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Social Smash 4 Social Thread 5.0: ITT - ANYTHING CAN CHANGE! Including the page we end at.

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Mythra

Photon Edge
Joined
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Hel
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*checks the Goodsmile Company page*
*Lucina Figma delayed to June*

This is why I prefer Tamashii :4mario:
 

CrusherMania1592

Deaf Smasher
Premium
Joined
Oct 24, 2009
Messages
6,335
3DS FC
5472-7454-3545
What a coincidence! I'm going for a linguistics minor.
Fantastic! I'm happy to hear I'm not the only one!

I was talking to a friend about majors and all and he mentioned the idea of it. I could go ahead and start in the fall because I already have my pre-requirement classes done and can announce. One issue I'm facing at the minute is I need to keep a 3.0 GPA in order to do so, and I'm on the edge with two classes right now. Guess I better get studying
 

TJ-Works

Smash Hero
Joined
May 6, 2013
Messages
5,855
Location
UK
I've only played 'bout half an hour of MK8's new DLC online, and I've been on Big Blue 3 times.

I don't think we'll feel the true Big Blue unless we put on the Sonic Mii outfit and play Big Blue at 200cc.
 

Mythra

Photon Edge
Joined
Aug 22, 2014
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27,626
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Hel
Switch FC
SW-3407-0751-9511
Good luck on that. :4villager:

Also noticed you got pranked again.
*checks account*

Well, it says this prank expires on Apr 27; meaning that is your prank

...or you mean that someone else pranked me on the premium forum? :4diddy:
 

TJ-Works

Smash Hero
Joined
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Messages
5,855
Location
UK
So how would you all rank the tracks in DLC 2 pack, from best to worst?

No need to emphasise Big Blue. We all know that one is everyone's number one.
 

aldelaro5

Paper Mario P
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we just want to see you post things unrelated to Paper Mario sometimes
1: I actually do occasionally and 2: he complained while I was doing jsut that.

Tell me why it makes sense, please.

Calm down, we are not demanding you to like the game or crucifiying you for it. When you voice your opinion on the Internet, you leave yourself open to attack. I got nothing against you not liking the game, but I'm just saying some of the things you point out are extremely weak reasons to dislike the game.

First off, you said you felt the scenery was bland, so I just brought up examples of how the game is actually well detailed. The scenery has quite a lot of love put into it, and you always want to explore because there could be secrets (mostly beans).

Second, you said that "you have yet to find an rpg where combat isn't repetitive". So that point is pretty invalid. The game can show you flashy colors and animations (like PM) to alleviate the issue, but that really doesn't change anything. You got to make combat entertaining or interesting. Like... *gulp*... Five Nights at F****** 3. I KNOW I KNOW, FNAF. STOP AND LISTEN.
I LOVED the combat in that game. In it, you really only play as one character (for the most part): Springtrap. Needless to say, the game is very difficult since you have no allies. However, due to this, Springtrap gets to move twice, and even thrice (with a special weapon), and since enemies are stronger than you, you got to be strategic with your buffs and debuffs so that party hats and the bosses won't wreck you. When you get further, you play as Golden Freddy, who has the ability to use Tech points (which you get when you attack or are attacked) to summon party members: different level party hats and even overpowered Shadow Animatronics to help you. However, since the enemies only attack G.F. and the Shadows cannot revive him if he goes down, not to mention limited mkney, you got to be very careful. Do bad in a battle, and it's likely you will get stuck due to insufficient resources. That is interesting RPG combat.

Another game that had interesting combat was Golden Sun, with the Djinnis, and their stances. You COULD use that Djinni for a powerful attack, however, you will become weaker, BUT, you can then use them for a very strong attack, BUUUT you will need to wait a few turns before they can be set to you again, leaving you more weak than usual. It has a high risk to reward combat, and I fell in love for it.

Third, the L and R system really is nitpicking. I mean, if you had to quickly switch moves to pass an area or do some other thing under a time limit, I would understand... But, you don't. The Gameboy didn't have that many buttons, so it's not like they could do anything about it. The fault for those things were technical problems with the console, not bad design. Plus, nearly everything that's timed in that game let's you get another try at it, so there is no problem with it.

I only replied to my part, mind you. I don't hate you for disliking Superstar Saga, but please, let me try to defend it. I do not want to offend you in anyway,
THANK YOU FOR THE PROPER RESPONSE!!!!

See, that's what I love when I debate on something, now, I can clearly know why we had different views and in fact, it even makes me learn something.

So, everyone read this? This is what I love when you ask me stuff and I try to tell something I wasn't confident to tell, follow this example....

I actually will tear this apart, trust me, it's worth it:

Calm down, we are not demanding you to like the game or crucifiying you for it. When you voice your opinion on the Internet, you leave yourself open to attack. I got nothing against you not liking the game, but I'm just saying some of the things you point out are extremely weak reasons to dislike the game.
About your first sentence, perfectly aware of it, why do you think I lacked confidence to post that? Same reason. Which is why I sort of feel a bit upset when I realised I shouldn't actually post that....but you made me change my mind.

also, I'm taking advance, but those aren't really weak....it's mostly misunderstood, you'll get this further in this post.

First off, you said you felt the scenery was bland, so I just brought up examples of how the game is actually well detailed. The scenery has quite a lot of love put into it, and you always want to explore because there could be secrets (mostly beans).
The beams is actually something I haven't told you: it's rare that I'm interested to 100% a game. When I said I was strict, I basically mean that to get any optional stuff, I just need to think the effort put to do it would worth the rewards/satisfaction in the end. This also depends on if I'm like near a beam hole, then why not? I'm near and it's almost effortless (minus the L and R setup). Getting every beams however, this is when it'll be uninteresting for me to do it for me to not do it. It's just how I play games, SS isn't an exception.

There's cases though that I love the game so much that I would be up to it. Although, I feel bad for not completing the recipes in spm....it doesn't make sense I didn't yet :)

As for the scenery, I just don't feel the same amount of details as you see. I just don't and I can't exactly explain why, maybe the colors scheme being not much bright? idk, I can't tell you, but I'm sure I don't see the same amount of details as you see and remember again, I'm picky so it might also be due to that :)

Second, you said that "you have yet to find an rpg where combat isn't repetitive". So that point is pretty invalid. The game can show you flashy colors and animations (like PM) to alleviate the issue, but that really doesn't change anything. You got to make combat entertaining or interesting.
....ok, I meant repetitive in a very general way.

Like the way I meant this is that your fnaf thing, is repetitive, but is hidden by the difficulty and strategy options. Now, you also have to consider the encounter type (my worst is fully random one like pokemon) because they can also make your exploring experience good or bad. Though, both rpg has the one I love: physical encounter.

But when I say repetitive, I mean the action you do in game is grossly the same. Say, you have an encounter, you could run, but what you would mostly want to do is to attack until the enemy dies. The process you do it, that has to vary of course, but at the end, you get exp.

Now, you realise what I meant, idk any rpg that doesn't use this formula because it's so basic. You do the same battle process to get exp....that's like the base of every rpg I saw.

This brings up an awesome thing that is the reason I love this genre so much: immersion of work. By doing these over and over, it gives you a very strong impression you're actually progressing and even more, the state of your character becomes more accesible for you to get. Take earthbound, the rolling hp when yoy took a mortal hit....you just are panicked with your controller trying to pass the text.

The bad thing about it is that because you get that it's the same process, it can feel like you did the exact same manipulations seconds ago which makes you use the run option more often. This is bad because you first are preventing yourself to progress, but you're stuck to "endure" these. This is only you feeling it, but this is outside of the game, it's completely with yourself which is why it's like somethign you absolutely want to reduce, but you can't vanish it...it will and still has the repetition, it just needs it.

This is why I saw several design decision to decrease this feel. Some notable one are the active mode and the gauge in chrono trigger, the auto fight of earthbound and the repels of pokemon. The example you pointed out is the difficulty of the battle which actually....I never felt once. You could argue earthbound is hard, but you pretty much have to reload the scene to get the game done or otherwise it's impossible and yes, I did it a lot. Still enjoyed the bosses though.

Now, since this is clear, you already know my stance on Paper Mario, but M&L simply didn't felt it was doing it. Now, it might be related to my scenery part, but I can't explain it. Colors? Animations? I can't tell, but what i'm sure is that I don't see it as much as you and as much as in Paper Mario games. And actually, idk about you, but I found M&L way too easy except the final boss BUT, that final boss ended up to be very boring because it was like do the same bros attack over and over in the same order.....I think I took 30 minutes to get it.....that's a bit too much of a repetition. Again, I don't know why, but smrpg had the same feel on bosses and I never felt annoyed....I don't get it.

Third, the L and R system really is nitpicking. I mean, if you had to quickly switch moves to pass an area or do some other thing under a time limit, I would understand... But, you don't. The Gameboy didn't have that many buttons, so it's not like they could do anything about it. The fault for those things were technical problems with the console, not bad design. Plus, nearly everything that's timed in that game let's you get another try at it, so there is no problem with it.
Ok, i get about buttons....though, we have more buttons today, people loves to push stuff :)

But you do have areas that you have to switch in under a time limit to get just one setup....there was much easy way to get confused that it happened every time. Again, mind that that I know ofr a fact that the series improved on this.


So, what did I got in the end?

You can see that indeed, some of my reasons have an unknown cause....but I think I get what is is grossly, a lack. it's not normal that I played smrpg, M&L SS which are really on the same base and they feel the same on battles and difficulty, but love smrpg a lot more. This is extremely weird because I'm ready to say that M&L stayed more closer to smrpg than Paper Mario which got on his own way. Than again, square was into the smrpg thing....the one who made chrono trigger which I loved for its deep plot (and plot twist too).....

Hey, is it because of the deepness of the battles then?

It could make sense because honestly, I realised you had a bit more attack options in the Paper Mario series. Also, the thing about Paper Mario visuals is that I don't think you can offer something that is EXACTLY my tastes. But still, smrpg was very different and I didn't had much of an issue....but smrpg did had more options than M&L maybe because you manage 3 characters?

Yeah, it seems to be a lack of deepness.....

Which means i was actually right, I don;t feel as much details as you because I seek deepness within simple stuff.


So, thanks for this reply, feel free to talk about the other part I made if you want, this seriously seems to have lead me somewhere :)
 
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Professor Pumpkaboo

Lady Layton| Trap Queen♥
Joined
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So how would you all rank the tracks in DLC 2 pack, from best to worst?

No need to emphasise Big Blue. We all know that one is everyone's number one.
  1. Wild Woods
  2. Baby Park
  3. Super Bell Subway
  4. Big Blue
  5. Ribbin Road
  6. Cheese Land
TIL Not to go on normal worldwide while online on MK8. it looks like all the races in worldwide and regional are slow as **** now that 200 is out
aka
Its boring, dont do it. Always look for a 200cc custom room for now on
 
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WolfieXVII ❂

stay woke
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1: I actually do occasionally and 2: he complained while I was doing jsut that.

Tell me why it makes sense, please.


THANK YOU FOR THE PROPER RESPONSE!!!!

See, that's what I love when I debate on something, now, I can clearly know why we had different views and in fact, it even makes me learn something.

So, everyone read this? This is what I love when you ask me stuff and I try to tell something I wasn't confident to tell, follow this example....

I actually will tear this apart, trust me, it's worth it:



About your first sentence, perfectly aware of it, why do you think I lacked confidence to post that? Same reason. Which is why I sort of feel a bit upset when I realised I shouldn't actually post that....but you made me change my mind.

also, I'm taking advance, but those aren't really weak....it's mostly misunderstood, you'll get this further in this post.



The beams is actually something I haven't told you: it's rare that I'm interested to 100% a game. When I said I was strict, I basically mean that to get any optional stuff, I just need to think the effort put to do it would worth the rewards/satisfaction in the end. This also depends on if I'm like near a beam hole, then why not? I'm near and it's almost effortless (minus the L and R setup). Getting every beams however, this is when it'll be uninteresting for me to do it for me to not do it. It's just how I play games, SS isn't an exception.

There's cases though that I love the game so much that I would be up to it. Although, I feel bad for not completing the recipes in spm....it doesn't make sense I didn't yet :)

As for the scenery, I just don't feel the same amount of details as you see. I just don't and I can't exactly explain why, maybe the colors scheme being not much bright? idk, I can't tell you, but I'm sure I don't see the same amount of details as you see and remember again, I'm picky so it might also be due to that :)


....ok, I meant repetitive in a very general way.

Like the way I meant this is that your fnaf thing, is repetitive, but is hidden by the difficulty and strategy options. Now, you also have to consider the encounter type (my worst is fully random one like pokemon) because they can also make your exploring experience good or bad. Though, both rpg has the one I love: physical encounter.

But when I say repetitive, I mean the action you do in game is grossly the same. Say, you have an encounter, you could run, but what you would mostly want to do is to attack until the enemy dies. The process you do it, that has to vary of course, but at the end, you get exp.

Now, you realise what I meant, idk any rpg that doesn't use this formula because it's so basic. You do the same battle process to get exp....that's like the base of every rpg I saw.

This brings up an awesome thing that is the reason I love this genre so much: immersion of work. By doing these over and over, it gives you a very strong impression you're actually progressing and even more, the state of your character becomes more accesible for you to get. Take earthbound, the rolling hp when yoy took a mortal hit....you just are panicked with your controller trying to pass the text.

The bad thing about it is that because you get that it's the same process, it can feel like you did the exact same manipulations seconds ago which makes you use the run option more often. This is bad because you first are preventing yourself to progress, but you're stuck to "endure" these. This is only you feeling it, but this is outside of the game, it's completely with yourself which is why it's like somethign you absolutely want to reduce, but you can't vanish it...it will and still has the repetition, it just needs it.

This is why I saw several design decision to decrease this feel. Some notable one are the active mode and the gauge in chrono trigger, the auto fight of earthbound and the repels of pokemon. The example you pointed out is the difficulty of the battle which actually....I never felt once. You could argue earthbound is hard, but you pretty much have to reload the scene to get the game done or otherwise it's impossible and yes, I did it a lot. Still enjoyed the bosses though.

Now, since this is clear, you already know my stance on Paper Mario, but M&L simply didn't felt it was doing it. Now, it might be related to my scenery part, but I can't explain it. Colors? Animations? I can't tell, but what i'm sure is that I don't see it as much as you and as much as in Paper Mario games. And actually, idk about you, but I found M&L way too easy except the final boss BUT, that final boss ended up to be very boring because it was like do the same bros attack over and over in the same order.....I think I took 30 minutes to get it.....that's a bit too much of a repetition. Again, I don't know why, but smrpg had the same feel on bosses and I never felt annoyed....I don't get it.



Ok, i get about buttons....though, we have more buttons today, people loves to push stuff :)

But you do have areas that you have to switch in under a time limit to get just one setup....there was much easy way to get confused that it happened every time. Again, mind that that I know ofr a fact that the series improved on this.


So, what did I got in the end?

You can see that indeed, some of my reasons have an unknown cause....but I think I get what is is grossly, a lack. it's not normal that I played smrpg, M&L SS which are really on the same base and they feel the same on battles and difficulty, but love smrpg a lot more. This is extremely weird because I'm ready to say that M&L stayed more closer to smrpg than Paper Mario which got on his own way. Than again, square was into the smrpg thing....the one who made chrono trigger which I loved for its deep plot (and plot twist too).....

Hey, is it because of the deepness of the battles then?

It could make sense because honestly, I realised you had a bit more attack options in the Paper Mario series. Also, the thing about Paper Mario visuals is that I don't think you can offer something that is EXACTLY my tastes. But still, smrpg was very different and I didn't had much of an issue....but smrpg did had more options than M&L maybe because you manage 3 characters?

Yeah, it seems to be a lack of deepness.....

Which means i was actually right, I don;t feel as much details as you because I seek deepness within simple stuff.


So, thanks for this reply, feel free to talk about the other part I made if you want, this seriously seems to have lead me somewhere :)
Holy holy at least spoiler that
Please
I say that because I've never seen you posts burning not related to Paper Mario in the slightest
I don't think anyone has
 

Space Stranger

space cowboy
Joined
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14,767
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Toy Hell
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TIL Not to go on normal worldwide while online on MK8. it looks like all the races I'm in are slow as **** now that 200 is out
The transition from F Zero X/GX to Mario Kart FUNKY FLAME RUNNER to MK8 in a nutshell
 
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D

Deleted member

Guest
I haven't gotten into 200cc fully, and already you're suggesting on taking it to the next level.
Way 2 extreme, bro.
I just got into it. Doesn't rival the superior Max Speed Modifier hack for Ocarina in Mario Kart Wii. :smirk:
 
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