The Super Smash Bros. Discussion and HEY join this idiots http://steamcommunity.com/groups/Smashpunc
51,434 replies, posted
[QUOTE=VinLAURiA;44347716][img]https://d3esbfg30x759i.cloudfront.net/ss/zlCfzRrYKTkwJNfwDa[/img][/QUOTE]
It's amazing how much difference little outlines can make.
I can enjoy a match with Bats, Bumpers, Star Rods, Ray Guns, Beam Swords and Pitfalls enabled at low. Anything less feels really dull and samey.
Each of the above is built on a predictable, non-disruptive mechanic and can be utilized skillfully without feeling like bullshit. I don't see anything wrong with that set of items even in a serious setting.
I wonder if making items work like rune spawns in Dota 2 as a setting would allow them to be used in a competitive setting. So they spawn on x part of the map every z minutes or something.
[QUOTE=PSI Guy;44348388]I wonder if making items work like rune spawns in Dota 2 as a setting would allow them to be used in a competitive setting. So they spawn on x part of the map every z minutes or something.[/QUOTE]
There would be some competitive gimmicks, but mostly it would be bad.
Positive: All players would know when it would happen, and where it would spawn. They can prepare for that, fight over the spawnpoint seconds before the item spawns, smash/throw the opponent away to secure the item for themselves. Adds a bit of a depth into the fights. (Take that as warding the runespot or bottling a rune in Dota2.)
Negative: Would be too randomized. You get lucky item to best suit your situation, and it gives you a bit too big of an upper hand. While on the other side you could outplay your opponent and secure the item for yourself, but you get the worst item possible for your situation.
That negative part outdoes the positive portion in competitive nature of the match. Too random, "luck based" -mechanic.
[QUOTE=PSI Guy;44348388]I wonder if making items work like rune spawns in Dota 2 as a setting would allow them to be used in a competitive setting. So they spawn on x part of the map every z minutes or something.[/QUOTE]
Smash stages are too small for that.
Matches are too short for that.
There are too many items for that.
Smash isn't meant for that.
[QUOTE=Segab;44349466]
Smash isn't meant for that.[/QUOTE]
Smash also wasn't meant to have a huge competitive scene 10 years after release [I]oops Sakurai sure fucked that up[/I]
[QUOTE=PSI Guy;44348388]I wonder if making items work like rune spawns in Dota 2 as a setting would allow them to be used in a competitive setting. So they spawn on x part of the map every z minutes or something.[/QUOTE]
Items are disabled because they don't work in a competitive skill-based environment, not because they don't spawn at the right time and place.
Thanks for the update, you may have noticed I use a comparision to Dota, which has a huge competitive environment that still incorporates lots of random chance such as runes (actually, regular Smash has plenty of random chance too, such as Game and Watch's potential insta-KO side B, or Dedede's Waddle Dee toss, or Peach's turnips). By having them not be random, you'd make securing the item when it does spawn into a part of the flow of the match, since both players know when it'll spawn and the possible places for it to spawn.
[QUOTE=PSI Guy;44350223]Thanks for the update, you may have noticed I use a comparision to Dota, which has a huge competitive environment that still incorporates lots of random chance such as runes (actually, regular Smash has plenty of random chance too, such as Game and Watch's potential insta-KO side B, or Dedede's Waddle Dee toss, or Peach's turnips). By having them not be random, you'd make securing the item when it does spawn into a part of the flow of the match, since both players know when it'll spawn and the possible places for it to spawn.[/QUOTE]
The difference between those random moves and items is that those moves are [i]entirely[/i] unpredictable and, at most, can take off 1 stock from the victim.
Items on the other hand quickly shift the tide of the battle in favor of whoever has the item and the opponent must put themself on the defensive until they can get an opening to get the item out of their opponent's hands because otherwise that item can be used to secure more than 1 stock.
Random moves have that sort of "do or don't" mentality behind them. They're always there and their chance is always present, but they also whiff far more often than they don't. It's just something that people are wary about but not overly cautious because those moves also leave the user wide open to a counterattack. Items don't whiff until thrown (and good players won't throw an item unless they know they can get their hit), their threat is present until the defender smacks it out of the item holder's hands. That's the distinguishing feature between these moves and items.
I think most people who play DotA competitively dislike the random aspects such as the items
[QUOTE=PSI Guy;44349771]Smash also wasn't meant to have a huge competitive scene 10 years after release [I]oops Sakurai sure fucked that up[/I][/QUOTE]
Well he [i]did[/i] try fixing that mistake with the last one, but then a bunch of whiners went and modded it anyway.
[QUOTE=VinLAURiA;44347716][img]https://d3esbfg30x759i.cloudfront.net/ss/zlCfzRrYKTkwJNfwDa[/img][/QUOTE]
The left screenshot looks like a portable version of Brawl.
I never really realized how much better the graphics looked in ssb4 until I saw this comparison
[IMG]http://www.thegamingpixelshow.com/wp-content/uploads/2013/06/smash_bros_comparison-5-1024x318.jpg[/IMG]
god damn would you just look at that chainmail
Dem chainmail.
I still wish Link's hair was a little more vibrant in the Wii U version, it's kind of a flat dirty blonde.
[QUOTE=DrZoid;44352112]I never really realized how much better the graphics looked in ssb4 until I saw this comparison
[IMG]http://www.thegamingpixelshow.com/wp-content/uploads/2013/06/smash_bros_comparison-5-1024x318.jpg[/IMG]
god damn would you just look at that chainmail[/QUOTE]
It wasn't until I saw Link's Skyward Sword art that I realized Link wears chainmail over his tunic.
No I'm not very bright.
It's basically the same model with way better texturework (making the jaggedness less immediately obvious), which I find pretty interesting.
I noticed this about Marth too, once more close-ups of him were posted. The difference cleaner assets and smart use of normal/parallax maps and material effects can make it astounding.
[editline]t[/editline]
As I've said before regarding Mario 3D World, when Nintendo learns a new visual trick, they wind up with one of the better-looking examples of it in the industry overnight.
[QUOTE=Everything;44352746]It's basically the same model with way better texturework (making the jaggedness less immediately obvious), which I find pretty interesting.
I noticed this about Marth too, once more close-ups of him were posted. The difference cleaner assets and smart use of normal/parallax maps and material effects can make it astounding.
[editline]t[/editline]
As I've said before regarding Mario 3D World, when Nintendo learns a new visual trick, they wind up with one of the better-looking examples of it in the industry overnight.[/QUOTE]
I wouldn't say it's the same.
It's an improved mesh of the Brawl's one. Just look at the hat rim. You can clearly tell there is a little more faces.
more importantly, it looks like link's hood is gonna be physics-enabled
[QUOTE]Pic of the day. Never bully Cuccos. Seriously, attacking them is out of the question! This has always been a cardinal rule of The Legend of Zelda series[/QUOTE]
Twilight Princess says hi
[QUOTE=Cuon Alpinus;44356655][media]http://www.youtube.com/watch?v=ttsDbO9a7Xk[/media][/QUOTE]
falcon punches can do amazing things
I'm still scared Smash Bros won't revive the Wii U enough.
[QUOTE=Mr. Zombie;44356922]I'm still scared Smash Bros won't revive the Wii U enough.[/QUOTE]
Most of Smash Bros's competitive scene is not looking forward to SSB4 because Sakurai "tricked them once with Brawl already."
if anything will make or break nintendo's home console survival its the online infrastructure
if its as bad as brawls was then the wiiu is dead as shit. if nintendo learned anything from brawl, then they might still have a shot
even with smash bros I have my doubts of it saving the wii u. I'm still convinced the wii u will be a console that's just... there. Not a failure, not thriving. Just there.
But boy I really do hope the netcode isn't shit. that input delay for brawl was the worst thing ever.
I'm still convinced Sakurai and his team will give us a great game and, if it's true, SSB4 will be a hybrid between the 2 latest SSB.
Might not save the console, but it will certainly give it a boost in sales.
I just cant see this variation of "Wait for X it's gonna save the Wii U" working this time.
We got a new Mario and new Zeldas in development but it's still not selling well and third party devs still won't go near it with a 10 foot pole.
I love Nintendo, I grew up playing with a Gameboy, the Wii was the first 7th gen console I got, and I love playing on my 3DS. I was super excited for the Wii U as well, but it's lineup isn't as attention grabbing as their previous systems.
[QUOTE=Cuon Alpinus;44356655][media]http://www.youtube.com/watch?v=ttsDbO9a7Xk[/media][/QUOTE]
I'm sorry, but this Falcon Punch remains the most memorable Falcon Punch in my heart:
[media]http://www.youtube.com/watch?v=1mRtuum-xng[/media]
snip
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