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Oh I'm not saying VI should or shouldn't be the final name, but it is important that it's at least different, I mean.
KI sounds really fun.
KI sounds really fun.
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Im for KI, and Strong Bad seems to be as wellOh I'm not saying VI should or shouldn't be the final name, but it is important that it's at least different, I mean.
KI sounds really fun.
I don't get the whole "KI + DI is beating VI on its own!" argument when I can easily say the same going the other way. Like:Im for KI, and Strong Bad seems to be as well
Edit: currently, more people oppose VI/Vectoring. KI/DI is winning out, thankfully (hopefully KI becomes the norm, as its a better name).
Remember that we don't bother naming certain mechanics and techniques just for the sake of having something cool to call them by. We name 'em so we can refer to them easier and with simplicity during live matches. Certain Brawl techniques had terrible names, such as reverse aerial rush (pivot jump is what I call this), and complicated names like that proved a challenge to people trying to enter the competitive scene. Personally, I'll be calling this DI and explaining how Smash 4's DI differs from past games--just as I do the same with airdodges--but if the community wants to call this something different, at the very least I hope we keep it simple.How about naming it Knockback Vectoring (KV)? It's a super cool and rad name.
That is incorrect.If we call things "DI" because of the ability to affect our trajectory, wouldn't that be applicable here? You're changing the angle you are launched at, therefore influencing the direction you go.
No, he is correct. By influencing his flight in the air by adding his own vector of movement, he is altering his angle of flight, or trajectory. Therefore he is also influencing the final direction he flies. For the case where you're creating a vector completely opposite of the direction you were sent, DI still applies because DI also means "directional input", where you input the opposite of where you were sent.That is incorrect.
Hitstun shuffling clearly is describing SDI.I like hitstun shuffling, Nintendo's name.
The problem with keeping the name is that this is not the exact same mechanic - it's an entirely new one. As a result, this can lead to a lot of confusion for newer players. It's much easier to just give it two different names, otherwise we'll always have to specify "Smash 4 DI" as opposed to "Melee/Brawl/PM DI."Oh, so THAT'S what all this "Vectoring" talk is about.
I swear I thought someone had found out a whole new meta-game ability that all characters in Smash could use, but it's just a debate on the naming of directional influence...
This is my take on it:
As long as pushing a direction has the effect of influencing the speed, distance, or angle of my character before or after he's being hit, I'm going to call it DI, for Directional Influence.
There's really no need to change it when the term and what it does is so easy to understand as it is now.
Why fix what's not broken?
It's DI. For me, it will always remain DI.
Sorry, I don't know much about this kind of stuff.Hitstun shuffling clearly is describing SDI.
"Input in a direction while taking damage, and you'll shift slightly in that direction."
It says WHILE taking damage, meaning in that moment, not any time after having taken damage. The tip is to help players who can't get out of multi hit attacks.
If you feel it deserves a different name to represent its differences, then is it wrong or bad to be for us to have been using the same terms for mechanics and gameplay aspects that change from each Smash game to the next? Do we really need up to 4 terms for every single gameplay aspect or mechanic that is essentially the same idea in the end despite the result being produced in a different way and/or the result being slightly different, which would thus not only increase the entry barrier of learning but also just be annoying having up to four times amount the terms we have right now?An argument pertaining to semantics that almost exclusively attempts to oppose the term "Vector Influence" because it is too literal and not all of our terms are objectively literal? That is... interesting. I do agree with the core concept of the argument. In essence, VI is DI as they function fairly similarly; however, this was the name presented to us and there is no inherent issue with the name either. Honestly, it is pathetic that everyone is so opposed to changing the name to something discernible based on the notion that they would personally feel more comfortable with stagnating this new mechanic with an old name because it is relevant. There is a difference, the term deserves a different name to distinguish this difference. End of story.
"Bu- butt... wee due nawt cal teh ear-doge teh ear-vector! becus u mov n da One Direction, nawt a vector."
Np ^^ Just get ready for when Ridley comes.Sorry, I don't know much about this kind of stuff.
Of course not, there is nothing "wrong" with it; however, "wrong" is a subjective term. I do believe that the result of the mechanic is more relevant than the underlying mechanic, therefore a new term is justified. I am just chiming in. If the community continues to call it "Directional Influence," I am going to opt into calling it "Vector Influence" anyways. Most members of the community are now aware of the term whether they enjoy it or not.If you feel it deserves a different name to represent its differences, then is it wrong or bad to be for us to have been using the same terms for mechanics and gameplay aspects that change from each Smash game to the next? Do we really need up to 4 terms for every single gameplay aspect or mechanic that is essentially the same idea in the end despite the result being produced in a different way and/or the result being slightly different, which would thus not only increase the entry barrier of learning but also just be annoying having up to four times amount the terms we have right now?
Np ^^ Just get ready for when Ridley comes.
Ok, fair enough. It just does annoy me when things are a bit inconsistent; I would rather prefer the underlying mechanic have the same name, as most or all general mechanics have so far, and that is a reason why I don't want an "exception". And that is a good point, most people are already aware of both terms; if you need to explain it to someone you can ask them if they've heard either term, it doesn't make communication really harder.Of course not, there is nothing "wrong" with it; however, "wrong" is a subjective term. I do believe that the result of the mechanic is more relevant than the underlying mechanic, therefore a new term is justified. I am just chiming in. If the community continues to call it "Directional Influence," I am going to opt into calling it "Vector Influence" anyways. Most members of the community are now aware of term whether they enjoy it or not.
The "entry barrier" is not a cause for concern if we are not seriously considering "two stocks, five minutes." However, that debate is for another thread. I am just asserting that we are not consistent enough as a community to feasibly be concerned about the "entry barrier." There is a slippery slope fallacy somewhere along the line, but as of current, I will maintain that changing one term exclusive to Smash 4 will not influence any unwarranted confusion.
Precisely. Games do not change what they call things even if the underlying physics and workings change. This is for simplicity's sake.It's DI in a new form and the old one isn't present. Call it DI.
Sure, this one is founded on vectors, but that just complicates things for new players to learn. Leave the vectors to the programmers and modders.
Why do we not rename all smash mechanics more technically-accurate things? Smash Attacks should be "impact-input attack variants" and short hops should be "fractional-input vertical lifts."VI is simple and succinct. Unlike 'vectoring', it both signifies the similar utility/purpose to 'DI', and the critical difference as well. It semantically makes sense and can be abbreviated.
Furthermore, as I understand it, either knockback or direction(angle really) are only being effected incidentally. the tragectory vector is what is being influenced directly by the mechanic.
VI master race.
Precisely. Games do not change what they call things even if the underlying physics and workings change. This is for simplicity's sake.
To explain 'vi' or 'ki' or 'fi', we'll all be saying "It's smash 4's version of DI" - which, if we use common sense, lets us understand and realise that DI has become an explanitory and meaning-filled word of its own in our community. And it means that DI is the word to use, as it now has transitional properties and can take on the meaning of umbrella mechanics in the game series. No matter if they use vectors or anything else - it'll be DI. That's the beauty of language.
We can't get OCD about things and start calling things by new nicknames as soon as they undergo a mechanics change.
In short, nobody outside of this thread really cares if the math and specific limits of the mechanic are so different due to using 'vectors'. It'll be called DI because it's this game's version of DI - it's different, it uses different physics variables, but it's still 'an update to DI'. If anything, it's a more simple and logical 'complete' version of how DI used to work. It's DI 2.0, and still DI in spirit.
If Melee had a patch and changes how DI works to make it work like in Smash 4, we'd still call it DI even though the underlying mechanics changed.
Saying 'smash 4 doesn't have DI' is like saying you can't affect how you are knocked back by attacks - which isn't true. You can, and the mechanic that lets you do that should keep its traditional 'name', because it plays the same gameplay role.
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Why do we not rename all smash mechanics more technically-accurate things? Smash Attacks should be "impact-input attack variants" and short hops should be "fractional-input vertical lifts."
Vectoring is as bad a name as any for any game mechanic, and game designers would never choose it as an ingame mechanic name in their game.
Hmmm, and here I thought the OP was a fair individual who wanted to give all names a chance rather than his personal favorite. He's even more biased than Sakurai!First off, your OP is far from objective. Rather than present each option in equally fair lights, you start off your poll by ****ting on at least a few options, supporting what you feel we should call it (...DI), and calling one of your oposers "pissy." The impartiality here is amusing. While rude and insulting, it also helps my case, so thanks dude.
Not really sure why a poll was added to the OP given this information.
Secondly, I don't much care to address most of your post, so I'm just going to say what I think about this issue and leave it at that, pulling relevant quotes from the OP when applicable but otherwise just writing paragraphs as one normally would.
The most important thing to address, I'm sure, is:
Why we shouldn't call it DI
Of course, there are many proponent's of calling it DI as we always have, citing that we don't change the names of things every time a mechanic changes. Like how SDI functions differently between Melee, and Brawl, we call it SDI because the root concept is the same: use a control stick input during Hitlag/Freeze Frames and you'll warp some units in the direction you pressed. The strength of this, or the amount of hitlag attacks have, isn't relevant to the root definition.
Likewise, other mechanics have changed throughout the series, such as the Air Dodge. In Melee, the Air Dodge is directional (or in place) and goes into special fall afterward. It changes your character's physics. In Brawl, this mechanic follows the falling (or rising) trajectory you would have otherwise taken if you hadn't air dodged. But the main concept of this mechanic, BEING ABLE TO DODGE IN THE AIR, hasn't changed. When the Dash mechanic was changed in Brawl to no longer allow Dash Dancing, we still called it Dashing... because your character dashes. The list goes on.
This is completely different from DI vs. the current mechanic in question. If the name of DI was "Combo or Death Mitigation" based on situation, we would leave it alone because that definition clearly hasn't changed. Or if it was called Directional Influence, because you can influence things by holding a direction, that wouldn't be changed. But neither of those are the name, definition, or origin. Directional Influence, at its core, was named such because you are able to influence the trajectory (direction) at which you are sent. Trying to re-interpret its origin for your case is clearly fallacious and won't fly here.
Now that I've explained why it's wrong, I will describe why it'd be a good thing for the community from a practical point of view.
If you are in the camp that knows you will play Smash 4 and abandon all other smash games completely, calling it DI grants you no consequence. And if you are a veteran to the series who understands how DI works in previous games as well as the difference here, it's probably not a big deal to just be aware that the mechanic is different. Ignoring that the definition of "Good DI" would drastically change, be ambiguous, and at times literally impossible to make note of, calling it DI is horrendous when considering people new to the series.
If new players were to just play Smash 4, that'd be fine. They would learn the mechanic as it is and be fine, because they'd never play a game in which "DI" is different. But unlike other competitive communities who decide which game of a series to play based on release date, the Smash community loves all of its games. Smash 64, Melee, and Project M (a game that's not even official/from Nintendo) still see competitive play today, and absolutely will continue to through Smash 4's release. Not only will Smash 4 be huge, but the other games will benefit highly from the huge influx of players playing because of Smash 4. People will play Smash 4, see other games at multi-game tournaments, and become interested in them in a way they never had the chance to before. When they play the game, and their DI is bad, they won't understand why. Because you've named it the same mechanic despite being different. It'd be like referring to Street Fighter 4's Focus Attack as "Parry" despite that being the name of a wildly different mechanic in Street Fighter 3. No bueno.
To those who've no vested interest in the other Smash games, calling it DI will be fine for you, but it's quite obvious that doing so is toxic to the other games of the community. Not only does this potentially harm the future growth of those games, calling it DI does not do anything positive for Smash 4. The decision to me is obvious. You either call it the same thing & harm other games, or you call it something else and nothing negative occur to Smash 4.
So now that we've determined why we shouldn't call it DI (and why not doing so is crucial), the question on everyone's mind is:
What should we call it instead?
Even in the post you quoted, I stated that I didn't specifically want people to call this Vectoring, it was just the first term my thoughtgroup came up with that accurately described the phenomenon concisely.
The funny thing here is, I don't really care what it's called, as long as it's not DI. Vectorial Influence, Knockback Influence (particularly funny for the KI shortening, C-C-C-Combo Breaker~), and Vectoring all describe it accurately enough to get the point across. I expect the community to eventually decide which they would like to use. If you truly think that I'm trying to gain fame from this by naming it something specific... wouldn't I have put my name in it? or something? All I'm trying to do here is give it a name that is accurate, concise, and represents it in a way that's not confusing to verterans and new players alike. In contrast, you're arguing your heart out to eventually be wrong and harm the future growth of the scene. Which one of us is being pissy here?
Meaning that you feel VI is winning because of a lack of awareness because the rest aren't not mentioned in the OP? Nah, man, VI is winning because more people like it to be called VI.I found more focus on explaining 'VI' in the OP and giving it it's fair time in the sun, rather than arguing for the merits of DI/KI/FI for actual naming benefits. It neglected those words, making voters in this poll more aware of the term "VI" as the 'proper' name for it, even though it largely is the bad choice for common sense naming purposes.
Yep!It's like naming a baby "Male Baby Creature."
You just don't do it. You call that sylvester-stallone-looking baby "Rocky" and give it some dang meaning.
Bad example?
Pushing a direction still influences my flight path in some way, though. Even if it's just shortening it or slowing it down, it's an influence based on pushing a direction on that control pad.The problem with keeping the name is that this is not the exact same mechanic - it's an entirely new one. As a result, this can lead to a lot of confusion for newer players. It's much easier to just give it two different names, otherwise we'll always have to specify "Smash 4 DI" as opposed to "Melee/Brawl/PM DI."
And it wasn't called DI because you pushed a direction to influence it, it was called that because you could influence your direction. That isn't true anymore, you go the same direction no matter what. So your logic is fundamentally flawed to begin with.
Exactly - many people's understanding of DI was 'you change your flight path by inputting a direction'. DI still makes sense under that understanding of the word (even if there's more to the technical definition of 'DI', which still is super vague). And those people scratch their heads when they see people want to change the term because of technical mathematical reasons. Language is language, and when a name still makes sense for transitional reasons, that means the name works and is flexible.Pushing a direction still influences my flight path in some way, though. Even if it's just shortening it or slowing it down, it's an influence based on pushing a direction on that control pad.
Whether it be direction, speed, or angle, as long as that control stick gives me the ability to influence, in some way, the aspects of the path I'm traveling when I'm hit in any fashion, I'm still gonna call it DI.
There's no need to differentiate its name just because it works slightly different, when the core concept of using the control stick to influence your movement in some fashion after being hit is still present.