ArsArcanum
Smash Rookie
- Joined
- Sep 21, 2010
- Messages
- 5
I know it'll never happen, but I want Sora and Neku Sakuraba in the next game. As long as Sora has Zantetsuken as his dsmash I would be happy.
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The problem with that is that you'd just be homogenizing the cast. Not only that, but it doesn't really change the way the game is played (for better or worse) once you look at the characters themselves.@Kuma: An extra attack button always sounded unnecessary. If you really want to increase the number of moves characters have, why not some sort of new item that changes certain moves? Like the beam sword and whatnot, but functionally different (and maybe you can't throw it), so I guess a little more like the Screw Attack in some way.
You want 10 aerials without even considering Specials? I guess I can see that happening, but still...The problem with that is that you'd just be homogenizing the cast. Not only that, but it doesn't really change the way the game is played (for better or worse) once you look at the characters themselves.
The reason I suggested the new attack button (let's consider the normals to be the Light and Heavy Buttons) was so that the playstyles could be better expressed and be made more distinct. I know you're about simplicity, but sometimes you can have something too simple, in my opinion at least.
Now that I think about it, the new button would add 4 tilts, 3 Smashes, and 5 Aerials. I don't think adding twelve attacks is going to confuse anyone.
It's a thought, but I'm so used to having around that many normals that maybe it doesn't bother me. I mean SF characters can have 6-12 aerials not counting specials and select air grabs. Then again, those mostly function as NAir and FAir attacks. On the other hand, BlazBlue's ground normals work EXACTLY like SSB's tilts (though Taokaka's C attacks can be charged like Smash Attacks).You want 10 aerials without even considering Specials? I guess I can see that happening, but still...
Well a somewhat homogenized cast is one of Smash's main selling points, so...The problem with that is that you'd just be homogenizing the cast.
I don't think it's necessary to change the characters themselves that much as opposed to the context (IE boss battles instead of regular survival matches). Also each game tends to introduce some really unique traits with its newcomers, so why mess with the old so drastically?Not only that, but it doesn't really change the way the game is played (for better or worse) once you look at the characters themselves.
I disagree with this and I think you and I personally have discussed this a bit (too simple by your standards but not by everyone else's, etc.), so I might back out if doing so means you get to talk about it with someone new.The reason I suggested the new attack button (let's consider the normals to be the Light and Heavy Buttons) was so that the playstyles could be better expressed and be made more distinct. I know you're about simplicity, but sometimes you can have something too simple, in my opinion at least.
Now that I think about it, the new button would add 5 tilts, 3 Smashes, and 5 Aerials. I don't think adding 13 attacks is going to confuse anyone when the inputs are so simple.
Dude, I swear... you shouldn't comment on things you don't know. A furry is a person who has an artistic, social, emotional, affectional, and/or often associate themselves with an anthropomorphic character.Just because Meowth isn't a fighter in the anime doesn't mean the whole Meowth species in the games cannot fight at all.
Well, what is Zoroark exactly if he's not a furry? What can I use to describe him? An anthromorphic fox? Well, that's what a furry is. A furry is basically any anthromorphic animal.
Not to be rude, but most of these characters probably won't be in Smash.How about SSB4's adventure mode devides certain characters in teams
[note: my newer version of my earlyer idea.
==Playable Ideas==
(* means New Comer)
The Heoric 5:
Mario
Link
Yoshi
Kirby
Pit
The Evil Team:
Bowser
Gannondorf
King Dedede
Wario
Wolf
Team Falcon:
Captain Falcon
Olimar
Pikachu
Samus/Zeor Suit
Louie*
Team Snake:
Snake
Lucario
Meta-Knight
Peach
Game & Watch
Team Fox:
Fox
Falco
Diddy Kong
Poke'mon Trainer
Lucus
Team Ness:
Ness
Luigi
Ice Climbers
Dixie Kong*
Funky Kong*
Team Sonic:
Sonic
Crash Bandicoot*
Coco Bandicoot*
Rayman*
Kolona*
Team Marona:
Marriona (Phantom Brave)*
Ash (Phantom Brave)*
Globox*
I-Ninja*
Rick (Kirby)*
Team Strong Bad:
(Beacause of His Wii game)
Strong Bad]
Mona (Wario Ware)*
Dr. Eggman*
Dr. Neo Cortex*
Count Razoff (Rayman)*
Team Tak:
Tak*
Jeera (Tak & The Power of JuJu)*
White Bomber (Bomberman)*
Tailes*
Knuckles*
Team Lok:
(Make it like Lok wants vengence on Tak for being replace by Jeera, So he can kiddnap 4 Nintendo characters & put them in N-Trance's [[Brain Washing Helmets]] as seen in "Crash Nitro Kart")
Lok (Tak & The Power of Juju)*
Donkey Kong
[Ike
Zelda]]/[[Sheik
The President (Pikmin)*
Team Paper Mario
Paper Mario*
Paper Princess Peach*
Goombella*
Koops*
Amiral Bobbery]*
Team Starfy
Starfy (Former AT)
Moe*
Mermaid*
Susumu Hori (Mr. Driller) *
Anna Hottenmeyer (Mr. Driller)*
False Team
(Playable in Free Brawl Only)
False Peach (Former Boss)
False Zelda (Former Boss, dosn't turn into Sheik)
False Diddy Kong (Former boss)
False White Bomer*
False Tak*
False Neo Cortex*
False Razoff*
False Mermaid*
The Boss Team
(These Characters won't be playable in my Idea)
King K. Roo*
Fire Owl-**** (Kirby)*
Shake King (Wario Land)*
Dingodile*
Trogdor (Strong Bad's CGFAP)*
Giant Snow Owl (Tak & The Power of Juju)*
Are these teams a good Idea?
Yeah, we were talking about it in more of a Drive context. I don't think it would work in the long run considering it would probably be difficult to create "Drives" that aren't repetitions of some other character's (ie transformation).I like the idea of a third attack button, though didn't we toss around the idea of it being a singluar situational button a little Kuma?
Yet, ironically, Brawl has one of the most unbalanced rosters in a modern fighting game. Although, I think what you and I refer to by homogenized is under two different contexts. What I meant by homogenized was that there wasn't much of a difference between styles, if at all.Well a somewhat homogenized cast is one of Smash's main selling points, so...
he got the big CSpeaking of which, it's interesting that you-know-who hasn't pounced me yet.
I guess you can say balance is subjective, but only to a certain degree. When I look at balancing, I see it as "How is this character compared to other characters assuming that their full potential is tapped." This is partially because the competitive players will practically dissect the game to see what they can do. The other reason, that may make more sense to some, is that I consider the skill levels to be kind of like the levels in a Mario game. The lower level of play, or "casual", would consist of the easiest levels where as the top level of play has the hardest levels requiring you to use the skills you've accumulated to clear it. Maybe another way of putting it would be easy and hard mode for any given videogame.I should also mention before I snooze that I consider balance in itself to be subjective. What might make a character crap tier in certain circles might be unheard of in others (like how most Smash players don't know what DI is or how most Pokemon players don't use Stealth Rock).
There's more balance theory stuff I wanna talk about but I'd be an idiot not to hop into bed within the next 5 minutes, so that's later I guess (and only if you wanna hear it).
he got the big C
gone for summer probably
How would more attack buttons hurt potential newcomers? Sometimes, I wonder if this isn't so much a concern for newcomers as it is being afraid of change.I don't think a second standard attack button would be a good idea, one special and one standard is good enough, and the addition of more attack buttons could hurt potental newcomers. However, I have a similar idea, what if characters could do smash aerials? For example, tilts could be damage-rackers while smashes could be meteors, spikes, wall-of-pains, etc. Grabs in midair would also be more interesting, especially if they resulted in body slam throws.
And I love how people point out how Brawl has an unbalanced roster, then don't mention how Melee is almost all Fox, Falco, Shiek, Jigglypuff, and Marth for the most part. >_> I mean, Fox vs. Mewtwo is pretty much an obvious murder for the latter. Kirby is also as worthless as Ganondorf is in Brawl, I mean two of his throws can kill him without even taking the person being thrown with him. >_>
I don't post at VGChartz, and I have not been commentating lately because there has been little to comment on.As for that guy.....
I've seen him being his usual self in the VGChartz forums.
.
If a character has an already limited amount of potential for a moveset, Olimar for example, then adding 14 (9 ground, 5 aerial) attacks will make it much harder to create a set for, seriously, what could you really add to a character like him? At least with my aerial smash idea it's only adding 4 attacks.would more attack buttons hurt potential newcomers? Sometimes, I wonder if this isn't so much a concern for newcomers as it is being afraid of change.
With the exception of Olimar possibly, I can imagine having extra air attacks. You know, the 4 normal ones, and then 4 new ones. Think of them like the tilits of aerials. Olimar could possibly have 4 extra aerials that are quite slower/stronger than his normal aerials, that involve multiple Pikmin being thrown or something. I'm just throwing it out there.If a character has an already limited amount of potential for a moveset, Olimar for example, then adding 14 (9 ground, 5 aerial) attacks will make it much harder to create a set for, seriously, what could you really add to a character like him? At least with my aerial smash idea it's only adding 4 attacks.
True, but I don't think it would be possible to make 12 unique, new standard moves for him, as Kuma indirectly suggested.With the exception of Olimar possibly, I can imagine having extra air attacks. You know, the 4 normal ones, and then 4 new ones. Think of them like the tilits of aerials. Olimar could possibly have 4 extra aerials that are quite slower/stronger than his normal aerials, that involve multiple Pikmin being thrown or something. I'm just throwing it out there.
Yeah, I ended up writing 9 because I was thinking of both left and right, though both directions would most likely have the same attack (like the current standard button) if this theoretical second standard attack button did exist.Edit - Uber Mario, don't you mean 7 ground attacks would be added?
I guess you can say balance is subjective, but only to a certain degree. When I look at balancing, I see it as "How is this character compared to other characters assuming that their full potential is tapped." This is partially because the competitive players will practically dissect the game to see what they can do. The other reason, that may make more sense to some, is that I consider the skill levels to be kind of like the levels in a Mario game. The lower level of play, or "casual", would consist of the easiest levels where as the top level of play has the hardest levels requiring you to use the skills you've accumulated to clear it. Maybe another way of putting it would be easy and hard mode for any given videogame.
Never heard the expression "you can't please everyone," have you?This kind of goes back to my philosophy : Make games so everyone can enjoy them, whether they want to just have mindless fun, or have an epic battle of wits and execution. I think this is somewhat similar to what Sakurai has been aiming for but our definitions for "everyone" seem to differ.
I only wanna read Kuma articles right now. I've already read Sirlin's stuff and I don't care about that other guy.Anyway, I want to hear more on this balance theory stuff. If you decide to continue the conversation, I'll try to find Sirlin and Sonic Hurricane articles on the subject.
The person in question most definitely posts on VGChartz, you most definitely do not.I don't post at VGChartz, and I have not been commentating lately because there has been little to comment on.
That's just the matchups. Naturally, because characters are going to excel in certain areas, the ones that excel in the areas that they're weak against will have a difficult time against those that have that strength. It's kind of a balance via imbalance depending on how you look at it. Of course, I think you already know about this kind of thing.Okay, well, that goes back to the point that very few players achieve a character's full potential, or at least close enough to full. That plus skill not being... "linear" I guess, in that being adept in one situation (like fighting Marth) doesn't mean you're good at another (like fighting DK).
And that's understandable minus the idea of them only working on balancing for a month at most. With a roster of 39 characters, it seems like a bad idea to spend only that much time balancing everyone, especially with such a small amount of people on board testing it whereas we've had public betas for games like Halo 3 ODST, Final Fantasy XIV, and Starcraft 2.Now I'd agree that maintaining some sort of balance with high-level play would be pretty sweet, except we have this problem:
"This is partially because the competitive players will practically dissect the game to see what they can do."
Dissecting a static game over two years between decently sized communities is one thing, but Sakurai's balancing team probably had a few weeks or a month between changes and they had way less people.** Realistically, there's no way they would've picked up on every problem and had it balanced the way SmashBoards and pals would've wanted it.
While taking things into your own hands make sense if you don't like what's given, but that's not a good sign to me for the quality of the game.The best solution for the high-level players is pretty much what they've already decided: take the game into their own hands. Sakurai can't spend his career making the perfect competitive fighter, he's got other games to make. The people here, however, can make their own tournament rules or hack the game to forcibly balance it themselves in their own time. They've got ideas for what should be done and way more people on board, so why not? Beats whining.
I understand what you mean. I'm for simplicity, but I think there are some things where simplicity is NOT the best option in the long run.Never heard the expression "you can't please everyone," have you?
Sakurai prioritizes accessibility so that new players won't be intimidated by complexity. If that means less depth than other games, fine. There's plenty of games out there that meet our demands for that anyway.
You might be waiting a lifetime before that happens. I'm not much of a writer and I only have about a year and a half of experience in the fighting game community.I only wanna read Kuma articles right now. I've already read Sirlin's stuff and I don't care about that other guy.
I would keep the beta available for whatever is the standard for those kind of things. Part of the reason is that it may take a little bit to see the weaknesses in some attacks that may at first seem broken. We obviously don't want something nerfed if it doesn't need to be nerfed.nintendo should get some form of Beta availibale to the public for balancing. It wouldn't tak emore than a week for the dedicated to show the inherient flaws of Meta/Snake or Ganon/Link.
Actually, a casual player will think it is or isn't depending on their experiences (ie. Pikachu's Thunderbolt being "broken").One thing to keep in mind though is that the casuals won't notice if a game is balanced or unbalanced, but a competetive will.
Well I was referring more towards someone's ability to respond to whatever coloring their perception of balance, but I think you got where I was coming from anyway.That's just the matchups. Naturally, because characters are going to excel in certain areas, the ones that excel in the areas that they're weak against will have a difficult time against those that have that strength. It's kind of a balance via imbalance depending on how you look at it. Of course, I think you already know about this kind of thing.
To be fair, ODST was criticized for not changing much, SC2 took forever and had some questionable changes, and FFXIV is turning out crap despite a near decade of FFXI for SE to figure it out.And that's understandable minus the idea of them only working on balancing for a month at most. With a roster of 39 characters, it seems like a bad idea to spend only that much time balancing everyone, especially with such a small amount of people on board testing it whereas we've had public betas for games like Halo 3 ODST, Final Fantasy XIV, and Starcraft 2.
The modding scene is tiny compared to those that play the original version (even just within SmashBoards), so I take that as a pretty good sign of the game's quality. Well, that plus the record-breaking sales.While taking things into your own hands make sense if you don't like what's given, but that's not a good sign to me for the quality of the game.
Smash isn't one of those things though, at least in the public eye.I understand what you mean. I'm for simplicity, but I think there are some things where simplicity is NOT the best option in the long run.
I meant more responses instead of links, and you're doing that, so you're aces. At this point I'm worried that our quote jengas are scaring people away, but oh well, more for us.You might be waiting a lifetime before that happens. I'm not much of a writer and I only have about a year and a half of experience in the fighting game community.
I really really really don't think Nintendo will ever try to make it so their games will be easily modded. They are incredibly protective as their properties after all.Well, Could Nintendo just make modding a little easier? I understand they don't want there games undercut, but they actively go out of their way to make it difficult.
As are most companies. I'm honestly surprised they even added a stage editor this time. (Though it would have been nice to make it so you could use custom stages online and transfer them to other players mid-play [as in during a session, not a match])I really really really don't think Nintendo will ever try to make it so their games will be easily modded. They are incredibly protective as their properties after all.
Yes, Slime has been discussed at certain points throughout this thread. As far as his moveset goes I imagine it incorporating his magical abilities along side some of the mechanics demonstrated in Rocket Slime.Has a case been made thus far for the Slime from Dragon Quest? He's been in pretty much every Dragon Quest game and could potentially have a really weird/awesome moveset.
Also, Ryan Kesler from NHL 2K11.
Honestly Zero would be a much better choice than Megaman. I'm not a big fan of his MMZ design, preferential to Maverick Hunter Zero. Regardless either version would integrate very well, sadly, It is unlikely third party frnachises will see multiple characters and Megaman will undoubtebly (and rightfully) be added alone.They definitely need to put in megaman zero. I mean, they could make him such an overpowered player if they let him charge up his smash attacks, maybe get his upb as the up+b attack from zero 3 or something, neutral b could be him shooting his buster, charged it could be awesome, down b could be shield boomerang, and over b idk yet, but he could be a fricken awesome character
That reminds me, can we have a game where we don't have a lava Metroid stage.I think a Donkey Kong Country Returns stage will be just fine without crazy mechanics seen in other stages. There is a reason static stages are generally preferred over the more dynamic ones.