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If only they were good enough to combo...No brawl dodge. Hitstun cannot be verified because the demos showcase are not likely to have the characters react as quickly as possible. This is the closest thing you can get to a match so you can use this to judge hit stun. There was not a single combo used in this video, if that means anything. http://www.youtube.com/watch?v=rqxDPJmO6f8
RoflI mean... Wavedashing wasn't a technique that was programmed in, it was a glitch. So, no, the programmers will do whatever they can to prevent glitches. Even if airdodging was directional again, I'm certain they would make sure that the glitch was no longer present.
Rofl
And misinformation continues to be spread.
ThisI mean... Wavedashing wasn't a technique that was programmed in, it was a glitch. So, no, the programmers will do whatever they can to prevent glitches. Even if airdodging was directional again, I'm certain they would make sure that the glitch was no longer present.
Glitch, exploit, whatever you call it, it was not intended to be used like it was.
Who the **** are you to determine how a developer intended something to be used?Glitch, exploit, whatever you call it, it was not intended to be used like it was.
Okay so like... what is your purpose as a game developer? If it's anything besides making the game fun, you're doing it wrong.This
being a game developer myself even if exploits make the game a lot more fun they're still a no-no
"Fun" is objective; a lot of people don't find imbalanced games fun. Glitches and exploits tend to ruin balance, and as you can see from all the Brawl hacks and people simply not playing Brawl, an imbalanced game loses its appeal, even if it might be, in some regards, more fun than a balanced one. I mean, crapping on people with MK can be fun, but getting crapped on by an MK isn't really fun, and I think most people would prefer a more stable version of "fun".what is your purpose as a game developer? If it's anything besides making the game fun, you're doing it wrong.
fwiw grim tuesday, dding is imo a really poor mechanic that allows players to position w/o actually commiting to anything. while on the surface it appears to allow "fast, technical gameplay" it really just facilitates an extremely potent bait & punish (AKA "defensive") playstyle that all characters need to be designed around or are doomed to fail. on the flip side, i quite like wavedashing.
they have well over a year to modify the mechanics. any speculation from the videos is useless. for example, e3 brawl was much closer to melee and it didn't end up that way.
fwiw grim tuesday, dding is imo a really poor mechanic that allows players to position w/o actually commiting to anything. while on the surface it appears to allow "fast, technical gameplay" it really just facilitates an extremely potent bait & punish (AKA "defensive") playstyle that all characters need to be designed around or are doomed to fail. on the flip side, i quite like wavedashing.
Yup, and it'd be nice if the SSB4 development team managed to do that; people will get over the character choices in due time if they don't like them (I've seen mixed reactions about Wii Fit Trainer...), but the mechanics/gameplay are what TRULY make the game. If they can make a game fun to play on multiple levels, they will have appealed to most everyone right there.Some game developers embrace exploits and allow their game to evolve around it - so long as its not game breaking. It's also understandable that they would see the fans enjoy whatever it is they have, and would not want to disappoint them by removing it.
Are you aware that combos in SF2 when it first came out was a glitch, and left there on purpose. Glitch or no glitch if they end up making a game evolve why take it out?This
being a game developer myself even if exploits make the game a lot more fun they're still a no-no
Maybe they tend to, but tendency does not imply universality. Sometimes, strangely, an exploit can have the opposite effect. I'm sure you already know this because we're currently in a thread that discusses a perfect example.@Doctor X generally speaking exploits tend to cause imbalances in the game.
Generally considered negative by whom? Definitely not the players, since they're having more fun, aren't they?This would break the balance the developers created, and while it might make the game more fun, the overall effect is generally considered negative.
I can only assume you meant to use the word "subjective" here. You've got them backwards. No matter though..."Fun" is objective
Then why did you post what you posted? Wavedashing is an exploit. Isn't that a no-no by definition? I mean, if you agree with me, that's great, but you must realize... you're conceding the point you made in your earlier post.As for why they don't include wavedashing in future games and just balance it around it? Honestly, I think they should, so if you think the same, we'd hardly have any contention here.
Gaps in skill levels are not some kind of design issue that needs be solved. They are an inevitable consequence of competitive gameplay.The main issue is that it's difficult to do for people and creates a much larger gap in skill levels
I don't see why everyone makes such a big deal about wavedashing when dash-dancing is a more important technique that was removed during the transition to Brawl.
This made me chuckle. I'm a game developer too. The sign of a good game is emergent behavior. When players do something you did not expect, that is a very good thing. Some games are wholly defined by this (like Minecraft). Obviously, you have to deal with game-breaking exploits (unlimited money, unfair advantages, etc.), but you very much want players to "exploit" every corner of your game.being a game developer myself even if exploits make the game a lot more fun they're still a no-no
Another good example of this is Super Meat Boy. During development, testers found some unconventional methods of beating the stages by jumping outside walls and stuff, and was able to get a much lower time than intended. They decided to look the other way because they felt it added another layer of strategy, and a high skill ceiling was what they wanted.This made me chuckle. I'm a game developer too. The sign of a good game is emergent behavior. When players do something you did not expect, that is a very good thing. Some games are wholly defined by this (like Minecraft). Obviously, you have to deal with game-breaking exploits (unlimited money, unfair advantages, etc.), but you very much want players to "exploit" every corner of your game.
People are too quick to blame technical barriers and not quick enough to realize the real cause of skill gaps-- effort gaps.A reasonable approach to this would be restoring Melee's techniques, but making windows larger, adding buffer, automatic l-canceling maybe, adding a wavedash button, and just introducing characters like Sheik who can play competitively without strenuous techskill.
Chess is a pretty good competitive game that doesn't cramp up my wrists. Project M is slightly easier for newcomers (running into usmash, backwards ledgegrab at the apex of specials, visual indication of l-cancels,), and I believe it's a better game because of it. It also gets a lot of Brawl players into Melee, or at least comfortable in a Melee environment.People are too quick to blame technical barriers and not quick enough to realize the real cause of skill gaps-- effort gaps.
A person who doesn't take the time to practice should not beat someone who does. With or without wavedashing and other tricks at their immediate disposal, a person who can't take the time to learn a simple 3-input sequence will not compete with the likes of M2K and PP.
Ask yourself, though... if they could compete, matching their minimal amount of effort with years of analysis and training, would Melee really be a good competitive game at all?
Why is it good?wavedashing won't return. It was never intended as a "Oh, well let's add this to make it deeper" no, it wasn't intended to be there. IT will probably never appear in a smash again, which is good
I mean, it's actually kind of nice to have such a high learning curve, kind of weeds out the whiny annoying people But being serious, I agree with you. Wavedashing ended up being an amazing tool that increased the fluidity of the game. The only people who complained are the one's that didn't bother to learn, never had it happen in front of them and just heard of a glitch all the good players use and assumed it gave them an unfair advantage.People are too quick to blame technical barriers and not quick enough to realize the real cause of skill gaps-- effort gaps.