HeroMystic
Legacy of the Mario
- Joined
- Aug 3, 2008
- Messages
- 6,473
- Location
- San Antonio, Texas
- NNID
- HeroineYaoki
- 3DS FC
- 2191-8960-7738
It's a two way street.My spiel on wanting newer players to put effort into trying to add to the community is more of a request than it is a declaration that all players should follow. Thankfully we have numerous top players that are willing to make videos and tutorials, but I think that the majority of the community could try to commit more time to better integrating new players into the scene.
Just look at the sheer number of entrants at APEX and other recent tournaments; its amazing stuff, and this massive spike in competitive interest should get us to better band together.
In order for a community to pull in new players interested into the competitive scene, they have to become willing to place the investment. If the will to invest is not strong enough, then we cannot bring them in. We can make tutorials, guides, skype chats, etc., but unless the player is willing to go out there grind at tournaments and most likely lose over and over again it's not going to happen.
You're simply describing how a metagame works. There's nothing said here that contradicts what I've stated.I'd like to point out that for the better part of a decade that Gen of SF4 was considered to be pretty much garbage. Come one day that somebody decides to REALLY play Gen well and win a few tournies and he's suddenly bumped up over half the cast.
None of those characters in the tiers actually got better or worse in the meantime. The only thing that changed was that somebody gave a character a chance and REALLY pushed with him.
As stated before, a tier list is a perception of what is the best, and what is the worst. In reality, nothing about it is what we would call an absolute. But it is shown as what is happening now. A tier list does not care about the future, nor does it care about potential. In fact, it cannot care about potential because that cannot be defined into data until someone taps into it.
Snake in Brawl was 2nd best in the game, now he dropped. Diddy was High Tier then jumped to 2nd best for a time, then he was replaced by Ice Climbers. Sonic was low tier but Sonic then became a solid mid tier character with enough push from his community.
This doesn't deal with what I said at all. You're ignoring the reality that the game is not 100% balanced. There are obvious power gaps between characters and it's much more than just people using simple characters vs people using complex characters. There is, in fact, a best character and a worst character.Just because someone originally chose a character that was low tier doesn't mean it suited their playstyle well.
I've had friends that love Zelda games so they picked Link originally. Turns out that switching between zoning and melee combat on a dime wasn't a suitable playstyle for them, so they ended up switching to Marth, Captain Falcon, and Zelda to better suit themselves.
I'm not sure what the point of this reply was, but I'll go on to say I actually enjoyed Brawl as a game and leave it at that.Admirable goal, but that's hardly the only difference between Brawl and Smash 4.
If you couldn't deal with Brawl's quirky engine then it doesn't matter WHO you picked, you weren't really feeling it.
You're more or less preaching the choir. The players that are maining their characters are finding new tech. The Samus boards and the Lucina/Marth boards are the most productive boards I've seen here.Even the absolute best players don't learn or discover every potential tech lieing in each character's repetoire.
That's part of why I recommend people try the underused characters.
In the same vein that an infinite number of monkies slamming on keyboards can eventually produce a copy of Shakespeare, an army of newer players on an underdeveloped character can help find the secrets lieing within. The odds of discovering major game changers vastly increases by doing this.
Top/High level players are also using lower tiers and trying to make them viable as well, because they enjoy the character on a personal level, but know at their current state, they can't bank on them to win a tournament. That's about as simple as it gets.
High/Top players were once new players that want to get better. It'd be best to look at the big picture rather than focus on one aspect.Most of my post was about new players that want to get better, so I think your views were kind of a bit skewed this whole time.
Glad to get that out of the way.
To make my point clear, I disagree with the assumption that we as a community are not inviting newer players into our scene as much as we can. Not only do we have guides and tutorials, we also have guides to start your own scene and easy access to knowledgeable players through smashboards, facebook, twitch streams, and twitter.
New players aspire to become like the top players. They see some cool stuff, figure it's awesome if they could be like that, and train to be the very best like no one ever was. Some copies other players, some just wing it. In the end, none of that really matters without the experience and the drive to learn and become better.
If a Luigi player wants to just run up and D-throw combo everyone into oblivion on FG all day, then that's his business. We can beat him over and over again and upon that point he'll decide if he cares enough to get better. In which case, we can teach him the fundamentals. But if he just doesn't care, then we can't do anything and he'll go about and do his own thing.
And we can't really say that's our fault either. If anything, it's the fact we're forced to explain the fundamentals outside of the game that really hurts it more than anything. These days, fighting games add extensive ways to teach and train with a character. Combo tutorials, basic lessons, training mode, etc. Best we have for Smash is training mode and that hasn't changed for the past two decades.