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More Damage = More Fun

DakotaBonez

The Depraved Optimist
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My proposal for the next smash bros is a higher damage percent limit. 9999. On normal settings characters would usually be KO'd at around 1000%. This higher damage limit allows for moves to inflict a wider range of damage, from (1 to 200).
 

Metalbro

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Yeah the damage system is fine as it is. Having jabs that do 50-100 percent would feel weird, and keeping track of damage would be much more troublesome IMO.
 

Opossum

Thread Title Changer
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I would prefer that, if we get a mic option for the next game, people wouldn't use a certain overused meme to loudly announce that they did more than 9001 damage...no thanks.
 

Kink-Link5

Smash Hero
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He means characters don't die until 1000%+

So 1000% becomes the new 100%.

Which is just completely aesthetic and means nothing at all for the game.

It also doesn't allow for any wider range of damage. Moves can already do, and the game already keeps track of, partial percents.
 

Hypercat-Z

Smash Lord
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My proposal for the next smash bros is a higher damage percent limit. 9999. On normal settings characters would usually be KO'd at around 1000%. This higher damage limit allows for moves to inflict a wider range of damage, from (1 to 200).
9999??
 

Jaedrik

Man-at-Arms-at-Keyboard
Joined
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That took way longer than it should have.
Should have been FIRST response.
And, ****, man, MW2 **** indeed, I freakin' loved that game precisely because of Stopping Power.
Sure, why not, every move is a more specific percentage, but that would somewhat ruin the simplicity/awesomocity of Smash.
 

DakotaBonez

The Depraved Optimist
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People don't seem to understand what I mean. Along with the increased percentage, the characters attacks would do more damage also. Matches wouldn't last longer, because characters attacks are multiplied by 10. 100 % would be dealt for a 10 damage attack. Smash Bros. keeps track of damage that is less than a percent, but doesn't display it. So an attack that does 12.2 damage would just display as 12. But if the limit was increases to 9999, the 12.2 would display as 122. It's just a more accurate visual measure. And, yes, dealing over 9000 would be awesome. I like how in the capcom vs series the screen tells you precisely how much damage you've done, than multiplies it by 100,000, allowing for 13.245 million damage to be done.
 

Ove

Smash Journeyman
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Still, the title is "More damage = More fun," and you haven't told us why it would be more fun.

I agree with your last statement, that it would be more precise. For that reason, I can see it work. However, 1000 % is just ridiculous. 1000 HP is another thing, so if you want the new scale, you have to get rid of the percentage system* and replace it with HP. This is rather controversial, because the percentage system is one of the few things that distinguish Smash from the bunch.

*The percentage system is based on relativity; 100 % represents a certain knockback. That means that a character with 200 % damage has twice as much knockback. 1000 % would mean 9 times the knockback compared to the same character with 100 % damage. This is the flaw with your proposal.
 

Kink-Link5

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I'm still having trouble seeing how adding more to the percentage makes there be any more precision at all. There's no technical difference between 5.43% in a 999% system and 54.3% in a 9999% system. No amount of precision is added whatsoever.
 

Ove

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I'm still having trouble seeing how adding more to the percentage makes there be any more precision at all. There's no technical difference between 5.43% in a 999% system and 54.3% in a 9999% system. No amount of precision is added whatsoever.
Your point?

Nobody has even mentioned two decimals. 122 HP in a 9999 system is more precise than 12 HP in a 999 system. Reminder: there are no decimals in actual matches.

I am not talking about training mode. 12.2 HP in a 999 system is obviously just as precise as 122 HP in a 9999 system.
 

Muhti

Turkish Smasher
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Still, the title is "More damage = More fun," and you haven't told us why it would be more fun..
Because he's a math geek? •_•

Math geeks think adding (Almost wrote a**ing lol) decimal numbers to make everything more precise is fun!
 

Ove

Smash Journeyman
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There are decimals in real matches. It's how knockback and nearly every other aspect of the game is calculated. Just because they are not shown on screen doesn't mean the precision is lost.
No, they are not displayed. If a character has 42.6 % damage, the screen shows 43 %. The game itself may be precise, but it doesn't showcase it, making it less precise for the player (which in the end, is what makes the difference).
 

Aipom

Smash Journeyman
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That just seems like overkill IMO. It's already incredibly challenging to survive in competitive play with around 200% health with even the heaviest character
 

Meru.

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You say that like I said they are.

You're missing his less sentence.

Your question is: why would adding decimals be more precise?
His answer is: the game's mechanics won't be more precise, but the players would be able to follow every decimal of damage being done, so it looks more precise from the player's perspective since you know the EXACT damage being done.

And now my opinion is: that may be true but it's completely unnecessary and inconvenient. The difference between a move doing 14.9% and 14.6% is minimal, it only makes the percentages look more complicated than they actually are.
 

Hypercat-Z

Smash Lord
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You know, if it was for me I would make 100% the maximum. But they decided to be more precise and raised it to 300%. Isn't it detailed enough?
 

PsychoIncarnate

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There are moves at 999% that won't necessarily kill the opponent
 
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Yeah, how you scale something doesn't really matter. If you have an exam out of 100 points and take off points in a whole number factors, it is no different than having an exam out of 10 points and taking off points in 0.1 factors.

It does have an affect on how we perceive the severity of things. Something measured typically in integers 0 and above and no higher than the hundreds feels rather natural. Look at arcade games which will offer you billions of points as a high score, then compare it to something which only has a max score out of 1000. The game which measures in billions never really feels like it has a max score. Its so high it feels like it goes on forever and getting a trillion doesn't feel special. However, if the max avg. score is 1000 and you get 1500 you instantly recognize you did something special.

The larger the numbers you deal with, the more worthless each point feels. By keeping the number scale toned down each point of percentage done to the opponent feels much more satisfying. If the game went up to say 20,000% as feeling like you are near death, then doing a smash attack that does 1250% doesn't feel all that satisfying compared to doing a 13% smash attack.

So, I say keep it the same.
 

MR. K

Smash Journeyman
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Mar 7, 2012
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Better Character balance=more fun.
Better, deeper gameplay= more fun.
online that isn't half-*****= more fun.

I can think of quite a few things that out-prioritize having a higher damage cap making the games more fun. TBH a higher damage cap would more than likely not change much at all, they'd have to scale all moves ot do more damage otherwise matches could linger on for unnecessarily long times, which would actually detract from the fun factor of the game. Yet if they scaled all moves to be more "powerful" as well as knockback and everything else...well..then what was the point of adding that extra 0 on the meter in the first place?
 
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