LancerStaff
Smash Hero
It's true. Just Google it and it'll come up.PS:
I heard Sakurai is doing all the balancing again himself.....
No joke...is this true?
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It's true. Just Google it and it'll come up.PS:
I heard Sakurai is doing all the balancing again himself.....
No joke...is this true?
Yes and no. He has confirmed he's personally inputting the data, but this is not necessarily "self-balancing" as we have seen in Brawl, where he has inputted that data based solely on his own assumptions about stuff being over- and underpowered. It is highly probable that he's listening to some alternative opinions this time.PS:
I heard Sakurai is doing all the balancing again himself.....
No joke...is this true?
I think most people know what skill is, even if deep down. I think they just fail at articulating what they really mean. It's not that one mode would require more skill and one less, it's that one would be more fun for competitive play, while the other would be more fun for less competitive play. A game that discourages approaching the way Brawl does is less fun to play and watch competitively. This is of course an opinion, but one that while I don't have any good statistics around many people seem to share.This doesn't really make sense, and I think a lot of people get confused over what skill is. Let me define skill:
Skill is whatever qualities internal to an individual allow that individual to succeed at a particular activity. In the context of a competitive game, skill is what makes one player win and one player lose on a predictable basis.
Think about what that actually means for how skill plays out in Melee vs Brawl. Both Melee vs Brawl have a similar level of consistent winners and losers. The tournament scenes for both games are such strong proof of this that I don't think the question is up for debate. Therefore, by definition, both require the same amount of skill. It could very well be that Melee skill and Brawl skill are not the same skill, but it is just nothing but a defiance of what the word skill actually means to suggest that either set of game mechanics favors skill itself more or less. This very topic's suggestion is really to offer a set of game modes that offer a variety of mechanics, all of which hypothetically would equally favor skill. Since none of them are necessarily superior to the others for competitive purposes, the only real outcome of including such options would be to splinter the community as we couldn't agree on which settings to use and all pushed for what we as individuals found fun. Even worse, since the skills required on different settings wouldn't be the same, crossover between players who prefer different mechanics would be ugly as one player may be a more skilled player in one set of mechanics but less skilled in another, leading to constant challenges of the legitimacy of wins because a player "would have won" under their preferred mechanics. This is before we even get into the other design problems that including a lot of options includes such as poor balance; if you try to design your characters to work under 10 different sets of mechanics, how balanced can you really expect them to be under any one of them?
As a competitive community, we are about pursuing excellence in the games we play, not about designing games. No, more options are NOT better; in fact, we should support there being as few options as possible. This is probably counter-intuitive to you, but our goals as competitive players necessarily mean that we're always only going to use one set of options, and our "loss" in terms of what we can test in the game is the set of game mechanics contained within the options we don't use. By including fewer options, we lose less. For casual play, options are great since they allow for all sorts of self-selected variety based on preference, but this is what a real difference between what's good for casual and competitive play looks like. In the past, Sakurai has taken a road of wise compromise by including alternate modes very clearly shown not to be serious ("special Brawl") and including precisely as many variables in gameplay rules as are needed to make the game decent for everyone but to maintain a good level of standardization (item switches, time/stock/coin, etc.). I look forward to it being like this again in the new game.
As much as I love insulting Melee tourneyfags, I want the two sides of the fanbase to get along, we can get a game with competitive depth without having one song per-stage and lots of annoying clone characters.This wouldn't create as big a rift as some of you are implying. The vast majority of competitive players will use settings akin to that of Melee, and almost every major tournament will be run as such. The casual and non-competitive players will mostly use the default settings, and since the two camps rarely play against each other, there's no reason to be upset. It's a win-win because both parties get to play how they want. You guys are kidding yourselves if you think the rift will disappear once Smash 4 is released, so that argument against this idea is shaky at best.
A lot of Melee stages had more than one song (don't know why that matters but whatever). You'll never get along with "tourney***s" with that attitude, or anyone else for that matter, so your post comes off as hilariously ironic.As much as I love insulting Melee tourney***s, I want the two sides of the fanbase to get along, we can get a game with competitive depth without having one song per-stage and lots of annoying clone characters.
Yeah, because Project M didn't completely butcher Green Hill Zone and turned most of the stages into Battlefield clones. Stage hazards make gameplay interesting and fun. You strip the game of all its life and personality when you remove both stage hazards and items, especially Final Smashes (Supermoves are the mark of any good fighting game). Content should be as important as actual gameplay on a game like Smash, if the game doesn't have enough content, it'll suck, we need tons of music, trophies, creative, fun stages and other fun stuff, not milimetric-input techs.... "Melee tards" never wanted clone characters and want more stages to be legal that are stage hazard free.
Like project m.
Coming from my perspective, this statement is a near complete turn-around. I commend you if it is so.As much as I love insulting Melee tourney***s, I want the two sides of the fanbase to get along, we can get a game with competitive depth without having one song per-stage and lots of annoying clone characters.
Why do you make such statements when you know that fun is a completely and absolutely subjective quality of a thing, as well as interesting? Personality too. Such statements as absolutes are silly methinks.Yeah, because Project M didn't completely butcher Green Hill Zone and turned most of the stages into Battlefield clones. Stage hazards make gameplay interesting and fun. You strip the game of all its life and personality when you remove both stage hazards and items, especially Final Smashes (Supermoves are the mark of any good fighting game). Content should be as important as actual gameplay on a game like Smash, if the game doesn't have enough content, it'll suck, we need tons of music, trophies, creative, fun stages and other fun stuff, not milimetric-input techs.
Christ on a bike, D-idara, this is a forum for competitive Smash players. Now, you've already made it very clear that you have no interest in the competitive scene, and that's fine, but for the love of God, stop trying to start stupid arguments.Yeah, because Project M didn't completely butcher Green Hill Zone and turned most of the stages into Battlefield clones. Stage hazards make gameplay interesting and fun. You strip the game of all its life and personality when you remove both stage hazards and items, especially Final Smashes (Supermoves are the mark of any good fighting game). Content should be as important as actual gameplay on a game like Smash, if the game doesn't have enough content, it'll suck, we need tons of music, trophies, creative, fun stages and other fun stuff, not milimetric-input techs.
I think Smashboards has evolved beyond that, it's more of a forum for Smash players, the competitives and the hardcore gamers that aren't really interested in the competitive scene (You know, those people you keep calling 'casuals').Christ on a bike, D-idara, this is a forum for competitive Smash players. Now, you've already made it very clear that you have no interest in the competitive scene, and that's fine, but for the love of God, stop trying to start stupid arguments.
I can accept that.And I've also met competitive players that agree with me on Project M butchering the stages.
Well, Melee Diehards means the same thing and it's a little less offensive, but seriously, part of the fun of stage hazards is adapting to them and playing around them, which requires practice and skill, I don't see why a stage having even minor hazards prevents it from being tournament-viable. Just imagine how boring Fire Emblem would be if all the maps were flat 'for the sake of strategy'...no, the game encourages you to build your strategy around those obstacles so you can adapt...of course things like Spear Pillar won't ever be tournament-viable, but I've seen many tournament players with a 'If it's not Battlefield, it's unfair' mentaility, and that seriously hurts the metagame.I can accept that.
That doesn't excuse calling people tourney***s though.
Most stage hazards emphasize luck over everything else. Even the ones that aren't random should be banned assuming they force players into a bad spot or they force players to surrender an advantageous position. These types of stages do far more harm than anything else.Well, Melee Diehards means the same thing and it's a little less offensive, but seriously, part of the fun of stage hazards is adapting to them and playing around them, which requires practice and skill, I don't see why a stage having even minor hazards prevents it from being tournament-viable. Just imagine how boring Fire Emblem would be if all the maps were flat 'for the sake of strategy'...no, the game encourages you to build your strategy around those obstacles so you can adapt...of course things like Spear Pillar won't ever be tournament-viable, but I've seen many tournament players with a 'If it's not Battlefield, it's unfair' mentaility, and that seriously hurts the metagame.
Oh, the horror! They force players to adapt and overcome disadvantages on a match!Most stage hazards emphasize luck over everything else. Even the ones that aren't random should be banned assuming they force players into a bad spot or they force players to surrender an advantageous position. These types of stages do far more harm than anything else.
Luck is not competitive. But I do agree somewhat after watching Capps rant and that one huge post about how Mario Bros should be tourney legal. Don't think all competitive people think that way though, that's what you seem to imply.Oh, the horror! They force players to adapt and overcome disadvantages on a match!
Why won't senpai d-idara notice MonK4!Luck is not competitive. But I do agree somewhat after watching Capps rant and that one huge post about how Mario Bros should be tourney legal. Don't think all competitive people think that way though, that's what you seem to imply.
You have yet to respond to my other posts, too. I just want to point that out to everyone so they know.
I presume you are implying me here as well.Luck is not competitive. But I do agree somewhat after watching Capps rant and that one huge post about how Mario Bros should be tourney legal. Don't think all competitive people think that way though, that's what you seem to imply.
You have yet to respond to my other posts, too. I just want to point that out to everyone so they know.
Not in this particular instance, no, it was not my intention. I would have hinted at you otherwise.I presume you are implying me here as well.
In my case, I just didn't see any worth in replying to that kind of a post.
I believe there are logical reasons not to. Just because you can't see them doesn't mean they aren't there.Not in this particular instance, no, it was not my intention. I would have hinted at you otherwise.
I just. . . there is no logical reason to not allow a skill option.
Well, I guess that's our fundamental difference. I firmly believe that logic is linear, and there is always an absolutely right answer to all questions, and that humans can know the truth.I believe there are logical reasons not to. Just because you can't see them doesn't mean they aren't there.
One person's logic is another person's crazy.
Nah, your post just confused me which was why I didn't find it worth replying to.Well, I guess that's our fundamental difference. I firmly believe that logic is linear, and there is always an absolutely right answer to all questions, and that humans can know the truth.
That being said, I didn't say I couldn't see it. What I believe I did was demonstrate, using my intellect, that there are an array of reasons to support the choice, where my suspicions come in is where I get cynical and start believing things like you and D-idara simply disregard the post with that--what I believe to be--relativist, almost Russeau-like, excuse. I did assume you two had logical responses, which is why I want your responses with the reasoning, so that if it turns out I'm wrong I will know all the sooner, but I try and impose a rigorous standard on explanations, or I assume that you two will see the reasoning I have put forward and judge it truly as immutable truth, but I cannot be certain which I want. I could see it, if it is there and the path to it is made clear to me, which is what I was hoping you would do. To do that, you'd have to address my reasoning and demonstrate why what I have set forth is faulty, naturally you'd need to reply. I understand completely if neither of you care much to respond or don't have the fervency I do--we all have our different passions.
I commend that you are a good man in that you simply do not reply to posts you see as arrogant.Nah, your post just confused me which was why I didn't find it worth replying to.
Trying to demonstrate your logic is fine and dandy, but that post came across, to me anyway, as a way of you trying to demonstrate your superiority. And I simply don't like those kinds of things and chose not to reply to those kinds of posts.
Holy crap, yes.Man reading mimgrim and MonK4 made me remember to not judge.
I am okay with people trying to be superior than me- they most likely are.
I listen to everyone's post even if it may seem dumb... It could have a cryptic meaning or be a misunderstanding..
Mankind needs to make a technology that allows us to portray our thoughts onto others without "brainwashing them"
Because expressing our thoughts through words is hard and can often be a challenge.
Most people have complex thoughts(I don't know about people with no brain ripples. )
Words are just obsolete.
In fact I don't even know if I am portraying my idea as I see it in my head.... There could be logical fallacies and other mistakes.
I hope you get the general meaning.
I'm a Melee diehard, and it doesn't mean the same thing. You're being a douche bag. Stop insulting people when it's not needed.Well, Melee Diehards means the same thing and it's a little less offensive, but seriously, part of the fun of stage hazards is adapting to them and playing around them, which requires practice and skill, I don't see why a stage having even minor hazards prevents it from being tournament-viable. Just imagine how boring Fire Emblem would be if all the maps were flat 'for the sake of strategy'...no, the game encourages you to build your strategy around those obstacles so you can adapt...of course things like Spear Pillar won't ever be tournament-viable, but I've seen many tournament players with a 'If it's not Battlefield, it's unfair' mentaility, and that seriously hurts the metagame.
Wait, what?only add Melee techs if they're simplified and much easier to do so people can focus on playing and getting better instead of doing hadoukens and shoryukens in practice mode.
That's your wet dream.
lol, no. The thing I quoted was a contradiction:You don't know how to hadouken with fox?
Meta game scrub.
I don't think so, he's obviously not referring to mechanical skill but rather strategic and decision making skill.lol, no. The thing I quoted was a contradiction:
"I want people to get better at the game by not practicing things that make them better, but would make them better (than me)"
Ok, where is the line drawn with mechanical skill then?I don't think so, he's obviously not referring to mechanical skill but rather strategic and decision making skill.
Beats me.Ok, where is the line drawn with mechanical skill then?
Well, Smash already lets you adjust the mechanics. Note the 'damage ratio' option, as well as the ability to turn items off.You might as well make a different game.
I've never heard of any game that allows you to completely change the entire mechanics of the game.
Well I suppose I should have added specifically on the scale that the OP suggests. I like options myself, but it should all revolve around the same base game.Well, Smash already lets you adjust the mechanics. Note the 'damage ratio' option, as well as the ability to turn items off.
Even things as minor as these are changing the game mechanics comprehensively.
I would just like more content and more possible types of play in the next Smash.