@RPG: Your last post made a lot more sense to me than the previous ones. The whole tech-skill argument distracted me... a lot.
The visual cue for entering the tumble state would actually be really useful for testing. Right now though, I see no problem with people learning tumble duration by trial and error / being a math ninja. If we are going to try and implement this, I'd want it to be as subtle as possible. I don't need it, nobody really needs it, so I'd want it to be as unobtrusive as possible.
How exactly would that balance be found? What would the cue be? Its important to note that bkb induced hitstun does not have any distinctive visual cue (at least this is what my testing has indicated).
Well, I don't know the most about the capabilities of the hacking tools we have, but I believe we have two options. We either A, could make it a character tint thing. Make them flash white or something really quick, Or B, add some sort of extra graphic like the shockwaves you see when you get hit. Of course we wouldn't want it to be a hit graphic, that would be confusing so it would have to be something else that we rarely see.
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Even if we don't end up adding a visual cue for tumble, I still have to say I don't like the tendency for people to treat Smash almost like an exclusionary religion. "There are dark secrets of smash that only the inner circle knows about. To learn these secrets you must be taught by a member of the inner circle. Also you must sacrifice a goat and perform a karaoke rendition of Boom Boom Pow by the Black Eyed peas."
Why? What is the damage in providing players the tools they need to get better. Yes, there will never be a substitute to training. You are right Bandit, that is what is going to make people get better. Training. Getting their ***** out there and getting RL game experience. Just like anything else practice makes perfect. I am not arguing about making Brawl+ become a game that you don't need to practice to get better at. I am arguing for Brawl+ to succeed where other smashes have failed by telling players what they can do in the first place!
What other game withholds information from you when you start playing it other than like Mao or Warioware? What is the harm in simply helping players know what they want to do. Like I said before, I can see the "the graphical cue can be a distraction" argument for a visual cue showing tumble, but once again ... what is the harm in testing? We can take it out if it sucks! More to the point, the fact that people are arguing against a manual that tells players the simple mechanics of the game is .. well it is unfathomable to me. What possible harm could THIS do!?! In fact, what does this do at all other than tell people how to play!?!
Someone made an argument a while back that anyone playing Brawl+ will already be at a level at which they don't need a manual. This simply isn't true. brawl+ is spreading like a virus guys. It's VERY successful. It's showing up at conventions and tournaments and meetups everywhere. This means that, inevitably, people who aren't at pro level will start picking it up. Like Veril said, this stuff is easy to pick up, as long as they have some help. So lets say we do test the visual cue and it ends up not being what we wanted, fair enough, we don't include it, but why no manual? That is the help! That is the plain English help that new players would need! Hell it would even be useful to pro players that are switching over to B+. It would be a quick one stop resource for any mechanics changes!
Whether you guys like it or not, casual players will play your game. Does this mean we have to pander to them? No! Does this mean we should at least make the game accessible to them? Yes! You guys are fixing Nintendo's mistakes even on the casual level, even if you don't mean to. I know tons of people who play on banned levels, with items, on time *shudder* who prefer Brawl+ because it just controls better. Now, we have all accepted that this game is NOT being made for that type of player, but do we really want to close the door to allowing them to try and become a serious pro player? Do you really expect someone who uses items and plays on big blue to just head out to a tournament and start playing people who could hose them in 3 seconds without having any idea about how pro-play works? Hell, I hate to be this way, but do you actually expect every casual player to have a pro-player friend that can explain the game to them? It just isn't true.
Once again I say we test the visual cue and take it out if it blows or does nothing, which I admit is a possibility. We won't know, however, until we try. Other than that, what, seriously, is the purpose of shouting "NO, NO VISUAL CUE, NO MANUAL!" Especially no manual? That's not even an in-game feature! How could that possibly detract from anyone's gameplay experience? It seems like people are pushing against things that could possibly be helpful to new players for the sole reason of being exclusionary.
I originally brought up the idea of a manual as a compromise to people who thought that NADT was counter-intuitive, and the people who thought that visual cues would be distracting. I said that if we had a manual that simply told people how the game mechanics worked, then they could practice those mechanics themselves without having to rely on visual cues OR through being taught by someone who has already mastered them. Not to mention that having a manual that succeeds where the official Brawl manual fails goes a long way toward making this project look more professional. I still fail to see how a manual, of all things, somehow hurts the pro Brawl+ community in any way, or why there is such a push against it. However, if a manual, something that exists wholly outside of the game, is still not a possible compromise ... hell I don't know what is!