankfully been removed).
Uhh, I didn't call it stunted, just another design choice. I think its something I prefer, but also something hard to balance around if some characters fly across the screen and others hardly move. You can see this as a problem in melee.I'm not even going to get into the atrociously stunted air game that has resulted from this new philosophy, since you've already acknowledged that to be true.
Well this time you gave four arguments to your original point as opposed to one so kudos.Right, but none of these are arguments, according to you. Just an emotionally charged wall of text. So don't feel inclined to think critically about anything I've written. Shouldn't be too difficult, you've proven to be impressively proficient at it so far.
Two different points you made here. The first, thats a big maybe. I dont really see many game designers do this tbh but I wont say its an inherently bad thing.
The second point is just outright false. Assuming you imply that the mechanics in this regard attached to Brawl or smash 4 are unnatural, as AA implied youd have to call a ridiculous amount of critical acclaimed games poorly designed. When you move, youre making a commitment. The faster you move, the stronger your commitment. Theres an easy way to press right and left and have tight response, its called walking.
OK now, I'm trying not to be a ****, but have you ever played or watched a game of smashbros? Ledge play has nothing to do with intuitive movement? Sorry.... what? Ledge play is a massively significant and unique part of movement in the series.The ledge doesn't even have to do with intuitive movement so this was a poor argument from the get go, which is why I ignored it. AA had a good response to this, but Ill add there was also hardly anything systematically natural about the way the ledge interacts with the player due to the diverse amount of recoveries.
When this was discovered, myself and many others went "Ohhhh, that's what that is." It was the experience of the game feeling "off". That feeling exchanges didn't play out the way they should have, that your input wasn't entirely responsive in certain instances. This is the clunkiness that I described earlier.Doubt it was intentional, but it was dumb I agree. Granted no one "felt" until it was discovered and most are still not aware of it.
I don't see this as a problem in Melee at all, actually. I call it variety. It's a thing. Some characters, like Captain Falcon, would have incredibly limited viability without air momentum. Peach, on the other hand, controls her space just fine without much air momentum at all. Again though, I was discussing more the feel of the game. Jumping and having your momentum carry over from your land speed felt good, and it felt natural. Jumping into molasses does not.Uhh, I didn't call it stunted, just another design choice. I think its something I prefer, but also something hard to balance around if some characters fly across the screen and others hardly move. You can see this as a problem in melee.
I wasn't making new points (input buffer excluded), I was elaborating on the points that you didn't seem to comprehend.Well this time you gave four arguments to your original point as opposed to one so kudos.
I think it was input delay that was discovered by the PMBR, but I'm not entirely sure. Buffer was already known about.Is there actually a random buffer? I was under the impression that the input buffer in Brawl is a static 10 frames, allowing you to input a command before the previous one has finished. That's what a "buffer" means. A waitlist, so to speak. Now, if there were a random input delay, that would be entirely different and really stupid. The 10-frame buffer in Brawl makes cancels easier to pull off when they're there, and makes it easier to attack directly out of a roll or spotdodge.
it has it's moments, where, say... you are trying to use a jab combo (mash A) very close to the edge, you opponent shields and thsi makes you slide off the edge.You lost me when you said buffering was bad...it's seriously one of the best Brawl mechanics.
Are they?Yeah, I see your point with the throws. But the problem is, shields look to be exactly that strong at the moment.
Maybe there should be more anti-shield attacks. Marth's Shield Breaker does seem to be designed to do exactly that if the PotD is any indication, but the drop speed is too fast for even that to work effectively... Huh...
This isn't an argument unfortunately, it's a concession. If you can pull any mechanics and arbitrarily decide "its intuitive movement specific to smash", I can do the same thing for every single mechanic in any smash game. Needless to say, this is entirely subjective and terrible logical reasoning.I stated pretty plainly that this player agency is specific to Smash. It's a quality that people fell in love with it for, and that made it such a compelling competitive fighter. Other "critically acclaimed games" aren't relevant at all. Your losing track of my argument entirely, and perhaps your own.
Its not ledge play its ledge mechanics. And the key word is intuitive, which for some reason you included at first then removed. If it worked like a platform then itd be intuitive, but really any of these assessments are going to be subjective to some degree.OK now, I'm trying not to be a ****, but have you ever played or watched a game of smashbros? Ledge play has nothing to do with intuitive movement? Sorry.... what? Ledge play is a massively significant and unique part of movement in the series.
Cool story, but none of the top level players seem to complain or are very aware of it. Guess youre special.When this was discovered, myself and many others went "Ohhhh, that's what that is." It was the experience of the game feeling "off". That feeling exchanges didn't play out the way they should have, that your input wasn't entirely responsive in certain instances. This is the clunkiness that I described earlier.
Using your reasoning, I can just say its fine due to player agency specific to smash, lol.I don't see this as a problem in Melee at all, actually. I call it variety. It's a thing. Some characters, like Captain Falcon, would have incredibly limited viability without air momentum. Peach, on the other hand, controls her space just fine without much air momentum at all. Again though, I was discussing more the feel of the game. Jumping and having your momentum carry over from your land speed felt good, and it felt natural. Jumping into molasses does not.
I didnt say points I said arguments. You actually provided none once again, since the first quote was an implicit admission to that your argument is anchored in subjectivity. There wasnt any point responding to the rest but out of courtesy I did anyways.I wasn't making new points (input buffer excluded), I was elaborating on the points that you didn't seem to comprehend.
Worse, mi amigo. Brawl was a "betrayal" to some, and the damage is still lasting. If Nintendo actually came out and patched out a technique, no matter how easy/hard it was to do? The ramifications of such an act would be...immense.You mean like the one that already happened and he casually ignored with Brawl? The one that still hasn't ended and probably won't any time soon?
blah blah subjective subjective blah blah
Now that just seems unfair. I didn't register until a bit after Smash 4's announcement, but before that I had been keeping up with the scene and playing Smash for a long time. You can't really attribute someone's registration date to being a new player. Not all veterans to the series dislike the direction Smash 4 is going either, in fact a good deal of them are looking to test out the finished build before passing judgement.Most of the defenders of the new iterations are relatively new players (you joined in 2011, for instance).
http://en.wikipedia.org/wiki/AgeismMost of the defenders of the new iterations are relatively new players (you joined in 2011, for instance).
What does the registration date of members have anything to do with their experience of Smash?You toss around the term "subjective" like it's some kind of debate trump card. You sound like every other forum warrior who took a class in critical thinking. It's alright for some issues to be subjective. You might have even noticed that my first post was expressing MY feelings on the direction of the series. So yes... that is subjective. Congratulations. However, you may have also noticed that a lot of people agreed with me. The changes made to the mechanics of the games that have lead to the disappointment of veteran fans like myself are tangible and observable. No amount of misrepresentation on your end can convince us otherwise. Most of the defenders of the new iterations are relatively new players (you joined in 2011, for instance). The fact that there are very few veteran players who support the direction of the series speaks volumes. So you can go on and tell me that it's a matter of preference, and it's all subjective, but mark my words: if the game's demo build is any indication, 5 years from now we'll be watching Melee at EVO, not Smash 4. I find that as disappointing as anyone.
I'm done here. We're boring everyone on this board to tears. Good night and good luck.