SymphonicSage12
Smash Master
- Joined
- Feb 6, 2009
- Messages
- 3,299
After reading all the fuss in the last day of posts or so, I would be fine with adding Melee's system (or a variation thereof), where the damage stales but the KB doesn't.
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That is part of it. Another part is to not reward spamming (like projectiles which are easy to do) and another reason is to make the game slightly more challenging to pull off combos which this game really needs. Why do I have a feeling that you are about to tell me I'm wrong?So let me get this straight Kupo.
A very small, almost nonexistent damage staling system will add diversity by messing with damage output in very small amounts, and thus lead to the possibility of different combos and more inventive gameplay?
I just want to be sure before I say anything else. I wish to know, in layman's terms, why you want the damage stale system.
You just made a rebuttal for me. Reducing kb can actually create more interesting combos. Don't forget that a combo isn't just moves linked during hitstun but it also includes strings as well which are more challenging to pull off which lead to another two hit combo. So if you have a slightly staled move, it may not tumble at 0% like your used too. That is another thing that makes combos so much easier. Did you know that a lot of moves send into the tumble much earlier than they did in melee? Part of it is the setting of your hitstun (because that also controls when moves send to tumble) and a little bit is also no SMS. The knee doesn't tumble in melee when hit at 0% like it does in Brawl+. IIRC, the knee doesn't tumble until hit at 10% unless of course its a little staled then the percent would be off by a few percents.Secondly, reducing KB does not make combos more interesting, because a move with low KB is EASIER to combo off of, and you could just create big chains of the same move, then finish off with a "fresh" one.
Nice. A non programmer telling all the fighting game development teams that they are wrong and don't know what they are doing. Thanks for that!stale moves has never been good. It's just a handicap for the guy who hits the most.
You're in luck because I actually have developed system designed to reward players. Its called "damage," "knockback," and "hitstun."If you want to design a system that can actually reward players instead of stealing damage output be my guest. But stale moves is no "Super Meter" it's the exact opposite.
Sure, shanus. If that is your reasoning behind adding SMN to the game, then add SMN. Then this debate will be done.Because to make the melee system it would have to be knockback compensated? So yes, subsequent actions in a string would be effected, but it wouldn't change my marginal use of a move which is the effect I *thought* we were aiming to instate with SMN.
Well, with the revamp of your brand new ledge system, any move that was even a pixel away from KOing will at least set up for a edge guard and now that you have the ability edge guard legitimately, matches should be lasting much longer. And if that isn't enough, maybe consider increasing growth kb to select kill moves. In comparison to melee, mos moves are much weaker and don't get strong enough, fast enough.Stale moves just makes the game take longer. 4-stock Brawl+ matches already take way too long as is. Leave it alone.
Of course not. There was no need. Knockback didn't stale. Yes, the damage is calculated using the opponent's final % number; but the KBG was the same, and that's by far the most important detail. There was no difference between doing a 15% move at 90%, and doing the same move now staled to 13% at 92%. Same end result. Reliable.Kupo said:I never ever, ever, not once kept track of my "state" when I play melee. Ever.
Again, no need to. Combos don't work at precise %'s. They work on % ranges. I don't need to have my opponent at precisely 27% to hit him with a combo that works from, say, 27% to 56%. I don't even have to know the precise start and end %'s. A ballpark is enough, as more often than not the enemy's % won't end up close enough to the start and end %'s to worry about it.Kupo said:You can not focus your game on getting your opponent to 73% every stock in order to attempt this combo you want to do.
How's that? Not a single fighting game screws around with the reliability of combos. Different games implement all sorts of penalties to prevent long combos from being too strong, but they never arbitrarily mix up which moves will combo. I can't think of any fighter that does that besides Smash. For that matter, I can't think of any fighter that reduces a specific move's properties if it's spammed. They don't care. They simply gimp subsequent combo hits, no matter what those hits are.Kupo said:The point is, there is nothing wrong with not knowing what will happen because if you are skilled enough, when the combo opens up that you weren't expecting, you will be able to recognize it and perform it
Again, Melee's stale move system was practically pointless. There was no need to adapt; it didn't change the combos. It just moved the ranges at which a combo would work (or a move would kill) marginally. If a combo worked from 20 to 40, a 2% (arbitrary number here) reduction in the move's damage shifted the combo range from 22 to 42%I don't believe for a minute that you can say that it is impossible to be able to adapt to new situations if a stale system is in place when there was one in melee and players could adapt to new situations in an inherently much faster, thinking on your feet game.
It did not. I apologize for this one. I didn't think it through properly. I figured I'd wait for you to post rather than edit the previous post for the billionth time.Did the stale system ruin staple combos in melee? What is your basis on claiming that a proper stale moves system will ruin staple combos?
I have no idea why that is; probably to cut newbs some slack, since they won't have the technical skill to make use of the mechanisms the game has to work around spamming. Still, that's comparing apples to oranges. Or perhaps they were taking into consideration that Smash isn't strictly a 1vs1 game, and you can get away with spamming in Teams or Free For Alls. But projectiles seldom participate in combos, and practically never combo into themselves. Whatever sort of Stale Moves was applied to projectiles in Melee is totally irrelevant as to what that same Stale Moves implementation would do to combos.Kupo said:Well, if you look at melee, it has the defense mechanics in place to combat projectile spam already, yet it also has a more powerful stale system for the projectiles as well. Do you have any explanation as to why that is? Did it made the game terrible for having it and if so, why?
Not I. I'm pretty sure everyone in here agreed that Brawl's system is total garbage, and we're basically only debating whether to add Melee's system or something similar. But moves doing less damage = longer stocks, even though it may be barely noticeable. But like you said, hopefully the problem of Brawl+ matches taking too long will be solved in other ways.Why do I get the feeling that you are still thinking of Vbrawl's SMN?
Yeah, because every single player I know lands enough Falcon Punch's in a match, let alone in a row to actually stale it.Would that be all specials or just the projectiles?
Falcon Punch staling? Blasphemy!
Nice. A non programmer telling all the fighting game development teams that they are wrong and don't know what they are doing. Thanks for that!
If the difference is so insignificant that it is virtually impossible to notice a difference in your performance because of it then why even bother with it?Why would it matter to implement it if it wouldn't make enough of a difference to be noticeable (this IS what we're going for, right?)?
This is my point.If the difference is so insignificant that it is virtually impossible to notice a difference in your performance because of it then why even bother with it?
What issue does it solve if you can't even notice its existence while playing?
Let's face it, Melee's stale move system served no purpose whatsoever, and nobody varied their combos because of it. Brawl's stale move system actually set out to make a noticeable change in gameplay, but it failed miserably. Melee's served no purpose. Any where in between is trying to fix something that really isn't problematic.
Selective staling actually does sound like a good idea in some cases. Like on falcon punch. :VStaling on smash attacks only? Not melee staling, but the way vbrawl does it. If your smash attacks are all stale when the killing percentage comes around, you've done something wrong.
If your smashes are used as damage rackers then 90% of the time, they aren't kill moves anyway. Would also make DI more important around this time.
There should be a new official set soon. At least thats the story out of the WBR.Hi, a little question
How much time It will take to release a final Brawl+ version??
A few months ago I tought that we were close to have it, but now I don't
Regards :D
But that doesn't mean that we should avoid putting in good mechanics from Melee. I mean, Brawl's physics engine is too different from Melee's to ever become a Melee 2.0. Brawl+ also goes by the idea of easy to pick up, hard to master (though the hard to master part needs a little work). Melee was both hard to pick up and hard to master. These suggestions are more to improve Brawl+ than to emulate Melee.Funny thing is... people say this game isn't Melee 2.0 but everything is still referring to Melee for changes. Some people say to have this because Melee had it. I though this was Brawl+, a different game on its own not Melee 2.0.
Except that Melee is a better game than Brawl and Brawl+ and viewed by many as the pinnacle of the Smash series. If Melee did something well, and it would make Brawl+ a better game to add it then wouldn't it be ******** not to just because it's "too much like Melee"?Funny thing is... people say this game isn't Melee 2.0 but everything is still referring to Melee for changes. Some people say to have this because Melee had it. I though this was Brawl+, a different game on its own not Melee 2.0.
There should be a new official set soon. At least thats the story out of the WBR.
Damage staling wasn't even a good mechanic from Melee though, it was something most people knew about but didn't actually change their playstyle to fit. Usually even if your best strategy does slightly less damage after the first time your still going to do it since it's your best strategy.But that doesn't mean that we should avoid putting in good mechanics from Melee. I mean, Brawl's physics engine is too different from Melee's to ever become a Melee 2.0. Brawl+ also goes by the idea of easy to pick up, hard to master (though the hard to master part needs a little work). Melee was both hard to pick up and hard to master. These suggestions are more to improve Brawl+ than to emulate Melee.
Melee is very precise and things down to the frame matters much more. The assumption was if you hit someone at 90% with a fresh move, it would act a little different then if it was stalled at 90%. Not that a fresh move at 90% would yield the same result as a stale move at 93%. I could just as easily come up with the exact same scenario for Vbrawl's garbage SMN.Of course not. There was no need. Knockback didn't stale. Yes, the damage is calculated using the opponent's final % number; but the KBG was the same, and that's by far the most important detail. There was no difference between doing a 15% move at 90%, and doing the same move now staled to 13% at 92%. Same end result. Reliable.
You say that other fighting games have all sorts of penalties to prevent long combos from being too strong, well, how is Melee's SMN any different than that but tailored to work for its game? Smash combos are nothing like Traditional Fighting combos. You can't do the long inescapable combos like them (excluding waveshines ect) so it wouldn't make any sense to have that sort of system in smash. You seem to accept this form of Stale moves in traditional fighters, why don't you accept that maybe this is so that your smaller staple combos are not too strong just like the other games?How's that? Not a single fighting game screws around with the reliability of combos. Different games implement all sorts of penalties to prevent long combos from being too strong, but they never arbitrarily mix up which moves will combo. I can't think of any fighter that does that besides Smash. For that matter, I can't think of any fighter that reduces a specific move's properties if it's spammed. They don't care. They simply gimp subsequent combo hits, no matter what those hits are.
What is your basis that it was pointless? As it stands, you just stated an opinion.Again, Melee's stale move system was practically pointless. There was no need to adapt; it didn't change the combos. It just moved the ranges at which a combo would work (or a move would kill) marginally. If a combo worked from 20 to 40, a 2% (arbitrary number here) reduction in the move's damage shifted the combo range from 22 to 42%
Remember, combos are not just what happens during hitstun, but they are also made up of strings. If you have a stale move, the knockback will be less than without SMN therefore you will can close the gap and pressure in the air better because they are closer. So you are correct in how it can effect staple combos, but it can also help with zoning a little better for strings which are also "combos."However, I return that inquiry with the other side of that coin - how does Stale Moves introduce new combos? In nerfing a move's knockback, all you're doing is enabling the player to use a combo starter that only works at a lower %, at a higher %'s. The follow up will be the same; it's not like the move's trajectory has been changed or anything.
I can't answer this because it all depends on what is deemed a specific flaw and why its labeled as suchMore importantly, how is applying a universal mechanic a good way to address specific flaws? I think this is the key issue here. It's not like applying Stale Moves is the only way to increase combo diversity.
I don't see how stale damage will screw up and imbalance the entire game. Staple combos will still work and strings will get a little bit of help. I consider SMN just one of several ways to diversify the combo game along side of the other things you mentioned like gravity ect..Rather than attacking the root causes that make Brawl+'s combos not as varied as Melee's - gravity, the stun constant, and the characters' moves themselves, you're proposing screwing around with the way ALL combos work in the hopes that this blanket change will trigger new combo possibilities and no unbalances. But something will break, I think we all know that. You don't expect to implement a change that permeates every move every character has and expect nothing to break somewhere.
Not my fault that the WBR decided to spend a bunch of time doing extensive character balancing before all the game mechanics were in place.That's extra rebalancing work just to fix moves that weren't broken.
Really? I can think of loads of projectiles that participate in combos, in both true combos and to help zoning for strings (you know, the other form of comboing you apparently keep forgetting about!)But projectiles seldom participate in combos, and practically never combo into themselves. Whatever sort of Stale Moves was applied to projectiles in Melee is totally irrelevant as to what that same Stale Moves implementation would do to combos.
Well, Yoshi's eggs do knockback and can combo into kill moves whereas Fox's can't. I feel that projectiles are pretty balanced for the most part due to how they are used. Fox's lasers don't set up for kill moves and can't kill by themselves but its easy damage. Yoshi's eggs can set up for other moves and gimp offstage as well. You wouldn't want easy damage (lasers) not to stale out just like you don't want gimping and comboing projectiles (eggs) to not stale out as well. (lulz 64 eggs)Not all projectiles are equal, and not all characters use them for the same purposes. Yoshi's Egg Toss is nowhere near as easy to use as, say, Fox's Lasers. Why should the Eggs be penalized the same, then?
Subtle, not unnoticeable. The point I was trying to make when I said unnoticeable was that the stale system wouldn't be as noticeable as Vbrawl's where it would get in the way. I see people are taking it too far.Why would it matter to implement it if it wouldn't make enough of a difference to be noticeable (this IS what we're going for, right?)?
What proof do you have that allows you to just say "Melee's stale system was pointless?" 64 was no doubt made for competition (or else it wouldn't be competitive) and it had a stale move system. Melee is also very competitive and improved a lot if not all of 64's competitive mechanics so there must have been a purpose into introducing the mechanic to the original, competitive game and I fail to believe how the SMN would be the only mechanic not set out to be an improvement over the original. It also can't be pointless if so many users in the community are saying that they want and/or are fine with Melee's damage only stale system.Let's face it, Melee's stale move system served no purpose whatsoever, and nobody varied their combos because of it. Brawl's stale move system actually set out to make a noticeable change in gameplay, but it failed miserably. Melee's served no purpose. Any where in between is trying to fix something that really isn't problematic.
+1 cookie to you sirnightlies more like monthlies
lol im so clever
If the difference is so insignificant that it is virtually impossible to notice a difference in your performance because of it then why even bother with it?
What issue does it solve if you can't even notice its existence while playing?
Let's face it, Melee's stale move system served no purpose whatsoever, and nobody varied their combos because of it. Brawl's stale move system actually set out to make a noticeable change in gameplay, but it failed miserably. Melee's served no purpose. Any where in between is trying to fix something that really isn't problematic.
this! lolFunny thing is... people say this game isn't Melee 2.0 but everything is still referring to Melee for changes. Some people say to have this because Melee had it. I though this was Brawl+, a different game on its own not Melee 2.0.
i think you've missed my earlier point slightly, with a character like Ganondorf who really only has a few options, this stale stale system will inevitably serve to nerf him (and others, like Ike, Bowser, ect) while leaving characters like falco, fox and marth relatively unscathed, my reasoning here is that in any given combo or string, ganon absolutely MUST use one of only a few moves, most others are simply un-viable, where as someone like fox (my other main) has a plethora of other moves to mix his combo's up with. i urge you to take this into consideration, and not simply assume that such a broad change wont effect the game's basic balance.I don't see how stale damage will screw up and imbalance the entire game. Staple combos will still work and strings will get a little bit of help. I consider SMN just one of several ways to diversify the combo game along side of the other things you mentioned like gravity ect..
/agree... especially on that lat part. Fludd sucks.Do you know why the stale moves system is flawed? Because lower KB or damage is not always a bad thing. It can be a good thing, as the move can combo better. And what? Stale moves is supposed to punish a player for using a move repeatedly, but it's not really punishing them...
About the Lucario/Snake/GW/Sonic up B thing, can we change that so their upB is refreshed if they enter the flinch state, but not when they are hit?
I just like to think that Brawl+ is what vBrawl SHOULD have been. A new and different game than Melee, but it takes the things in Melee and 64 that were great and applies them to all the new content. Also the potential for balance is amazing compared to other fighters that don't get constantly updated.And I forgot about Diddy's side B... and probably ZSS's downB? I'm not sure about ZSS.
Also Brawl+ is Melee 2.0. Admit it, people. But this "Melee 2.0" doesn't mean it's an exact replica of Melee physics... but rather, what we think as a true sequel to Melee.