Who do you think is asking for it?And making Smash Balls into a meter changes all of that all of a sudden=???
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Who do you think is asking for it?And making Smash Balls into a meter changes all of that all of a sudden=???
Players who like traditional fighting games with meters. It's not like Smash can't appeal to them. It's not some taboo thing.Who do you think is asking for it?
Oh, and here I thought you were serious in your standpoint. Please don't talk in hypothetical if you have no statistics with which to back them up.It's not like Smash Bros. doesn't appeal to traditional fighting game fans. If it didn't, sales would be down noticeably for past smash games.
You were no older than 9 when Smash64 was released. I very seriously doubt you were exploring the new metagame of SFIII:3S when SSB caught your attention. Call me skeptical if you so please, but I do not believe someone who was not a part of the tfg scene when Smash entered the game has the right to speak on the behalf of it.Giving us old school fighting game fans/competitive players an option...
All I need to do is point to the (active) membership count of Smash Boards. Many/most posters are competitive smash bros. players to one degree or another. That doesn't mean they enter tournaments, but rather, they play with the conscious goal and intent of winning.Oh, and here I thought you were serious in your standpoint. Please don't talk in hypothetical if you have no statistics with which to back them up.
I owned Street Fighter II, and I had down all of the advanced attacks by age 6. I went to arcades about once every week to 3 weeks from ages 5-9 to face people at it, as well as play other games I wasn't nearly as good as. I played "with the conscious goal and intent of winning" (which is my definition of playing competitively btw), but I didn't enter tournaments or any of that super technical jazz. I just enjoyed playing the game with advanced tricks and I wanted to win every match, although I had fun win, lose, or draw.You were no older than 9 when Smash64 was released. I very seriously doubt you were exploring the new metagame of SFIII:3S when SSB caught your attention. Call me skeptical if you so please, but I do not believe someone who was not a part of the tfg scene when Smash entered the game has the right to speak on the behalf of it.
I stopped eating most sweets years ago. I haven't had Twinkies in probably almost a decade. And even when I ate sweets when I was younger, I didn't even like Twinkies.Don't take any of this personally; we just seem to have completely opposite points of view on everything ever- I bet you even like Twinkies.
People ask for the meter only because "it will make them more balanced/competitive ect." The meter is pushed not because it advances the game but so Smash can somehow be more competitive. The Small Ball does it's job and fits into the context of Smash well. Meters don't change the dynamic of the game and cause a lot of problems (like weakening final smashes). I might go more into this later.Players who like traditional fighting games with meters. It's not like Smash can't appeal to them. It's not some taboo thing.
Giving us old school fighting game fans/competitive players an option for a meter doesn't suddenly change the smash bros., and take away from the "casual," "party game," and "average fan" experience. In fact, it probably enriches it. I'm sure many such fans would be interested in an option for a Final Smash Meter, and would probably like to use it.
Besides, we're paying customers, too. It's not like Smash Bros. doesn't appeal to traditional fighting game fans. If it didn't, sales would be down noticeably for past smash games.
Oh, and here I thought you were serious in your standpoint. Please don't talk in hypothetical if you have no statistics with which to back them up.
I didn't talk about competitive smash players, and neither did you until now.All I need to do is point to the (active) membership count of Smash Boards. Many/most posters are competitive smash bros. players to one degree or another. That doesn't mean they enter tournaments, but rather, they play with the conscious goal and intent of winning.
The point of contention here is the bolded one.Besides, we're paying customers, too. It's not like Smash Bros. doesn't appeal to traditional fighting game fans. If it didn't, sales would be down noticeably for past smash games.
This doesn't really help out his view point either. I could just as easily say if it wasn't for fans of Forza, Mario Kart would not sell nearly as well as it did.
I look at the feasibility of things. Or better yet, is this actually going to make the greater whole of players happy. Trying to force depth doesn't work well.How does a meter not change the dynamics of the game? I swear, aside from strategy games, you only look at the surface of things and not the depth/possibilities of things.
I'd like it as an incentive for succeeding (on offense) and to finish off opponents like a BAMF with a super kill move. I'm not a hardcore Mortal Kombat 2 fan (I love the game, though), but that incentive is why I prefer to save up my super moves for the final kill. Even without the blood, gore, and awesome graphics, finishing with a super move is just SO MUCH FUN! Having a meter would basically ensure that I would be able to do that. I don't care about balance in this case! I want more fun in smash bros, and this adds more fun.People ask for the meter only because "it will make them more balanced/competitive ect."
Because clearly everyone who plays every traditional fighting game plays them competitively, or cares about how advanced the game is...The meter is pushed not because it advances the game but so Smash can somehow be more competitive.
"The context of Smash" is whatever the developers and Nintendo decides it is.The Small Ball does it's job and fits into the context of Smash well.
So having a meter weakens the final smash=??? Wouldn't, by that logic, the final smash weaken other items=??? Also, again, it would be an option (like an item), not required.Meters don't change the dynamic of the game and cause a lot of problems (like weakening final smashes). I might go more into this later.
Almost all of those other games sold that well either because they came pre-packed with Wii consoles, had a brand new peripheral (almost always that was sold with it), or both.[COLLAPSE="Click here for a large image"][/COLLAPSE]
That was poorly worded. I agree there. What I should have said was, "it's not like Smash Bros. doesn't appeal to some traditional fighting (and platform) game fans."The point of contention here is the bolded one.
I'm not making that claim. I'm making the claim that without the support of (current) active and vocal smash fans, those fans will disappear. If these 2 forthcoming Smash games are as boring as casual, this group of smash fans (which has casual, competitive, etc smash players) won't dub the series as one with one weak title. They will dub it as a series that is creatively dead (mods aside), with nothing left to add but more stuff. Basically, what actual Star Wars fans dub that garbage prequel trilogy (except not nearly as bad).John, my biggest problem with your argument is that you have no backup to your claim of "It wouldn't sell as well as it did without tfg supporters."
I can see that. But it's still would be a matter of opinion. I would say I find a Smash Ball more fun. It adds a new dynamic and when it comes out, a chase begins. it's also why it fits in Smash's context because we did this for Pokeballs as well. Not saying what you like is wrong. But we would look at everyone. That is a big question.I'd like it as an incentive for succeeding (on offense) and to finish off opponents like a BAMF with a super kill move. I'm not a hardcore Mortal Kombat 2 fan (I love the game, though), but that incentive is why I prefer to save up my super moves for the final kill. Even without the blood, gore, and awesome graphics, finishing with a super move is just SO MUCH FUN! Having a meter would basically ensure that I would be able to do that. I don't care about balance in this case! I want more fun in smash bros, and this adds more fun.
By being a meter, the final smash would have to be weaken in order to work.So having a meter weakens the final smash=??? Wouldn't, by that logic, the final smash weaken other items=??? Also, again, it would be an option (like an item), not required.
Magolor created a barrier that only Super Abilities can penetrate. That barrier had its own health system, where it'll lose one health bar for each time it's damaged.Some Final Smashes would have to be tweaked then, since some of them would not be effective due to bosses using HP instead of damage percentages like playable characters.
Implying that any of the other players indeed tried to work for it.Smash Ball should stay, but ditch that mercy rule that if a player is terribly losing he/she gets an automatic Final Smash, it's not fair at all, let them work for that smash ball like the rest of us
Final Smashes are already horrifically unbalanced. Some of them (ROB's continuous laser beam) are easily weak enough to be meter attacks, while other (Landmaster) result in far too many kills to even be considered. Having them be meter attacks might give them an incentive to balance them.By being a meter, the final smash would have to be weaken in order to work.
The Smash Ball only appears at a set time and only one appears. No one else can have a final smash but the player who has it. Thus, it can be really powerful. It can do this because it is controlled. It only appears once for one persons at a set time. With a bar, the bar fills up based on what the player is doing. So there is no stable system. There is no definite state. But you can't have Fox call a landmaster after filling it up. It can happen at any point and time and is not controlled. It is also given to the player as long as they fight. This means you can get a landmaster more often. Other players can build up these too. if you had a bar and tried to keep the FS the same, you'd have actual chaos. As such, they'd have to become reasonable to justify the players getting them all the time and that there is no way for others players to prevent one from getting his FS. They'd have to be weakened and just be a super attack.
That is a moot point because the final smashes are not balanced along side each other. They are part of the character and balanced that way.Final Smashes are already horrifically unbalanced. Some of them (ROB's continuous laser beam) are easily weak enough to be meter attacks, while other (Landmaster) result in far too many kills to even be considered. Having them be meter attacks might give them an incentive to balance them.
Super attacks can still be impressive while being weak; I find Mario Finale and Link's Tri-force attack far cooler looking than Super Sonic, even though they're terrible in comparison. Hell, the coolest-looking Hyper Combo in Ultimate Marvel vs Capcom 3 (Deadpool's Fourth Wall Catastrophe) is also one of the worst.
So you're more of a Hyper Fighting fan than a Super Turbo fan?Again, the problem is not how it is implemented, but rather how little it contributes to the game aside from being a flashy spectacle.
If smash adopted a meter, it would turn into a game of "hurr... I caught you with my special attack, take massive damage" or "hur, I counter your special with mine". It's a gameplay mechanic that just gets plain dull after a while, just as smash balls as an items do, except those are optional. I'd say one of the best things about smash is the lack of a meter.
Oh awesome! I guess Falco has a terrible Final Smash and Samus has an amazing one.That is a mute point because the final smashes are not balanced along side each other. They are part of the character and balanced that way.
Sonic doesn't KO very well by himself, so, Super Sonic. As for the other two, you know what a set up is? People already know you have the smash ball anyway, so the start up time isn't as much of an issue. They are ones you can't use instantly.It's "moot", not "mute". They are part of the character, but they are by no means balanced. Was there any reason for Super Sonic for it to be as blatantly broken as it is or for Mario Finale and Zero Laser to have such poor startup?
Let's look in how they actual contribute.Again, the problem is not how it is implemented, but rather how little it contributes to the game aside from being a flashy spectacle.
If smash adopted a meter, it would turn into a game of "hurr... I caught you with my special attack, take massive damage" or "hur, I counter your special with mine". It's a gameplay mechanic that just gets plain dull after a while, just as smash balls as an items do, except those are optional. I'd say one of the best things about smash is the lack of a meter.
I like this idea alot actually!When you think about it though, Final Smashes may prove to add an extra twist for certain boss fights.
You know how in Kirby's Return to Dream Land, the Grand Doomer has a phase where only Super Abilities can affect it!? Well, what if there are bosses who have phases where only Final Smashes can damage them!?
Not to mention that some Final Smashes aren't true to the characters... *Looks long and hard at the Mother characters*And both should be balanced. It doesn't matter whether or not that FS's are true to the character, there is no reason that any one characters' FS should be any stronger than any other characters' FS.
So it's perfectly okay for Sonic to literally spawn kill somebody with Super Sonic?Sonic doesn't KO very well by himself, so, Super Sonic. As for the other two, you know what a set up is? People already know you have the smash ball anyway, so the start up time isn't as much of an issue. They are ones you can't use instantly.
Not all final smashes are made equal, and that's the point.
Exactly. So because sonic kinda sucks, it means he should be able to kill all his opponents at least twice?So it's perfectly okay for Sonic to literally spawn kill somebody with Super Sonic?
Lol completely forgot about that. But then again, 3/4 of their specials aren't true to the games either.Not to mention that some Final Smashes aren't true to the characters... *Looks long and hard at the Mother characters*
Absolutely not, but I'm not sure how my preference in SFII versions has anything to do with disliking overbearing flashy super attacks.So you're more of a Hyper Fighting fan than a Super Turbo fan?
And my point was it's still not that satisfying in pratice after the spectacle wears thin. The most compelling part is how you get it, not how you use it. Even as far as items go, it's more on the gimmicky and less rewarding side. Sure, you get more kills, but more powerful doesn't equal better designed, especially with how it stalls the game.The idea is that it is suppose to be powerful. The thing is, it's an item. It is an attack the character uses but is dictated via an item.