Archangel
Smash Hero
No point in Playing Brawl. Melee players win most Brawl events. He needs to do some soul searching or to put it bluntly and straight forward. Stop being a little *****.This isn't the game for you, then. Play Brawl.
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No point in Playing Brawl. Melee players win most Brawl events. He needs to do some soul searching or to put it bluntly and straight forward. Stop being a little *****.This isn't the game for you, then. Play Brawl.
Complex inputs do not create options.The only reason I say that complex inputs are a necessary part of the game is because of the options it creates for you. Being able to do just simple things such as WD out of a shield in melee is pretty difficult to do for a beginner technically , but once you master this it gives you another option that you can use in a certain situation. I don't think the majority of high level melee players like the game because of the amount of buttons they push, they like it because they have masted these techniques, and because if it, are significantly better than most. I don;t care about street fighter ultras or how difficult they are to do. if you do it in a bad situation you're punished, just like the techniques that require technical skill in melee. If you're not going to learn when to use and how to execute certain things how can you expect to be competitive? Just blame the game design?
If you look at the most popular and well established competitive games they all have a level technical skill that is required to play at a high level. For example, if you can't hit your groundstrokes consistently in tennis then your gameplan is much less significant since you may fail to execute anyways. This applies to any sport. Some people truly enjoy building their fundamental skills from the ground up and watching their options expand as they master new things, while some want all of their options to be handed to them from the get-go.No. Complex input commands just get in the way of the real game. Take Street Fighter. Being able to perform a Dragon Punch doesn't mean anything, it's how you use it that matters. Being able to perform the moves is just mindless motor-learning that is required to actually get into the meat of the game.
As for your last example, if you know how to but physically can't do it then it's probably a result of bad game design. Because in a well-designed game, you need to have an understanding and mastery of the controls and mechanics to know how to pull of advanced moves. Adding complexity solely for the sake of complexity is bad game design.
Fixed. ROFL.Project: M is Melee 2.0
Let's just say that Project: M is the true successor to Melee.
LOL.You're talking to people that use Technisocal as a word.
Smash's controls are VERY simple compared to other fighter games. Performing attacks are much more natural because all you have to do is pres A and the direction you want the attack to go. Not to mention, special moves are reduced to one button whereas in most 2d fighters, special moves are sometimes trickier to pull off (though it depends on the game).Complex inputs do not create options.
How hard something is has very little barring because really, it's what's on screen is what matters. Not what's in the player's hand. :V
All complex inputs reward is execution of an option and satisfaction of achieving a new level in finger execution and being able to use the option attached to this complex input when you wanted/needed.
Artificial Difficulty/Complex input is not a requirement for a good game. It is only a SPICE to add to the overall FLAVOR of a game. V:
When you add this SPICE, the dish appeal changes!
0/10If you cant l cancel u suck. Thats why its there. Go play bawwwwl.
tl;dr all in all these complex input appeal to a specific set of players and give these players a reason to strive for improvement. In fact, I would love if it people would stop trying to argue which method of game design is better because you can't in this case unless you're trying to cater to a specific set of people, in which, the choice is obvious. (Though tbh it has given me a chance to show my srs side rofl)Smash's controls are VERY simple compared to other fighter games. Performing attacks are much more natural because all you have to do is pres A and the direction you want the attack to go. Not to mention, special moves are reduced to one button whereas in most 2d fighters, special moves are sometimes trickier to pull off (though it depends on the game).
Melee is a 4 button game. I know it's simple.
So what are these complex inputs, or, as you called them "artificial difficulty"? They could be arbitrary and pointless or they could be viewed as something that is expanding the already simple controls.
>complex inputs
>see falco/fox
rofl.gif
>artificial difficulty
>l-canceling
lmao.gif
L-canceling is arbitrary. It adds nothing but artificial difficulty and nothing else to the game. Is that bad/good? Depends.
Firstly, lets talk about L-cancelling. The intention was obviously meant to be a trick, "Hey Timmy, if you press L when you hit the ground while dairing with link you get up faster, isn't that cool?" <Obvious intention when the designers made it
Well, possibly. It was never confirmed, but last I recall, L/Z-Canceling was put in to help players shield faster when they missed an aerial, which really makes more sense when you look at Sakurai. lol.
However, it accidently became a huge part of the game when considering high level play, and a lot of people call it "fake skill". Well, automatic lag reduction is "fake speed" it just throws a bone to player and says "your good now, have fun, main fox and you'll pwn"
L-Canceling is not fake skill. It is skill. Technical Skill. Duh.
ALR is not fake speed either. It's just L-Canceling without the L. V:
There is nothing wrong with ALR or L-Canceling. Yes, it makes it easier for the player, but as I've said, its about what's on screen, not what's in the player's hands.
Insteading of hating on L-cancelling just consider it as part of an attack input much like traditional 2d fighters recquire multiple inputs.
>implying i hate l-canceling.
epiclaugh.gif
As for wavedashing, its an exploitation of the game's physics that has a lot of benefits: speed, spacing, mindgames, etc. If it was something that you couldn't mess up on, imagine how broken that would be.
Not really that much more different than it is now tbh. Most pros have way past mastered Wavedashing. Sure they mess it up now and then, but really, they WD with like a 95%+ success rate. lol.
Not to mention, once you master wavedashing its like pressing a button anyway so it pretty much is broken if you have good reflexes. lol.
I disagree.
TL;DR all in all, these complex inputs compliment the already simple game and give new players a reason to strive for improvement. In fact, I would love it if P:M team added new ATs. (Though the only one that has any chance would be some kind of attack buffering mechanic where the first X amount of frames of an attack are cut in half; sort of like reversed L cancelling. But I doubt that can be something that could be coded)
Alright, glad to hear it.Melee is a 4 button game. I know it's simple.
v>implying i hate l-canceling.
epiclaugh.gif
(Yep, I wonder why anyone would ever get the impression that you hate L-cacelling)L-canceling is arbitrary. It adds nothing but artificial difficulty and nothing else to the game. Is that bad/good? Depends.
For that, you were either joking or it was an epic contradiction. Also, I never said it was fake skill. I said some people say it is.L-Canceling is not fake skill. It is skill. Technical Skill. Duh.
"Pro" is a key word.Not really that much more different than it is now tbh. Most pros have way past mastered Wavedashing. Sure they mess it up now and then, but really, they WD with like a 95%+ success rate. lol.
If you need to think about performing a wavedash longer than you need to think about doing most attacks then you haven't mastered it. Saying that may sound arrogant but it is VERY easy to use once you get the hang of it.I disagree.
Eh, you make a good point. Then again, how did this whole situation start?tl;dr all in all these complex input appeal to a specific set of players and give these players a reason to strive for improvement. In fact, I would love if it people would stop trying to argue which method of game design is better because you can't in this case unless you're trying to cater to a specific set of people, in which, the choice is obvious. (Though tbh it has given me a chance to show my srs side rofl)
:V
That's debatable. I like the fact that both mindgame and technical skill co-exist in smash. Its fair to players who opt one type of skill over the other.There is nothing wrong with ALR or L-Canceling. Yes, it makes it easier for the player, but as I've said, its about what's on screen, not what's in the player's hands.
FixedHOLY **** PEOPLE I SAID TO STFU ABOUT IT. >:V
I'm enforcing this BTW. >:UrPSI Edit: As of 9/19/10, I will infract you if you bring up Manual L-Canceling vs. Automatic L-Canceling. >:U
http://www.youtube.com/user/sugarhigh0815*attempting to change the topic*
Has there been any youtube clips of PM recently aside from Connor's Snake vid?
inb4religiousdebatelololHoly **** guys.. is this seriously still going on?? It's not getting removed even if Jesus himself descended from heaven and demanded it. Stop arguing with people who bring it up.
It's!
Pointless!!
Seriously.. if someone brings it up again let's just all ignore it please.
Oh god that would be so much wtfinb4religiousdebatelolol
So what is actually going on in the BR at the moment? Seems kinda quiet around here...