I've been away from this thread for too long. My baby's all grown up!
lol what? im pretty sure ive voiced my opinions pretty well here. I'd like to hear from people that are playing the best players and hear what they think. lol
That's a bad way to think about it. Posts should be judged by their content, not by the poster. So while Gimpy and Kirk will definitely write from an informed perspective, so has a lot of other players in this thread, and to devalue it because it's not written by your favorite players is dumb.
I'd say that I'm very split on the fortress hog change for three reasons.
On the one hand, Bowser is a veritable salt mine. He can make newer players feel powerless and angry and sad about playing the game.
But that shouldn't have
ANY effect on the competitive scene. What Overswarm said about technical barriers is correct. I always here people say that Melee and MvC2 persevered for 10-12 years without new games because they were so kick ass. While they're both incredible games, that's not the reason they held the limelight for so long. They were so dominant because they were the most popular games when the Fighting game industry
CRASHED AND BURNED. The whole industry was, for the most part, dead, for a long time. And this actually ties back into what I said at the beginning of this, that tech barriers for the sake of tech barriers is bad design. At the time of the crash, Street Figher 3: 3rd Strike, MvC2, SSBM, Guilty Gear, Tekken, and a few other games and series were dominant. But with each new iteration of these games the influx of new players dwindled more so. It didn't take a genius to figure out that it was the insane, often series specific, tech barriers that were being mandatorily spliced into each new release, but unfortunately, PR and marketing at all the companies that owned these series contained no genius's. So the Fighting games got more and more Niche, seeming less and less approachable to new players until the industry, like I mentioned earlier, imploded.
The point of the story being, tech barriers for the sake of tech barriers can, and will, crash industries. That's how bad of a design decision it is.
But, I do think that the tech was very powerful. I've been teaching a couple friends of mine to play Project M, and while none of them have caught up to me yet, they've started to become actual competition. But through all of that, Fortress Hogging has been dominant. It's a
great edgeguarding tool, but really very omniapplicable. I'm fine with a nerf, but I think it should actually be a nerf. Like I stated above, execution barriers do not a healthy game make. I think powering up some of Bowser's other options for edgeguarding, to compensate for an
actual nerf would be a good idea. Unfortunately, we got the opposite, and the tool is less accessible, while his other moves that would help, namely Bair, are also nerfed. So instead of a subtle nerf to Bowsers Edgeguarding game, 3.0 Bowser has eater a ton of concrete and suffers in his offstage game for it, as most non avian, non concrete'avores would.
Overall though, I don't think Bowser needed nerfs. I think he needed to be tuned up, and I agree with the decision to do so, but you guys didn't do that. You nerfed some things, "changed" some things, and stated your reasoning for doing so made more sense from a design standpoint. I love this project, because of the interactivity between the fans and the team, and I think that's what makes this project different than the vanilla smash games. It's by fans,
for fans. What I really hope I don't see is the effective walling off of certain issues from the community. I'm not saying you should take to heart everything everyone says, because the community is full of a lot of dingbats (I'm desperately trying not to post names, send help), but the
interactivity and ability to
learn from the community is what makes this project really jive. I want that to continue, because I feel it's emblematic of your guys love for this series, and ability to take criticism and work with it. You guys, especially Strong Bad and cmart, are great at this, and that's why I'm really confident in the project's longevity. It's being managed well. But I don't like seeing you guys clam up in these threads. You're experiencing what a lot of developers avoid completely, and that is full fan interactivity. It's a tough gig, and you guys do get a lot of heat for your comments and changes often, but being able to combine your ideas with ours and have us
ALL work through the issue is a fantastic show of being a humble designer, which is what designers really need to be.
Much love guys. You all rock and have created (as freeware no less) one of my favorite gaming experiences. I just urge you to consider what I've said not necessarily about the changes, but about the interactivity of design.