Canuckduck
Smash Ace
I suspect Mii's will be banned from competitive play.
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I couldn't agree less sadly. Remember how huge the fight was to ban Meta Knight? the fight would be equally as large to change his moves to something else. Plus the entire process would be so subjective no one could reasonable enforce any rules made in that manner.I'd love having custom moves in competitive play as long as the people know what the other has picked. But let's see.
(The following only applies if they decide to ban custom moves after all)
ONE Thing I'm absolutely sure on though: At least SOME custom movesets WILL be used in competitive no matter what. Why do I think that? Easy: Because if there is a move, like Meta Knights down B, that can be bugged to high heavens they WILL select another move and make THAT the legal move instead of outright banning the character himself. Banning a whole character when you can just rebalance him somewhat by changing the broken as F move would be MADNESS. Same goes for so called "trash tier" fighters (not that i care about tiers personally) : If there is a move that makes said character trash tier, and there would be a custom option that made him mid-tier, they would most likely change it to that as a legal option. All of this only applies if the customized move would solve the issue obviously.
TL;DR : Custom Moves decided by the individual player? Maybe and Hopefully.
Custom Moves as a balancing method for the ones that decide on the rules? Definitly.
It really depends on how customizable their size is. So far we have 2 sizes, if that's all there is there is ZERO reason to ban them. Even if there is maybe a middle class there is still no reason. People can just use default looking Miis at tournaments on the Wii U where logistics are an issue and go all out with Miis on the 3DS where there aren't such issues.I suspect Mii's will be banned from competitive play.
I've been saying the same things since the very beginning. Agreeing with my man Alax, here.Competetive community will go with characters and moves that are most efficient for competitive play. Miis and Palutena may looked over if there's a character that's stronger than them. And even if they have these special moves, people will customize them to a point where it's best for competition. So if we find one combination is better for a character many may adopt it, or we'll have a few people who try a different approach. This is no different from a player who uses ATs and those who don't (Lucas in PM, Pink Fresh doesn't DACUS much but other plays implement it. Hell, some do B-Sticking or the like to transform how he plays as a whole), except ATs are usually hard to pick up.
And it seems these customization skew how moves work. For example - Mario's fireball. Normally, it has a set bouncing path. With the customization, it changes to a big, slow moving singular fireball (slow to get out) or one that's quick, straight and weak. It's a trade off in most cases from the usual, balanced move with both power and speed.
I think people fear this because it'll make tier lists near impossible to make. Then tiers will really *ahem* be for queers (for lack of a better word). But hell, your Mario could be having trouble getting opponents with a spaced game, so he whips out his horizontal shot fireball. Now he has something similar to Foxes laser to deal with foes, and opponents need to become smarter and play better.
So why don't people want to change? Because we fear something different - something that's out of the norm. Smash 4 is not Melee. Smash 4 is not Brawl. It's a whole new beast. And this will be a key differentiator and an awesome addition to competitive play, if we let it.
Think of it, it may take longer, but it adds more meta game to the meta game. More thinking, more thought about how to handle matches. Some will choose a move set and keep it throughout, or some will mix it up, almost like a character counter pick. I think it would be a lot of fun and a refreshing addition to the Smash Bros formula.
Again, nobody holds us back but ourselves. Melee players and Project M players may not like this because it REALLY strays from the usual. But if they thought it would be close to Melee than I'm sorry but you were at fault from the start.
To me, we should be optimistic about this addition. If it indeed proves to be unbalanced, we can scrap it. I feel as a community we'll be able to work it out.
That is how a LOT of competitive scenes handle things though. Also, it's really not that hard: Moves that can be gamebreaking (examples include invicibility, hitboxes that are 5 times the intended size, moves that can bug your character to be permanently floating or be invincible or glitch you into a wall etc.) will be replaced by any move that doesn't do that. Let'S say Mario'S fireball would have a glitch that made it possible to hit everyone on the stage with the normal version at the same time, change it to fast traveln linear fireball if it doesn'T have that problem, case solved.I couldn't agree less sadly. Remember how huge the fight was to ban Meta Knight? the fight would be equally as large to change his moves to something else. Plus the entire process would be so subjective no one could reasonable enforce any rules made in that manner.
It depends more on whether custom moves are allowed at all. Judging from your reasoning concerning exchanging gamebreaking abilities for others , completely exchangeable movesets wouldn't be allowed from the get go. And if you allow custom moves you might aswell simply ban those that break the game in a manner as stated above.It really depends on how customizable their size is. So far we have 2 sizes, if that's all there is there is ZERO reason to ban them. Even if there is maybe a middle class there is still no reason. People can just use default looking Miis at tournaments on the Wii U where logistics are an issue and go all out with Miis on the 3DS where there aren't such issues.
I suppose that's true.I don't get why everyone's worried about the Miis. All Miis are allowed, period. When the game comes out, if for some wacky reason it's too complicated or takes too long for players to get their Miis on tourney setups, then we may have to find a workaround way to support them, but it seems unlikely. Sakurai obviously intends this to be easy.
There is no proof to substantiate your assumption. Not yet.Aren't custom moves banned online meaning they most likely aren't balanced.
It's more about the fact you are playing anonymously with up to three other players, so you don't know what special moves people have until they use them. That's a huge deal. Imagine playing USF4 and not knowing what ultra they have. :xAren't custom moves banned online meaning they most likely aren't balanced.
Time will tell i don't think they will be balanced at all that seems like alot of work to balance the general game and all custom moves.There is no proof to substantiate your assumption. Not yet.
"For Glory" online mode is just a quickmatch mode and really shouldn't have its settings read into for our purposes (Final Destination only, very likely time mode...). You're free to use custom moves in "with friends" which will be the main online venue for competitive play.
I mean, they might be imbalanced; I really don't know. However, that's really not something we can know until the game is in our hands. The system is designed in a way that it very plausibly could be very competitive, and that's a good reason in my book to give them a fair chance, treat them as allowed by default, and only go back to it if what's in the game proves this is a bad idea. I do strongly agree with the "all or nothing" school of thought though. We can't get into the business of baning some moves and not others, and we certainly aren't getting into the business of deciding which set-ups per character are used as a rule. If the system as it exists is not conducive to free choice by players, we won't use it.
I mean the latter. If you have to start banning some moves, ban them all. If you don't need to ban them all, allow them all. There may be wiggle room if there's a crazy situation like precisely one custom move is a thousand times better than all others and breaks the game while all of the others are obviously fair, but I find that unlikely to the point that we shouldn't worry about it.By "all or nothing" do you mean to allow them all of them or none of them at start? Or do you mean that if we have to ban a single move to ban them all?
Every stage other than FD is banned online, too. Sakurai is a dope.Aren't custom moves banned online meaning they most likely aren't balanced.
I don't like gray areas, but I feel that an "all or nothing" approach on banning custom moves is not the right way to go. On the other hand, I don't feel that there is a magic number I can give you either, it really just depends on how much we benefit from custom moves being implemented.I mean the latter. If you have to start banning some moves, ban them all. If you don't need to ban them all, allow them all. There may be wiggle room if there's a crazy situation like precisely one custom move is a thousand times better than all others and breaks the game while all of the others are obviously fair, but I find that unlikely to the point that we shouldn't worry about it.
Nope, it is the default, expected modus operandi unless there's something fundamentally broken about it (e.g. waayy too difficult to setup during tournaments).Allowing player-level customization is of course out of the question unless it's generally agreed that the tradeoffs are universally fair.
We have no reason to expect this to be true. Amiibo is one possibility, and we just have to wait to find out.Even then, short of saving data via an Amiibo or something (since details on that are vague right now), the setup time tradeoff is too high for large tournaments.
Seeing as (last I saw), PM tournament ops are still wondering and complaining that there are too many button checks and long coaching sessions dragging tournaments out, I imagine it will ultimately just depend on the tournament size and host.Nope, it is the default, expected modus operandi unless there's something fundamentally broken about it (e.g. waayy too difficult to setup during tournaments).
We have no reason to expect this to be true. Amiibo is one possibility, and we just have to wait to find out.
That's not how Amiibos work.Too many pages to read, but I think it's reasonable to imagine that if a character seems underpowered with their default attributes and moveset, that an "established" specific customization would be reasonable on a tournament-by-tournament basis. Allowing player-level customization is of course out of the question unless it's generally agreed that the tradeoffs are universally fair. Even then, short of saving data via an Amiibo or something (since details on that are vague right now), the setup time tradeoff is too high for large tournaments.
Besides, Sakurai said they'd like to do post-release patching, so hopefully it won't be an issue anyway.
I think you yourself said above here that "There isn't any proof yet to substantiate your assumption. Not yet."That's not how Amiibos work.
Amiibos just store data on a CPU fighter that you train and level-up and customize, not a player-controlled character. It's a totally separate (with some similarities) feature of the game.
true but if they can cut down on the amount of hand warmers that time could be used to set move sets, just a thoughtGood logistics (disregarding how likely or unlikely it is someone heeds good logistics) encourage that you account for the worst case, which would be that every player comes in with a different customization in mind, and has no way to quick-load it from an external storage device. If you have a 40 person tournament and each only spends a minute customizing their character, you're still running 40 minutes behind by the end of the night.
i dont see a problem with personal preference in move sets its the same as picking a character to learn to me, most people are gonna pick a character they like to learn at firstHuh, for me it is the opposite. Seeing customizable attributes like character speed and such makes me question what exactly that could do besides faster movement. That said if there is a standard setting of attribute changes that are applied to every character it could prove useful without changing setup time.
Custom moves though are a hit iffy. They vary between character and have different effects between them that could break a character easily. Not to mention it'll be much more up to personal preference for each player rather than something like a universal speed boost that you pretty much have to pick because if you don't the opponent will do so which puts you at a disadvantage.
Edit: vanilla probably will still be best.
Tier lists aren't about which is better, it's about which has had most success in tournaments. Kind of like when a certain sports team is recognized for being one of the best, or one of the worst performing. It's about net player performance of that character, not inherent balance.How would that work? What combo do you do to use those 12 differents move?
Also, side not, but you can rank up that amount of combo a bit. Each Mii class has their custom moves too:
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Isn't being able to develop a tier list a good thing? If you can't determine which character is the best, doesn't it means the game is avtually balanced?
Pretty much this. I'm all for using it for balance, I'm just concerned that allowing them on a player-by-player basis will take a lot of time to setup.This is coming from someone who doesn't play competitively, but I thought I'd share my thoughts-
I think its silly that people are already talking about banning things before the game is even out. Give things a chance before you outright refuse to use them.
What if, through stat modifications, every single character is viable in competitive play? I don't play competitively, but for example: what if there was a universally accepted rule that Bowser gets +5 speed?
Because of stat modifications, people are going to be able to effectively alter character's strengths and weaknesses, so why not use them to balance the playing field a bit? If the game comes out, and NOBODY uses a certain character because of their stats, why not beef that character up a bit so that they can compete?
There are universally accepted rules about which stages are banned, right? Why not do the same thing about stat modification?
This is going to be an entirely new game. Even putting aside the new characters and stages, there's a lot of customization involved this time. If you don't want to play competitively with customization, there are already 3 smash bros games for you to play without them. This is going to be a new game with a new meta and new rules. I think people need to at least give the new mechanics a chance before dismissing them.
it will depend on the way you have to set them up then, if you can do it from the css then it should be fine i thinkPretty much this. I'm all for using it for balance, I'm just concerned that allowing them on a player-by-player basis will take a lot of time to setup.
That or from the 3DS version's data. For that matter, using the 3DS version as a sort of save carrier to load your customizations quickly into the U version may work in place of what I was suggesting for Amiibos above, too.it will depend on the way you have to set them up then, if you can do it from the css then it should be fine i think
i think they said you can do that but i might be going crazy but it seems like it would be double, the problem with that is going to be that not everyone will have a 3ds to do it with should that be an optionThat or from the 3DS version's data. For that matter, using the 3DS version as a sort of save carrier to load your customizations quickly into the U version may work in place of what I was suggesting for Amiibos above, too.
Although we haven't seen proof of this, I would think that this would be the more likely scenario.That or from the 3DS version's data. For that matter, using the 3DS version as a sort of save carrier to load your customizations quickly into the U version may work in place of what I was suggesting for Amiibos above, too.
Right, but the option would be present, which would cut down the time significantly.i think they said you can do that but i might be going crazy but it seems like it would be double, the problem with that is going to be that not everyone will have a 3ds to do it with should that be an option
yup, i just still think there will be a way to do it from the css so other players besides player 1 can fiddle with the move sets, it would seem like such a big over-site if they didnt allow the other players to do soRight, but the option would be present, which would cut down the time significantly.
There are problems which make this very impractical though. The meta game is always evolving, and new things are always being discovered, and so there's no real way of knowing how tier lists will change over time. If you start adding and taking away different modifications every time we learn something new about character match ups and so forth, it's going to be very messy and pretty much impossible to coordinate a universal rule set.Pretty much this. I'm all for using it for balance, I'm just concerned that allowing them on a player-by-player basis will take a lot of time to setup.
I agree with what you're saying, and I'm not saying you're saying this, but I think it needs to be clarified that no one makes decisions based on the tier list. The tier list is not a consideration in balance decisions, normally. It's a very inconsequential thing that is just there because we can make one. "Not being able to have a concrete tier list" is not a concern to serious players, is what I mean.There are problems which make this very impractical though. The meta game is always evolving, and new things are always being discovered, and so there's no real way of knowing how tier lists will change over time. If you start adding and taking away different modifications every time we learn something new about character match ups and so forth, it's going to be very messy and pretty much impossible to coordinate a universal rule set.
On top of that, every small change has big effects. For example, changes in speed or power might change up some combos completely, allowing them to be longer or shorter against different characters. All these differences may be more or less noticeable for a number of different match ups. Balancing is very tricky business, and it's impossible to just "improve" a lower tier character without throwing a lot of chaos into the whole thing.
I'm pretty used to some online games doing this exact sort of thing. A constantly changing game state forces the metagame to evolve to suit. Some characters can go unchanged between versions and suddenly become viable just due to a new discovery in style. Then again, Smash Bros tournaments don't use character picking and banning for strategy/balance, making universal customization appear more as a strategic choice (like an item build in Dota) than a player skill choice.There are problems which make this very impractical though. The meta game is always evolving, and new things are always being discovered, and so there's no real way of knowing how tier lists will change over time. If you start adding and taking away different modifications every time we learn something new about character match ups and so forth, it's going to be very messy and pretty much impossible to coordinate a universal rule set.
On top of that, every small change has big effects. For example, changes in speed or power might change up some combos completely, allowing them to be longer or shorter against different characters. All these differences may be more or less noticeable for a number of different match ups. Balancing is very tricky business, and it's impossible to just "improve" a lower tier character without throwing a lot of chaos into the whole thing.