And changing hitstun, landing lag, fall speed, jump height, edge mechanics, buffer frames, dash speed, etc. are not major modifications to the game?
Someone needs to do some critical reevaluation of what constitutes a 'major' change. Nothing I ever suggested is any more extreme than anything else we've already done.
I've suggested some pretty unorthodox things, because it is my goal for this game to wind up being as much of a departure from Melee as Melee was from 64. A logical progression, if you will, had it been the 3rd game in the series. I don't expect most of my ideas to be taken seriously; I'm just throwing **** at the wall in the hopes that some of it might stick.
When the original works as well as it does, there's no reason to alter it significantly. We're restoring core values.
All of the things you mentioned are major restorations, not major changes. We're working with what we know, because that means we know what we're after, we know how it needs to be implemented, and we know how it should work. We're not creating anything new, so nothing here goes beyond things we already have experience with.
Creating things is something we won't touch because we want Brawl+ to be accepted by the community, we want people to play it, we want a scene. Vast departures and new creations that never even existed before will achieve the exact opposite result.
If you want to create an SSB 4, I'd recommend you get a USB Gecko and take some time to learn to code, because then you can make whatever game you want, but it'll be your game.
We want this to be the community's game. And the community wants competitive Brawl. It's just that simple.
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The buffer acts like pws Im pretty sure but Im afraid near perfect shielding is back though but im not sure
1) When was the NPS gone?
And really, stop worrying about NPS'ing. Mookie and I have both already detailed how it's not really a problem since it's impossible to do purposely and thus can only happen by accident, at which point the one who shielded would be too surprised to actually make use of it.
Have you ever actually encountered a useful NPS in an actual game? I haven't. The PS is easier to time and has more benefits. No one will really bother to NPS, and they'll rarely succeed when they do try.
When I discovered, I just came here to document it. I didn't mean to make it sound like it was a problem, because it's really not. I just wanted everyone to be aware of it so that shieldstun testing results would be accurate for everyone.
I think the fact that you're not even sure if it's "back" or not speaks to how unreliable and hard it is, heh.
2) Does the new buffer code allow instant aerials at 0 buffer? Someone must have tested that out by now, no?
EDIT: Looks like the answer there is no. Ah well.
3) Totally thrilled about the new hitlag. Going to go test that baby out in a bit.
omg guys I checked my buffer code and it was set to 1 wtf although I am positive I haven't been playing with it...T_T
You just don't want to admit the fact that you were playing with 1 buffer the whole time and were enjoying yourself!!
Come on, kupo! Out with it! You loved it and can't live without instant aerials! I'll bet you didn't even get a crouch after a FF even though you were at 1 buffer, and that's why you thought you were at 0! You've seen that 1 is awesome and 0 is unnecessary! You, kupo, have converted. Say it, say it! :flame: