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Blind Percent (potential issue)

Zjiin

Smash Master
Joined
Feb 15, 2006
Messages
4,005
Location
Brazil, SouThSidE!
I apologize to the casual players who read this, because this won't so much apply to them.

Some of you may or may not have already noticed with all the new in game footage and Dojo updates, the way damage is added up on the avatars on the bottom. Instead of going up instantly, a "amount of damage given" pops up over the % in red lettering for about a second. As few as there were, the demos showed combos happening where it starts to completely overwrite the % for quite a while.

Now with competitive play, i have always taken into account what my opponent's % were i account that into how light they were and how much they could DI so i could setup for combos i knew would land.

My question is that do you think that this few seconds of "blind percent" will affect the way game play works? Or am i just being paranoid and the second per hit won't be noticeable? Very small details became critical at the end of Melee so i assume everything is important to be aware of.

Lemme know what you think.
 

ihavespaceblondes

Smash Master
Joined
Nov 29, 2005
Messages
4,229
Location
Memphis, TN
..I don't really get what you mean. The percentage flashes red, but it changes into its new number just as fast as it does in Melee in all the vids I've watched, which is all of them.
 

Zjiin

Smash Master
Joined
Feb 15, 2006
Messages
4,005
Location
Brazil, SouThSidE!
..I don't really get what you mean. The percentage flashes red, but it changes into its new number just as fast as it does in Melee in all the vids I've watched, which is all of them.
yeah.. what are you talking about XD...
In Melee, there was no damage percent that popped up. If you wanted to know how much damage a moves does, you'd have to know what the damage was before the move and then do some basic math. In brawl, damage actually pops up, covering the percent that is total. (As seen in the dojo movie http://www.smashbros.com/en_us/info/info02.html)

Now, so far, only a few cases in that movie really blind you from that the person's damage is for a short time, but imagine when serious combos start developing and consistent hitting goes for longer than what we've seen?

An example would be drill shining infinites, or wobbling. If the system in brawl was implemented in melee, the person would have to guess when the damage is high enough to finish them off. (that or just do it for a guaranteed long time) This looks like it could be a potentially good combo game, and if so, i feel that the "inflicting damage" overriding "overall damage" could be an issue.
 

Zjiin

Smash Master
Joined
Feb 15, 2006
Messages
4,005
Location
Brazil, SouThSidE!
I really can't see any "actual damage" numbers getting in the way. It just flashes and changes into the new damage number.
you know, you're right. It's not actual damage. It was just looking at videos where the damage was just still low, so it looked like the damage given. I guess the real issue here would be if the distorted %'s would affect gameplay in fast, long combos.
 

GaryCXJk

Smash Lord
Joined
Jun 2, 2006
Messages
1,809
I've been using the Conference movie player I've created to see the movie frame by frame, and there's no damage indicator over the normal percentage.
 

Zjiin

Smash Master
Joined
Feb 15, 2006
Messages
4,005
Location
Brazil, SouThSidE!
I've been using the Conference movie player I've created to see the movie frame by frame, and there's no damage indicator over the normal percentage.
Yeah, already been cleared up that the blurred red numbers are not the damage given but still the actual damage. Hopefully when more advanced players try the demo (along with testing out WD) they will perform small combos that will confirm/de-confirm the animation for the percents to be distracting or not.)
 
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