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How close together will the tiers be?

strawhatninja

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In melee, fox has 3 other characters on this level tier wise, and around 8 characters that can win events that are commonly used.

In brawl, every tournament is :metaknight::metaknight::metaknight::metaknight::popo::metaknight::metaknight::metaknight::metaknight::metaknight::popo::metaknight::diddy::metaknight::metaknight::olimar:

Why are you talking like fox is the messed up character?
I don't have any problem with Fox and I know that other characters are on his tier like Marth. I was just using it as an example.
 

ChikoLad

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Rosalina will be top tier just like she is in Super Mario 3D World No-Item Speedrunning, and Mario Kart 8. :V

Eh, but really, for this Smash in particular, I don't really give a crap about tiers, because of equipment customisation and custom moves. The game is going to emphasise creating your own playstyle, which seems like a direct opposition to a simple, end-all be-all tier list. And I'd rather that be encouraged for this iteration rather than trying to stick to traditions. Out with the old, in with the new.
 

JoeInky

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Why is there this prevailing notion that custom moves somehow remove the existence of tier lists? (ignoring custom equipment here, they're never going to be in competitive play)

Tier lists are made up from taking data from character matchups and character matchups are going to be directly affected by the custom moves, yes.

But the way people keep talking here, they're acting as if you have to try and figure out the one best custom moveset and base all matchups entirely around that one, when in reality each matchup is going to be based on the best possible configuration for facing that specific character.
 

JoeInky

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Says what authorit'ah?
The fact that the same 2 pieces of equipment can have semi-random attributes like items have in KI:U


I mean, I imagine it's going to be like KI:U in that there's going to be some sort of algorithm that stops anything from being too overpowered, but it's way to much **** to bother with for comp play.


Also it changes the game way too much, I'm alright with different move effects to help in matchups, but changing the actual character just doesn't sit right with me, unless there's a piece of equipment that decreases landing lag.


The equipment was clearly designed to be something you use in the single player modes, the way I see it. Like stickers except that they actually make more of a difference.


Also, if this is the case, unlike custom moves it's going to be really bloody hard to make sure a setup has every single permutation of these, what if someone is used to that extra 20 speed that whatever boots gives them and can't do certain combos anymore because that specific one wasn't found on this setup?
 
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ChikoLad

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The fact that the same 2 pieces of equipment can have semi-random attributes like items have in KI:U


I mean, I imagine it's going to be like KI:U in that there's going to be some sort of algorithm that stops anything from being too overpowered, but it's way to much **** to bother with for comp play.


Also it changes the game way too much, I'm alright with different move effects to help in matchups, but changing the actual character just doesn't sit right with me, unless there's a piece of equipment that decreases landing lag.
I didn't ask you why YOU think they shouldn't be considered and just dismissed right now.

I asked what authourity has said that it's totally illegal. Furthermore, said authourity must have really solid and indisputable reasoning for people to accept it (the reasoning you presented is not near enough, by the way).

The way equipment works is that gloves increase strength, but decrease defense.
Shoes increase speed, but decrease strength.
And Armour increases defense, but decreases speed.

Those are constant facts applicable to custom equipment. It's also worth noting that the meters cap at +200:



Look at the Attack stat in this picture (which only effects the strength of A button attacks, not special moves). It is at +148.
Now look at the Speed stat. It's at +53. Add those together, and you would get +201, so if you took the green gauge graphic in Photoshop and used it to fill up the rest of the Attack gauge, you'd be just a pixel over filling the gauge, which means it must cap at 200+ (and after seeing how these stats function at that level in Smash Run demos, I know they are not completely ridiculous).

So you cannot make your stats that ridiculous. For example, if you use only that glove accessory in the picture and leave the other slots empty, your defense will be left at -50 despite having the extra attack. But even if you try to offset that with a defense piece (like in the picture), you will find your Speed in the negative zone now, and in the picture above, the Defense stat is barely improved from the vanilla 0+ stat. So you will have to now sacrifice a bunch of your power to get your speed to at least vanilla.

So there is no way this system will be amazingly unbalanced, it's looking pretty fool proof so far.

I mean, I imagine it's going to be like KI:U in that there's going to be some sort of algorithm that stops anything from being too overpowered, but it's way to much **** to bother with for comp play.
I could say the same for analysing frame data and hacking the game to analyse hitboxes, like what was done in Brawl and Melee.

But that's just me.
 
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Zebkeet

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I don't think Link is out of the running at all. Especially if we have custom special moves and we can get rid of that awful Gale Boomerang.

As for the thread, I hope we can be closer to SSB64, in terms of tier worth and weight. In that game, everyone except Samus feels awesome IMO. I play Link competitively, and the only fight that particularly upsets me is Fox. That aside, while I don't doubt Rat is a "stronger" character, barring one match-up if I lost a match, it's because they were the better player.

I just hope that the design direction is to make every character feel broken in their own way. Make sure everyone has something that is too-good-to-be-true, something every other character wants. I like that a lot of the newcomers have something really powerful, and hope the veteran buffs will keep them competitive. Give every character something equally as abusable and desirable to create a more compelling cast selection. A lot of the bad characters in Melee just lack a "wow" factor. If you look at Roy, for example, his most attractive feature IMO is his uthrows into fsmash combos, which stop working if the enemy's percentage is too high.
You made this link main happy. ;)
 

Lozjam

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Fox isn't that great from the transition out of Melee to begin with. The laser change was completely unnecessary.




My god, it is like too many of you have never played this game against anything besides a computer. Fox hasn't been amazing in a flagship Smash game for going on seven years. Pretty much the only thing that can make Link good is to give his hitboxes the power that Fire Emblem characters have and endless projectile pressure like he has Project M. He'll probably just be OKAY. Really, it's the tether mechanic that may be his saving grace for mid tier.



The Gale effect really isn't that great. Pulling people in isn't a quality that Link needs and it completely fails to do damage if you miss the first time. The second hit on the way back is extremely more preferable as it will still do damage and put them in a brief hitstun state (the gale will leave them wide open to retaliate) or put pressure on their shield, which you can take the time to grapple them if you really need them close for a follow up.
Ummmmmmm.... We haven't even played the game that much. It isn't even out, and I think everyone who played it, played with people.
Saying the gale effect is useless really isn't true. Have you seen the gale effect? It's actually really useful when thrown at an angle, because it pushes your opponent down. And two words, gale guarding.
Also, have you noticed that link is top tier in project M? All the gave Link was a speed and power boost for most of his attacks. For his default specials, his arrows charge a ton fast(like in project m), bombs do more knock back, and the Gale boomerang coming out, does a ton of knock back.
He is a lot speedier now, his jump attack ignores low hitting attacks, his fair auto cancels, Link feels more heavy as well and does not k.o. easily, Link also has a lot more k.o. moves(something he really needed in brawl). Link also has a really good approach option with his fair into grab. His Dair has a lot less lag now, and can't be punished that easily, and it also combos on the ground, and it gives him another viable k.o. move. Up air gives Link a really good disjointed hitbox, and the only things that can hit link out of it from above are aerials like Rosalinao Dair. Links recovery has been incredibly buffed, in both his clawshot, and spin attack.
So in conclusion, Link has good projectiles, good speed, amazing range, excellent recovery, and good power. From what we can see in the demo build, he has the potential to at least be mid tier and possibly a high tier character, but he can be buffed even further, and perhaps be even better, or he can be nerfed in some ways. Who can tell now? We have to wait until September/October to find out.
 

josh bones

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hopefully we dont get the godawful balancing that is brawl. balance like smash 64 is desired, melee balancing is passable
 

Donyoku

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I didn't ask you why YOU think they shouldn't be considered and just dismissed right now.

I asked what authourity has said that it's totally illegal. Furthermore, said authourity must have really solid and indisputable reasoning for people to accept it (the reasoning you presented is not near enough, by the way).

The way equipment works is that gloves increase strength, but decrease defense.
Shoes increase speed, but decrease strength.
And Armour increases defense, but decreases speed.

Those are constant facts applicable to custom moves. It's also worth noting that the meters cap at +200:



Look at the Attack stat in this picture (which only effects the strength of A button attacks, not special moves). It is at +148.
Now look at the Speed stat. It's at +53. Add those together, and you would get +201, so if you took the green gauge graphic in Photoshop and used it to fill up the rest of the Attack gauge, you'd be just a pixel over filling the gauge, which means it must cap at 200+ (and after seeing how these stats function at that level in Smash Run demos, I know they are not completely ridiculous).

So you cannot make your stats that ridiculous. For example, if you use only that glove accessory in the picture and leave the other slots empty, your defense will be left at -50 despite having the extra attack. But even if you try to offset that with a defense piece (like in the picture), you will find your Speed in the negative zone now, and in the picture above, the Defense stat is barely improved from the vanilla 0+ stat. So you will have to now sacrifice a bunch of your power to get your speed to at least vanilla.

So there is no way this system will be amazingly unbalanced, it's looking pretty fool proof so far.



I could say the same for analysing frame data and hacking the game to analyse hitboxes, like what was done in Brawl and Melee.

But that's just me.

I have to say in my opinion and some of my friends we all just figured that the custom move sets would be banned in competitive play. I felt that it could lead to a match up spreads being huge and varied depending on the build your opponent chooses. Thinking about it now though with your explanation does make it seem viable as it may be more balanced then I believed. It looked more like the stickers from Brawl being added to actual VS mode, and those stickers were fun but terrible.

I also remember seeing that these custom move sets can change the attributes of specials, like the Mario Fireball example where one was slow and big while the other was quick and shot in a straight line. That is something I feel shouldn't be changed, I'm ok with certain stat boots as it was done in Super Street Fight IV with the gems I believe and it wasn't to bad in my opinion. Which brings up another problem really, which is what should be allowed and what shouldn't? It has to be a general agreement amongst everyone.

However, now I am definitely more open to the idea. Before, I never really saw an argument for the acceptance of custom movesets. Just have to say the common phrase right now, "We will just have to see when the game comes out".
 

ChikoLad

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I have to say in my opinion and some of my friends we all just figured that the custom move sets would be banned in competitive play. I felt that it could lead to a match up spreads being huge and varied depending on the build your opponent chooses. Thinking about it now though with your explanation does make it seem viable as it may be more balanced then I believed. It looked more like the stickers from Brawl being added to actual VS mode, and those stickers were fun but terrible.

I also remember seeing that these custom move sets can change the attributes of specials, like the Mario Fireball example where one was slow and big while the other was quick and shot in a straight line. That is something I feel shouldn't be changed, I'm ok with certain stat boots as it was done in Super Street Fight IV with the gems I believe and it wasn't to bad in my opinion. Which brings up another problem really, which is what should be allowed and what shouldn't? It has to be a general agreement amongst everyone.

However, now I am definitely more open to the idea. Before, I never really saw an argument for the acceptance of custom movesets. Just have to say the common phrase right now, "We will just have to see when the game comes out".
Custom movesets won't be banned. Most people actually accept that they will be good for competitive play, since it helps you exchange moves you might not like in an otherwise great character, for something else, or it lets you get rid of moves that might not be useful under certain rulesets.

For example, Rosalina's default Down Special, "Gravitational Pull", is designed solely as a defensive move. It draws items lying on the floor to her, and nullifies/diffuses the effects of thrown items (e.g. it can stop a Pokémon from coming out of a Pokéball after it has been thrown). It also renders projectiles ineffective if they are caught in it, even water from Mario's FLUDD. The range for the move is also pretty amazing.

However, half of the use of that move is completely gone when people are playing without items, and just being able to negate projectiles alone doesn't really make it a worthwhile move (because unlike Villager's Pocket move, it can't store the projectiles and then throw them back later). And it's not even known whether or not other projectiles she catches still do damage as they spin around her. If they can't, then opponents can easily punish her as she's performing the animation that blocks the projectiles.

But, the custom variants of the move have much less situational uses. "Grab & Release" lets her draw in actual opponents, and then launch them away, making it an offensive technique. Then there is "Luma Guardian", which actually lets her make Luma really big for a moment, and invulnerable to attack, making it a useful counter tactic since Rosalina could follow up on it.

Custom equipment is more what I was talking about before, since people are shaky on it. I think it should still be allowed though, because it seems really balanced and will allow people to really fine tune their playstyles, and I feel trying to limit playstyles for the sake of being consistent with past Smash games, which didn't have customisation like this, is basically shooting Smash 4 in the foot, and may limit it's competitive potential, especially since Melee and Project M are on the rise too. If Smash 4 can have tournaments that make use of customisable elements, it has it's own thing that Melee doesn't have, which gives people incentive to get involved with tournaments or at least watch them, not necessarily instead of Melee and Project M, but AS WELL as those two. Because at the end of the day, people like their wave dashing and L-cancelling and what not, and Smash 4 won't have those. Letting customisation thrive gives it it's own edge to counter that, though, as a scene.
 

HeavyLobster

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Custom equipment is more what I was talking about before, since people are shaky on it. I think it should still be allowed though, because it seems really balanced and will allow people to really fine tune their playstyles, and I feel trying to limit playstyles for the sake of being consistent with past Smash games, which didn't have customisation like this, is basically shooting Smash 4 in the foot, and may limit it's competitive potential, especially since Melee and Project M are on the rise too. If Smash 4 can have tournaments that make use of customisable elements, it has it's own thing that Melee doesn't have, which gives people incentive to get involved with tournaments or at least watch them, not necessarily instead of Melee and Project M, but AS WELL as those two. Because at the end of the day, people like their wave dashing and L-cancelling and what not, and Smash 4 won't have those. Letting customisation thrive gives it it's own edge to counter that, though, as a scene.
I'm not necessarily opposed to all forms of custom equipment. However, anything that causes random effects like critical hits should be avoided like the plague. I've seen way too much of that stuff on Pokemon Online/Showdown.
 

Saikyoshi

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I think people are getting custom special moves mixed up with custom equipment here.
 

Dr. James Rustles

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Highly doubt custom anything will affect tiers to begin with, but their impact would be unknown as no one has been able to look at any properties and they've already been claimed by Sakurai as having little regard for balance put into their design. Anyone who thinks they will either be in most tournaments or having the ability to rectify or expand the game without degeneration is likely living in a pipe dream.
 
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As long as Sakurai allows for patching, this game will obtain a neutral and fair balance amongst the entire cast. However, if there are no patches....there's a significantly less chance of this occurring. :ohwell:
I hope there are patch updates to the cast....:c
 

Dr. James Rustles

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As long as Sakurai allows for patching, this game will obtain a neutral and fair balance amongst the entire cast. However, if there are no patches....there's a significantly less chance of this occurring. :ohwell:
I hope there are patch updates to the cast....:c
I'm middling hopeful, but it always comes down to Sakurai's decision, and he's believed some crazy things about the balance of the game.
 

ChikoLad

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Highly doubt custom anything will affect tiers to begin with, but their impact would be unknown as no one has been able to look at any properties and they've already been claimed by Sakurai as having little regard for balance put into their design. Anyone who thinks they will either be in most tournaments or having the ability to rectify or expand the game without degeneration is likely living in a pipe dream.
Wait, what? Pretty sure he said the exact opposite (from the "Character Creattion" page on the official site):

It's not a simple matter of powering up every attribute, though. You can make it tougher for opponents to send you flying but pay for it with slower movement, or you can move more quickly but offset that advantage with weaker attacks. Your character's strength changes with each adjustment you make.
 

ChikoLad

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I didn't say anything about what anyone else said...
"they've already been claimed by Sakurai as having little regard for balance put into their design."
-Quilt Reversal, 03/08/2014

You said Sakurai isn't considering balance when designing the custom equipment. Even though he has said he is (and it's evident when you analyse them at a deeper level).
 
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Dr. James Rustles

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"they've already been claimed by Sakurai as having little regard for balance put into their design."
-Quilt Reversal, 03/08/2014

You said Sakurai isn't considering balance when designing the custom equipment. Even though he has said he is (and it's evident when you analyse them at a deeper level).
oh I thought you meant HeavyLobster

I don't read most of what you write because it's extremely tryhard

I honestly don't know anyone that actually goes to tournaments around my state that wants to compete with custom x. I'll see what the launch tournament has to say but I'm pretty sure after a while they'll gravitate away from it

Balance is hardly a simple matter of using a sliding scale and making some values inversely proportional. Holistically speaking, a lot of characters have a moveset that allows them to put up pressure in conjunction with their mobility. For example, you could cut Mario's mobility and make him extremely heavy and he'd be damn near useless since he needs the speed for pressure. Same for Captain Falcon (even though he sucked anyway).
 

JamietheAuraUser

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oh I thought you meant HeavyLobster

I don't read most of what you write because it's extremely tryhard

I honestly don't know anyone that actually goes to tournaments around my state that wants to compete with custom x. I'll see what the launch tournament has to say but I'm pretty sure after a while they'll gravitate away from it

Balance is hardly a simple matter of using a sliding scale and making some values inversely proportional. Holistically speaking, a lot of characters have a moveset that allows them to put up pressure in conjunction with their mobility. For example, you could cut Mario's mobility and make him extremely heavy and he'd be damn near useless since he needs the speed for pressure. Same for Captain Falcon (even though he sucked anyway).
I'll agree that custom equipment is most likely not helpful for Wii U tournaments, primarily because of the random nature of the stats meaning you'll never be able to get two pieces of equipment that are exactly alike. That said, saying that Sakurai designed custom moves with no regard to balance is simply misguided. Yes, he said they're not allowed online. This is probably more to do with the idea that players fighting random other people should be able to know what moves their opponent can use before the match starts, and to avoid disadvantages for players who have not yet unlocked a particular custom move and thus would have no clue what it does even if they saw the name.
 

ChikoLad

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oh I thought you meant HeavyLobster

I don't read most of what you write because it's extremely tryhard

I honestly don't know anyone that actually goes to tournaments around my state that wants to compete with custom x. I'll see what the launch tournament has to say but I'm pretty sure after a while they'll gravitate away from it

Balance is hardly a simple matter of using a sliding scale and making some values inversely proportional. Holistically speaking, a lot of characters have a moveset that allows them to put up pressure in conjunction with their mobility. For example, you could cut Mario's mobility and make him extremely heavy and he'd be damn near useless since he needs the speed for pressure. Same for Captain Falcon (even though he sucked anyway).
...But that's not what custom equipment does.

Custom equipment only allows you to adjust Speed (ground movement speed and horizontal aerial speed), Defense (launch resistance), and Attack (damage output and launch power). I know this since they are the 3 of the boostable stats used in Smash Run on 3DS, which I have seen plenty of footage of.

As well as that, you can get more specific perks, like "Easy Perfect Shield" as shown in the screenshot I posted earlier.

You cannot make a character heavier or anything like that. It's not that extreme, and I have seen what +200 Attack, Speed, and Defense do in Smash Run, and the difference is moderate at best. And it's likely going to be impossible to reach the +200 cap for every stat at once. So I don't see why people are so afraid of this idea. It's not going to suddenly make some characters work like they are in Project M's Turbo Mode or anything that insane. It just allows to tweak aspects of your character into something you favour. If I think my Mario could benefit from a bit of extra speed to help him follow up on combos better, and sacrifice a bit of power to attain that, why shouldn't I be allowed to do that?

And you're still ignoring that this mechanic is something other Smash games don't have. Cutting custom equipment would be like banning wave dashing in Melee tournaments - it's a key thing that helps make matches more interesting and gives players more options.
 
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Dr. James Rustles

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Custom equipment only allows you to adjust... Defense (launch resistance)
You cannot make a character heavier or anything like that.
Heaviness and [EDIT: knockback] resistance are the same thing, super armor aside.


So I don't see why people are so afraid of this idea.
No one's afraid of the idea. Custom X won't be the herald of some non-glory that turns uninterested players into *******.


...But that's not what custom equipment does.

Custom equipment only allows you to adjust Speed (ground movement speed and horizontal aerial speed), Defense (launch resistance), and Attack (damage output and launch power).
As well as that, you can get more specific perks, like "Easy Perfect Shield" as shown in the screenshot I posted earlier.
If you can get specific attributes, then saying those values are the only adjustable things is pretty inaccurate. Powershielding is already a very strong mechanic. If it turns out to be the best attribute and is as easy or easier than Brawl's P-shielding, then items are going to be pretty damn degenerate.


...But that's not what custom equipment does.
But you just said they do function that way

It's not a simple matter of powering up every attribute, though. You can make it tougher for opponents to send you flying but pay for it with slower movement, or you can move more quickly but offset that advantage with weaker attacks. Your character's strength changes with each adjustment you make.

And you're still ignoring that this mechanic is something other Smash games don't have. Cutting custom equipment would be like banning wave dashing in Melee tournaments - it's a key thing that helps make matches more interesting and gives players more options.
I'm not ignoring it. First of all, custom items are not a mechanic. They are not intrinsically a part of the game engine. Second, more options for the sake of more options is not an agreeable point. If there was an option to make your character do the Harlem Shake or teleport to the center of the stage it would still be pretty stupid. Third, custom equipment isn't a real option - it is a commitment, like a character or stage. They define how you play. Something that externally defines how you play is not an option. There's nothing you can change about that when the actual game commences. Wave dashing, for example, is a mechanic that enables options - when you are coming out of shield stun, do you spot dodge, grab, roll, or wavedash to reposition? Can I bait an opponent on a platform by jumping on the end of it it and sliding off? Should I try and do a running crouch cancelled attack against someone coming on stage or do I have time to jump cancel a pivot into an edge hog? Those are options. Banning wavedashing wouldn't be like banning items unless items offered some kind of mechanic not already available - making them easier doesn't count, either.[/quote]
 
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ChikoLad

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Heaviness and [EDIT: knockback] resistance are the same thing, super armor aside.
No they aren't, since it's situational by move. What the equipment does is simply make a character more difficult to launch at their core.

If you can get specific attributes, then saying those values are the only adjustable things is pretty inaccurate. Powershielding is already a very strong mechanic. If it turns out to be the best attribute and is as easy or easier than Brawl's P-shielding, then items are going to be pretty damn degenerate.
I didn't say they were the only things, but regardless, this point is speculation and therefore means nothing right now. My point is that equipment as a whole should not be banned. If there is such a thing as an over-powered perk like "Infinite Final Smashes" or something, then obviously that specific perk can be banned. Doesn't mean the whole system should be disregarded.

But you just said they do function that way
No, you sounded like you thought any old value can be adjusted, when it's only three, and then I pointed out the bonus perks that exist, like the "Easy Perfect Shield" one.

First of all, custom items are not a mechanic. They are not intrinsically a part of the game engine.
So I guess Sakurai is giving us a feature that doesn't work, since he forgot to implement the equipment system into the actual game engine! Since, you know, a mechanic is simply something engineered into the game engine. This includes something as basic as menu actions.

Something that externally defines how you play is not an option.
That's just arguing semantics at this point.

What character I main is chosen from a list of options. What stage I counter pick is of a list of options. What custom moves I use is from a list of options. And what equipment I choose is of a list of options. It doesn't matter if it's an external option or an internal one, these are still options that define how I will play the game, and how exciting the game is for the audience. Thus, they shouldn't be dismissed. By your logic, we may as well start banning characters that look OP at first glance, right now. Or how about we ban ATs just because not everyone can perform them?
 

Dr. James Rustles

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No they aren't, since it's situational by move. What the equipment does is simply make a character more difficult to launch at their core.



I didn't say they were the only things, but regardless, this point is speculation and therefore means nothing right now. My point is that equipment as a whole should not be banned. If there is such a thing as an over-powered perk like "Infinite Final Smashes" or something, then obviously that specific perk can be banned. Doesn't mean the whole system should be disregarded.



No, you sounded like you thought any old value can be adjusted, when it's only three, and then I pointed out the bonus perks that exist, like the "Easy Perfect Shield" one.



So I guess Sakurai is giving us a feature that doesn't work, since he forgot to implement the equipment system into the actual game engine! Since, you know, a mechanic is simply something engineered into the game engine. This includes something as basic as menu actions.



That's just arguing semantics at this point.

What character I main is chosen from a list of options. What stage I counter pick is of a list of options. What custom moves I use is from a list of options. And what equipment I choose is of a list of options. It doesn't matter if it's an external option or an internal one, these are still options that define how I will play the game, and how exciting the game is for the audience. Thus, they shouldn't be dismissed. By your logic, we may as well start banning characters that look OP at first glance, right now. Or how about we ban ATs just because not everyone can perform them?
From being ignorant about the nature of weight and its relationship to knockback to posing runaway slippery-slopes scenarios about banning ATs because not everyone can perform them (which have zero relevance to anything), you don't have any business speaking on this subject. I really shouldn't even be dignifying this post with a response. Maybe one day when you are well-acquainted with the game you can come back and make some kind of meaningful commentary.
 

ChikoLad

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From being ignorant about the nature of weight and its relationship to knockback to posing runaway slippery-slopes scenarios about banning ATs because not everyone can perform them (which have zero relevance to anything), you don't have any business speaking on this subject. I really shouldn't even be dignifying this post with a response. Maybe one day when you are well-acquainted with the game you can come back and make some kind of meaningful commentary.
To me, this comes across more as "I have no proper counter-arguments myself so will just put the other person down and pretend they don't know anything about the game. Yes, that will help my ego! :D".
 

200X!!

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But, the custom variants of the move have much less situational uses. "Grab & Release" lets her draw in actual opponents, and then launch them away, making it an offensive technique. Then there is "Luma Guardian", which actually lets her make Luma really big for a moment, and invulnerable to attack, making it a useful counter tactic since Rosalina could follow up on it.

Custom equipment is more what I was talking about before, since people are shaky on it. I think it should still be allowed though, because it seems really balanced and will allow people to really fine tune their playstyles, and I feel trying to limit playstyles for the sake of being consistent with past Smash games, which didn't have customisation like this, is basically shooting Smash 4 in the foot, and may limit it's competitive potential, especially since Melee and Project M are on the rise too. If Smash 4 can have tournaments that make use of customisable elements, it has it's own thing that Melee doesn't have, which gives people incentive to get involved with tournaments or at least watch them, not necessarily instead of Melee and Project M, but AS WELL as those two. Because at the end of the day, people like their wave dashing and L-cancelling and what not, and Smash 4 won't have those. Letting customisation thrive gives it it's own edge to counter that, though, as a scene.
First I'd like to ask, when and where were Rosalina's alternate moves shown? I haven't heard of any of those.

Second, how do you suggest players go about ensuring their preferred equipment setup is also available on each Wii U they end up playing on? This obviously won't be a problem for the 3DS version, but unless equipment data can be stored in controllers, the random nature of the gear would mean that you won't likely have the equipment you're accustomed to using on any given Wii U.
 

JamietheAuraUser

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To me, this comes across more as "I have no proper counter-arguments myself so will just put the other person down and pretend they don't know anything about the game. Yes, that will help my ego! :D".
He's at least partially correct. Weight and Falling Speed are completely different and independent values in the game's code. "Weight" refers specifically to knockback/hitstun resistance. For example, Fox is ridiculously light-weight, but still one of the fastest-falling characters in the game. By comparison, Samus is actually pretty heavy, but is one of the game's floatier characters.

On another point, the trade-offs granted by equipment aren't set. Not all Attack-increasing equipment has Defence as its trade-off stat; some have speed. Not all Speed-increasing equipment has Attack as its trade-off stat; some have Defence. And of course, not all Defence-increasing equipment has Speed as its trade-off stat; some have Attack.

And regardless of the issue of whether or not custom equipment is balanced (which it might or might not be due to the very nature of base attribute changes independent of hitbox placement and frame data on moves), the fact that custom equipment is randomly generated means that most tournament setups for Wii U won't have your personal +148 Speed/-59 Defence Feather-Weight Boots or whatever. They might have a +200 Speed/-80 Defence version, or a +60 Speed/-24 Defence version, but those will result in drastically different attributes overall. On 3DS tournaments, however, those won't be a problem.
I think it would be really cool to allow custom equipment in 3DS tournaments at first and examine whether it deserves the banhammer.

That's just arguing semantics at this point.

What character I main is chosen from a list of options. What stage I counter pick is of a list of options. What custom moves I use is from a list of options. And what equipment I choose is of a list of options. It doesn't matter if it's an external option or an internal one, these are still options that define how I will play the game, and how exciting the game is for the audience. Thus, they shouldn't be dismissed. By your logic, we may as well start banning characters that look OP at first glance, right now. Or how about we ban ATs just because not everyone can perform them?
And congratulations, Sonicbrawler, on taking a quote completely out of context. He's right: Once you're in the match, custom equipment, just like base character choice, is a commitment. It's in that match for good, same with custom moves. It's not at all the same as a technique like wavedashing or turnaround cancelling, because you as a player, mid-match, can choose how and when to use those abilities, just as you choose where to move or what attack to perform. External choices such as the stage are no longer "an option" once the match starts. They're a decision that has been set in stone.
 

ChikoLad

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First I'd like to ask, when and where were Rosalina's alternate moves shown? I haven't heard of any of those.


Second, how do you suggest players go about ensuring their preferred equipment setup is also available on each Wii U they end up playing on? This obviously won't be a problem for the 3DS version, but unless equipment data can be stored in controllers, the random nature of the gear would mean that you won't likely have the equipment you're accustomed to using on any given Wii U.
Amiibos might be able to support equipment transferrals, though we don't know that yet.

But if one does own the 3DS version, equipment can be transferred from that. So take it from your Wii U (or not, if it's already on your 3DS), bring it to the tournament, and transfer it to the tournament Wii U. Simple.

Keep in mind though that I'm not saying we should only organise custom tournaments. We should still have traditional ones, but it would be silly to ignore customisable elements altogether, since there are a lot of interesting things that can be done here.

And congratulations, Sonicbrawler, on taking a quote completely out of context. He's right: Once you're in the match, custom equipment, just like base character choice, is a commitment. It's in that match for good, same with custom moves. It's not at all the same as a technique like wavedashing or turnaround cancelling, because you as a player, mid-match, can choose how and when to use those abilities, just as you choose where to move or what attack to perform. External choices such as the stage are no longer "an option" once the match starts. They're a decision that has been set in stone.
I didn't take it out of context, because it's still just arguing semantics. So yeah, pre-battle preperations are a commitment...and? That has to do with custom equipment being banned because....? It's a pointless, obvious statement.

Having strategic, pre-battle elements is fine, and it already exists in the form of character and stage selection.
 
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JamietheAuraUser

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I didn't take it out of context, because it's still just arguing semantics. So yeah, pre-battle preperations are a commitment...and? That has to do with custom equipment being banned because....? It's a pointless, obvious statement.

Having strategic, pre-battle elements is fine, and it already exists in the form of character and stage selection.
In your response, you likened pre-battle choices to advanced techniques as if they were the same. I just pointed out that they're not. Whether or not they're "fine" was irrelevant to my argument, as I was simply pointing out a logical fallacy in your statement. :p

(For the record, I agree that they're fine. Sorry for being difficult.)

And as for the issue of special tournaments for custom moves (and custom equipment on 3DS), I'd say no. Why not? Because they should be tournament standard. They should not be a side event, because like all other side events they'll almost certainly fall off the radar.
 

Dr. James Rustles

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And as for the issue of special tournaments for custom moves (and custom equipment on 3DS), I'd say no. Why not? Because they should be tournament standard. They should not be a side event, because like all other side events they'll almost certainly fall off the radar.
Regardless of what you think should be the case, most people are not going to want custom move tournaments. They'll probably be a side event attraction in actuality, but a moderately popular one.

I've seen some people suggest that we run separate Custom and Non-custom tournaments side by side but they are ignorant of the time it takes to run a double elim bracket, which is what we'll move to when the Wii U version comes out. The 3DS has the benefit of being able to run Round Robin but we'll still effectively be adding two additional Smash games to existing tournaments. Since each game could take one to three (or more) hours based on the setup to turnout ratio, you have situations where Melee, PM, maybe Brawl/64, and two other versions of Smash (custom and non-custom) are happening all of the same day and it's 12 hours before people get home. Most people realistically expect it to last just a few hours. Scheduling it all on different days will drop turnout for all the games and other regional events.
 

JamietheAuraUser

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Regardless of what you think should be the case, most people are not going to want custom move tournaments. They'll probably be a side event attraction in actuality, but a moderately popular one.

I've seen some people suggest that we run separate Custom and Non-custom tournaments side by side but they are ignorant of the time it takes to run a double elim bracket, which is what we'll move to when the Wii U version comes out. The 3DS has the benefit of being able to run Round Robin but we'll still effectively be adding two additional Smash games to existing tournaments. Since each game could take one to three (or more) hours based on the setup to turnout ratio, you have situations where Melee, PM, maybe Brawl/64, and two other versions of Smash (custom and non-custom) are happening all of the same day and it's 12 hours before people get home. Most people realistically expect it to last just a few hours. Scheduling it all on different days will drop turnout for all the games and other regional events.
You know, we really did go over the topic of custom moves in standard tournaments in another topic on the subject of their legality, and almost everyone there agreed that custom moves should be a part of standard Smash 4 tournaments.
 

ChikoLad

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In your response, you likened pre-battle choices to advanced techniques as if they were the same. I just pointed out that they're not. Whether or not they're "fine" was irrelevant to my argument, as I was simply pointing out a logical fallacy in your statement. :p
...I think you guys completely misunderstood my comparison. There is no logical fallacy here.

I am not saying they are the same thing, obviously they aren't. I'm saying that cutting custom equipment because of very shallow reasons, the like of which I'm always seeing from their detractors, is just as bad as banning ATs or anything like that for similar reasons.

Let me better emphasise it:

"Custom equipment should be banned because it means players will not be prepared to deal with a variation of a character they may not know how to deal with, leaving them at a strategic disadvantage. It makes things too complicated."

This is just as ridiculous as saying:

"Advanced techniques should be banned because it means players will not be prepared to deal with tricks that they did not know existed, leaving them at a strategic disadvantage. It makes things too complicated."

That's what I'm referring to. I'm not saying ATs and custom equipment are of the same ilk. I'm saying that the comments I'm seeing about custom equipment are no less ridiculous than suggesting the same thing for ATs. I'm not saying I believe ATs should be banned either, not at all, I'm just comparing two similarly applied arguments to point out the problem with one of them, since people are being a little selective with their reasoning.

Maybe I wasn't clear on that before and worded things poorly, and I apologise in that case, but this is what I meant.

And as for the issue of special tournaments for custom moves (and custom equipment on 3DS), I'd say no. Why not? Because they should be tournament standard. They should not be a side event, because like all other side events they'll almost certainly fall off the radar.
I don't mean as side events. I don't mean running them in tandem by the same people either. I just mean that both should be equally supported by the community at large.

People are going to want to be able to just get into a tournament with their own skill using a default character, since that's how it always has been. So I do think traditional, vanilla tournaments should still be supported for Smash 4.

However, I also think "Custom Tournaments" should be a big thing because it is really interesting and unique for Smash, and should vanilla Smash 4 tournaments not be popular due to people thinking the game isn't technical enough or anything like that, having a style of tournaments that has more strategy and freedom in how characters work will offset that for many people, meaning Smash 4 doesn't run the risk of dying fairly young, like Brawl.
 

Dr. James Rustles

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You know, we really did go over the topic of custom moves in standard tournaments in another topic on the subject of their legality, and almost everyone there agreed that custom moves should be a part of standard Smash 4 tournaments.
That's funny, there is also a thread where people voted that they won't be allowed.

But you're right, some people 30-odd people, many who haven't even been to tournaments, in some non-competitive Smashboards sub discussed their ramifications so clearly they will be standard in tournaments.
 
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JamietheAuraUser

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That's funny, there is also a thread where people voted that they won't be allowed.

But you're right, some people 30-odd people, many who haven't even been to tournaments, in some non-competitive Smashboards sub discussed their ramifications so clearly they will be standard in tournaments.
It's quite easy to dismiss anyone as a non-competitive player on principle. For some of them (myself included), it may even be true. But I don't believe it fair or courteous to instantly dismiss the opposing side as not knowing what they're talking about while at the same time automatically assuming your side is in the right. Also, I think it should be considered that just because someone has never played at a tournament level themselves does not mean they do not necessarily have valid insight into issue, especially for a completely new game with a completely new and as-of-yet unknown metagame. This is everyone's time to be casual again, because no-one is competitive on the first day even if they have the goal of becoming a competitive player.
 

Dr. James Rustles

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It's quite easy to dismiss anyone as a non-competitive player on principle. For some of them (myself included), it may even be true. But I don't believe it fair or courteous to instantly dismiss the opposing side as not knowing what they're talking about while at the same time automatically assuming your side is in the right. Also, I think it should be considered that just because someone has never played at a tournament level themselves does not mean they do not necessarily have valid insight into issue, especially for a completely new game with a completely new and as-of-yet unknown metagame. This is everyone's time to be casual again, because no-one is competitive on the first day even if they have the goal of becoming a competitive player.
It's one thing to say "I'd go to an X kind of tournament" and to say "X game should be run some Y way", which is what you have said, because if you don't show up to tournaments then you have no say in how they should be run, even granted that this is a new game. You'd be an outsider trying to have a say on something that doesn't affect you but does affect others.

I'm a Birmingham TO and if someone I've never met before walked up and started telling me I should do X with Y game I'd probably ignore them. That wouldn't happen in the real world but still. Hmm, someone at the tournament last month told me "Hey, you should run character strikes/bans," and I had to tell him probably [definitely] not as that it wouldn't sit well with everyone.

But I don't believe it fair or courteous to instantly dismiss the opposing side as not knowing what they're talking about while at the same time automatically assuming your side is in the right.
And what's my position, exactly?
 

RascalTheCharizard

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And who's to say people who vote "No" automatically know what they are talking about?
Yeah, that was back when some people were still convinced that custom movesets would affect normal attacks, have sliders and were banned from With Friends too.

Honestly I think we should make a new poll after the game comes out. We've learned a lot since the last one and will only continue to garner an even greater understanding of custom movesets. The original post should have clear and hopefully unbiased information on what custom movesets are, what moves they affect (ie. special moves), how they are accessed, etc. and some bullet points on the main arguments for and against them for light reading. A detailed analysis of each point could follow beneath, if the poster deems it useful.
 
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Bedoop

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Character-Wise, probably gonna be spread out like this;
S/:4palutena::substitute::substitute:
A/:substitute::substitute::substitute::substitute:
B/:substitute::substitute::substitute::substitute::substitute::substitute::substitute:
-----
C/:substitute::substitute::substitute::substitute::substitute:
D/:substitute::substitute::substitute::substitute::substitute::substitute::substitute:
----
E/:substitute::substitute::substitute::substitute::substitute::substitute::substitute::substitute::substitute::substitute:
:ganondorf:/:substitute::substitute:
I didn't count at all.
 
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ChikoLad

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To be honest, I think something as big as this shouldn't strictly be left to a poll, because it doesn't take into account the actual reasoning people have. It should just be analysed continuously after the game comes out, to work out all the nuances of the customisable elements.
 
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