@
Venks
Nah. You don't need footage. I believe you.
From a design standpoint, a random launch algorithm is just going to ramp up the time they need to spend fine-tuning the moves, and they actually just lose freedom in design. This is because if the RNG makes something launch too little, some attacks will actually become exponentially stronger than they were supposed to since they had assumed some kind of minimum launch to prevent an immediate followup. A lot of attacks also just might not outright work as intended at low percentages. Because of that, they would have to increase launch to such a degree that everything is balanced around the most minimum variable, and people are going to be getting wrecked by a Mario fsmash every now and then at like 25% or something because the game rolled at the highest variable. Mr. Sakurai is not always against RNG, but it's just horrendously impractical from a technical standpoint.
So if not by design, could it have been a bug? In this case, I think not. Since we have evidence of so-called variable launch on non-multihit attacks, we can't peg it on something as simple as people DIing before the last hit of an attack. What is more is there are no samples of this supposed phenomenon with attacks that should have no sweetpoints or ulterior conditions to make for severe changes; when you use that move and it lands, you know what you're going to get. So that's out of the question, but what about a more technical bug? Say, something like environmental pushboxes somehow lagging behind character models, going where they are not intended, and altering the physics of launches. Again, something like this, while it is a demo build, is something I highly doubt would allude notice since it would basically be affecting the game noticeably all the time. Going to have to write that possibility off as well.
So in summary, I could never think for a logical reason why characters would be suffering variable launch like the thread initially stated, beyond the expected perimeters of course design; such as %, stale move negation, etc. There is plenty of reason to suspect there is merely an increase in severity of any of those factors. Whether it be moves stagnate at a faster rate, % having a higher emphasis, or there being some flat numerical threshold where things take an increase in launch. I doubt the last one, but I'm just listing possibilities. All in all, I don't think RNG is involved with launch in an environment without customization.
I'm still thankful @
ImaClubYou
posted this, since at the very least it brought on a discussion highlighting just how outdated the build is. In any event, as the product is refined, we can rest easy knowing the product will have had roughly five months minimum of development time between what we saw and what is released on the 3DS, assuming it was compiled in March at the latest. In the mean time, during speculation, yeah the community will make the wrong calls every now and then. People are thirsty for knowledge and it doesn't help that the folks who tried to test things on the June demo did not do the best job and we ended up with a lot of false information.