You may not be trying to sound apologetic. But you are being apologetic.
I'm not being overly-critical, and my opinions on competitive Mario Kart are far from uncommon. I still look forward to Mario Kart 8, and I've given it plenty of credit. It's the first Mario Kart I've ever been hyped for and followed before it's release. I still have things I think they are taking too long to address, though. Again, Mario Kart is not a holy grail. We're allowed to criticise it.
As I have said several times, yes, you are free to criticize it.
sonicbrawler182 said:
That's not my problem though. My problem is that this, as a defensive mechanic, is far too luck based. For example, getting a coin from an item box when I'm in first place and already have 10 coins is complete BS, and as GameXplain mentioned, means Red Shells may as well be Blue Shells for 1st place players.
Just like getting a Blooper in 8th place in MKW was complete BS as well, lol. No one
actually cared enough to make a huge deal out of it, though. If you were playing mkw and got a fib in 1st place and the person behind you got red shells, then oh well that was game over for you. If you get a coin in 1st place and the person behind you gets red shells, then again that's game over for you, lol. Get a good item and catch back up and hit
them with items to get your 1st place back. If 1st place just got to have all these constant defenses, then it would be so lame. I mean, they gave you a horn in first place to stop blue shells from hitting you, that's already up'ing the defense compared to previous Mario Kart titles by a substantial amount.
sonicbrawler182 said:
Plus, it's redundant, since I can already get plenty of coins on the track. And since getting coins in first place from an item box is extremely common, this is a HUGE flaw in the game's design. It is not rational, and there is no justified reason for it to be like this. And, it's anti-competitive.
With the horn item alone, I feel the coin
should be there
to add more balance, lol. If 1st place couldn't get coins in 1st, and they could get defensive items
and the horn, then 1st place would be the most OP thing I have ever seen.
sonicbrawler182 said:
I have literally never, ever received a Mushroom in first place, and I've played plenty of Mario Kart DS and Mario Kart Wii. If this is going to be possible in Mario Kart 8, but is rare, it's still a problem.
I didn't play much DS; but speaking from a MKW stand point, mushrooms are possible in first.
sonicbrawler182 said:
Again, it's a matter of luck, not skill.
With Mario Kart, I feel it is broken down to be about 15% luck, 85% skill.
The 15% luck comes simply from which items you get from the item boxes and how they affect your current position.
The 85% skill comes from how you
use those items to your advantage, how you
adapt your racing after getting those items, and generally how well your lines and knowledge of the track are.
Mario Kart isn't as luck-based as some people like to make it out to be.
sonicbrawler182 said:
I'm aware first place is not invincible. And it should not be. But there should be a consistent means of defense that don't rely so heavily on your luck from item boxes. Again, Mario Kart Arcade GP had this, and was a much more com
Again, 1st place now has an actual item to stop blue shells with ease, on top of the ability to receive bananas and shells to block items from behind. The coin needs to be there for balance so 1st place actually
can be touched.
sonicbrawler182 said:
And while carrying powerful items into first place is fine when I'm trying to get into first place at the beginning of a race, if you mean to say I should pull back into an earlier place intentionally to get better items, after holding a first place for a long time - again, that's terrible design.
That's not what I meant at all, and I never mentioned this at all.
Again, it all depends on what track you are playing on.
If you are playing on a
sandbagging track, and you try and front run and try to stay in 1st the entire time, 9/10 you
will lose, badly. You need to drop back for a good item at the
start of the race, and then go all out at the
end of the race. If you are holding first place for a long time on a sandbagging track, there is a good reason as to why, lol. No one is catching up to you because they are all holding their items and not using them until the end.
If you are playing on a
front running track and holding onto first for a long time, then by all means, continuing holding onto first and don't drop back for an item.
sonicbrawler182 said:
If that's the case, why is it I always see people saying Mario Kart needs a lot of improvement to become more competitively viable?
I dunno. I know dozens and dozens of competitive players who are all very content with how the game is, myself included.
sonicbrawler182 said:
Taking inspiration from other games does not mean copying them exactly and losing uniqueness. You can take inspiration from something, but develop it and add your own thing to it. Heck, your point here is completely invalid, when you consider Mario Kart 8 does this in one aspect:
Crash Nitro Kart was doing anti-gravity kart racing long before Mario Kart got to it. At first, I thought they were ripping the off Crash entirely. But then, they revealed the Spin Boost, which is looking to be an incredibly nuanced mechanic that will benefit Mario Kart as a whole.
That's not what
we were talking about, though. That is taking inspiration for track design, not item mechanics. My point is still very valid as Mario Kart's random item roulette is still active and will continue to be active. If the developers want to take inspiration from other games for cool track designs, then by all means go for it.
sonicbrawler182 said:
Firstly, you have no proof that is true. Don't mention ratios without having an actual number, it makes you look like you don't have a clue what "ratio" even means.
I know it's true simply from the responses in this thread so far, lol. From what I can tell, you are the only one to have a problem with how the items work in Mario Kart.