Hey everyone, I'm new to the forum, a big smash fan and wanted to share a couple of things with the community. (I apologize if this is not the correct location for this thread.) Congratulations on the extremely awesome work so far on the project. Keep up the great work! Regarding that, I have some questions and suggestions for Project M.
Questions:
-How is the reception of the pro Melee and Brawl scene of the mod? How about our Japanese friends?
-Are there any plans to address the legal issues surrounding the project? Currently, it seems a lot of event hosts are uncomfortable with the modded nature of the game due to legal concerns.
-Has this mod received Nintendo's blessing? Any word from them on the mod?
-Are there any plans to bring back melee characters removed from Brawl? (Mewtwo, Roy, Dr. Mario?)
Suggestions:
First let me preface these suggestions by admitting I'm not pro, but at a mid level. Second, I understand that the intention of this mod is to make is more like melee. Having said that, I think these are items that should be seriously considered moving forward.
-Unique move sets. I understand Falco is different from Fox, but to be perfectly honest not enough. Using a similiar move set to Brawl with Melee-esq attributes would be great in my personal opinion. More diversity is a welcomed thing and the more we have the more likely Project M will grow. Varying characters have varying degrees of copied moves, but Falco/Fox is one of the most noticeable.
-Air dodge ledge grab. I'm not sure how to explain this specifically. I think this happens when one tries to tech (I think that's the right term) after being attacked. Your character will slide across the ground and when the shield tech executes you are over the ledge, preform an air dodge and fall to your doom without grabbing the ledge. To low and mid level players, this is very frustrating. To pro this is nothing, but I believe this should be more lenient. I'm outlining this instance of not grabbing the edge specifically, rather than just asking for magnet edges or whatever you want to call them.
-Shield canceling aerials to reduce animation should be removed. Essentially, if you preform an aerial attack while landing, there is an animation delay that can be minimized by press L or R at the moment you hit the ground. This should be removed. If you are not presenting the player with a choice there shouldn't be an action expected of them. This is game design 101. There is no reason you wouldn't want to press shield each time you land, therefore the animation should automatically preform at the appropriate speed.
Imagine, if you will, an FPS game where if you press a certain button before each bullet is shot it receives a 10% damage bonus. There is no reason why you shouldn't try to press that button each time you fire a shot. This is an artificial skill ceiling and is not true game depth.
Thank you for your time!
Questions:
-How is the reception of the pro Melee and Brawl scene of the mod? How about our Japanese friends?
-Are there any plans to address the legal issues surrounding the project? Currently, it seems a lot of event hosts are uncomfortable with the modded nature of the game due to legal concerns.
-Has this mod received Nintendo's blessing? Any word from them on the mod?
-Are there any plans to bring back melee characters removed from Brawl? (Mewtwo, Roy, Dr. Mario?)
Suggestions:
First let me preface these suggestions by admitting I'm not pro, but at a mid level. Second, I understand that the intention of this mod is to make is more like melee. Having said that, I think these are items that should be seriously considered moving forward.
-Unique move sets. I understand Falco is different from Fox, but to be perfectly honest not enough. Using a similiar move set to Brawl with Melee-esq attributes would be great in my personal opinion. More diversity is a welcomed thing and the more we have the more likely Project M will grow. Varying characters have varying degrees of copied moves, but Falco/Fox is one of the most noticeable.
-Air dodge ledge grab. I'm not sure how to explain this specifically. I think this happens when one tries to tech (I think that's the right term) after being attacked. Your character will slide across the ground and when the shield tech executes you are over the ledge, preform an air dodge and fall to your doom without grabbing the ledge. To low and mid level players, this is very frustrating. To pro this is nothing, but I believe this should be more lenient. I'm outlining this instance of not grabbing the edge specifically, rather than just asking for magnet edges or whatever you want to call them.
-Shield canceling aerials to reduce animation should be removed. Essentially, if you preform an aerial attack while landing, there is an animation delay that can be minimized by press L or R at the moment you hit the ground. This should be removed. If you are not presenting the player with a choice there shouldn't be an action expected of them. This is game design 101. There is no reason you wouldn't want to press shield each time you land, therefore the animation should automatically preform at the appropriate speed.
Imagine, if you will, an FPS game where if you press a certain button before each bullet is shot it receives a 10% damage bonus. There is no reason why you shouldn't try to press that button each time you fire a shot. This is an artificial skill ceiling and is not true game depth.
Thank you for your time!