Arcade Gamer
Acts like a mature adult
Online players are so terrible. 80% of them are spammers and idiots who run away from you or stay out of the battle. I throw my controller everytime when one of those ♥♥♥♥ing palutena players win.
It's good but definitely flawed, and it's just lazy of Sakurai and Nintendo to not keep supporting balance. I mean, I guess I can see why not- they've already raked in all the cash, at this point all they'll have to bother doing is keep the game working. Yet another reason for me to dislike Sakurai, but I can't imagine it's his decision alone.
EDIT: Just to be clear, I think it's fine that he isn't going to maintain custom movesets. By nature some of them are a bit messy and don't even work online, but the default movesets at least need to be patched. If he think it will 'never be the end of it' well... I thought that's what Bandai Namco, a team that actually knows about fighting games, is there for?
In the end though, he doesn't think SBB is suited to be a truly competitive fighting game
I've always found Sakurai's ploy to make Super Smash Bros more accessible to newer players very flawed. Every game is designed with a set challenge in mind, and the entire point of playing a game is to learn how it works and how to use what the game gives you to your advantage. Everything about Smash and any of Nintendo's games compromise this. If you lose to someone (or to the game itself), you should take that as a sign that you haven't learned enough, not sit in the corner and cry that you lost. Anyone can be competitive at any game if enough effort is put into it (just look at Pokemon). When Sakurai attempts to phaze out any strategic tactics in Smash, it loses tons of appeal that made Smash enjoyable in the first place. Why be smart and strategize your attack if you can just put minimal effort and be rewarded for your mindless actions?
犬夜叉;764008 said:
Okay, this kind of logic pisses me off. Regardless of your opinion of SSB4, accessibility has NOTHING to do with any of what you just said. Accessibility is the ease at which a player new to the series can learn how to play. The actual depth of the game has absolutely nothing to do with how accessible it is. There are many deep games that are incredibly accessible, and there are many shallow games that are horribly inaccessible.I've always found Sakurai's ploy to make Super Smash Bros more accessible to newer players very flawed. Every game is designed with a set challenge in mind, and the entire point of playing a game is to learn how it works and how to use what the game gives you to your advantage. Everything about Smash and any of Nintendo's games compromise this.
Part of accessibility is helping new players make sense of their losses. One of the most frustrating situations in any game is losing without understanding why. By making the game mechanics clearer and easier to understand, you get a more competitive game because it's easier to learn how to improve when you lose.If you lose to someone (or to the game itself), you should take that as a sign that you haven't learned enough, not sit in the corner and cry that you lost. Anyone can be competitive at any game if enough effort is put into it (just look at Pokemon).
This is pure bullshit hyperbole. There is PLENTY of strategy in Smash. If it was as you say, I could just join a random game and win the same amount as someone who's been playing for years, and you know full well that's not the case. Where has strategy been removed? I'd really like to know, because the strategies and skills I've been honing for years still work just fine, and with the new characters, even more strategies have been introduced.When Sakurai attempts to phaze out any strategic tactics in Smash, it loses tons of appeal that made Smash enjoyable in the first place. Why be smart and strategize your attack if you can just put minimal effort and be rewarded for your mindless actions?
I think Sakurai was correct in his assessment that Melee had problems that needed addressing, but in Brawl they overreacted and pushed things too far in the other direction. I found tripping incredibly obnoxious and I'm the type of player who plays with items on and loved Poke Floats. I'm very happy with SSB4, though, as it seems like they've found a proper middle ground where multiple styles of gameplay can thrive.I don't believe it's as much of an issue as he (Sakurai) thinks. For all Melee ended up being, like you said, it still sold a lot. It never stopped me from playing it casually.
Iceman404 said:I wonder where people pull this ratio of casual and competitive from, because when I go on For Glory (a mode everyone will play at least more than once), I see some really hard ass people. I mean have you SEEN those Links sometimes? A lot of people enjoy pushing themselves to be really good no matter the title, though some waaaaaaaaaaaay moreso than others.
To be honest, Sakurai's quote there is really weird. You can cater to the competitive crowd without affecting the casual crowd in the slightest. Keep the skill floor the same and raise the skill ceiling to higher heights and you're basically done. Anyone who doesn't care for competitive play won't notice. I really can't understand the guy's inability to process that although casual players make the initial sales, competitive players are what can drive a game for several years to come.
Melee is only still relevant because of that crowd, accident of a high skill ceiling game or not; it's still going for absurd prices in 2015, 14 years after it's initial release. It is literally impossible for this to be for the sake of it's nostalgia factor or rarity, the thing was produced like pancakes and every successor has significantly more content than it ever contained; this is because of it's gameplay that happened to turn out unexpectedly deep, spawning loads of hype and spread by word. Melee just had so much more mobility than any other Smash title, in terms of general freedom it felt the cleanest; this is something I noticed as a kid even before I knew what the competitive scene even was. The engine just felt so consistent, it was coded around momentum retaining, rather than the fixed values and momentum cancelling Smash 4 introduced. Melee had a lot more to it than just a dodging-into-the-floor exploit. I think about the only thing the later titles have over it in terms of basic controls is the introduction of frame buffering which makes general button inputs in themselves less of a frame perfect annoyance when playing quickly.
If anything, keeping the casual skill floor and raising the competitive ceiling can only help the Smash Bros. series tremendously without disappointing either side for one or the other, and it does not need to be done through silly movement option exploits like wave-dashing. Just lower landing lag, make gravity heavier, increase hit-stun and DI strength, increase speed, have momentum carry between jumps (this one is just common game knowledge Sakurai), and wallah (no, Special Smash does not fix these problems). No one would complain audibly enough to have the community so split as it is now if they balanced a game around that.
Also Smash 4 may lean toward casual more, but compared to Brawl it's much more competitive and balanced. Brawl was the only inflatable middle finger to the competitive crowd, Smash Bros has always been fun to play in either fashion neglecting that title. I've literally been having endless fun with this game so far, regardless of my thoughts of it possibly having the potential to be better or not.
I conclude with just my dislike for Sakurai now in general with his recent statements on everything. He invented a great concept and still makes incredible titles, but he seems to REALLY hate the other side of his fan base that I'm basically partially included in, and makes it his job to erase possibilities of pleasing them (though this game turned that around slightly from Brawl). All he had to do was probably just bat an eye to the competitive scene and leave the gameplay properties as they were (removing wavedashing was a necessity for professional polish though); they're weren't hurting anybody.
Oh also, I'm pleased with how mature TSR is with dealing with members that enjoy the competitive scene. You wouldn't believe the shitty comments that I'd be seeing in hate if this were basically anywhere else on the internet (a good deal of casual players have somehow become even more elitist in their tone toward anyone who disagrees with them and would usually gang up in this situation, as ironic as that sounds). Honestly surprised I haven't seen "HURR DURR FINAL DESTINATION FOX ONLY HOW DO YOU EVEN HAVE FUN UGH YOU DON'T LIKE IT BECAUSE IT ISN'T MELEE JUST GO PLAY MELEE".
"Casual" "Competitive", they're just play style preference, nothing forced on anyone.
Because it has no actual animation, hurts to perform in a consecutive manner, and your character is screaming one million times a stock while dust is flying and spamming everywhere. It just looks unintended, and you can have a competitive smash game without it, my point is that it doesn't have to be Melee to be fun and competitive! Every single other thing that made Melee competitive made sense or looked less ridiculous, intended behaviours. Though I did prefer single air dodging, the addition of multiple has seriously ruined the game in terms of offensive play.
There's this usual assumption that Melee was the only competitive Smash title and most of the time because of wavedashing, have you seen the 64 scene? It was even more advanced and enjoyed than Brawl. Brawl is literally the only Smash game to not cater to both crowds. 64 (Smooth Landing is an official thing guys, aka L Cancelling) and 4 do it intentionally, and Melee tried to as well with several slipups among the coding team making it accidently even deeper than intended when learned well.
Emmagad, just launched myself in online battles after some training and...I see those characters in EVERY FUCKING MATCH: Link, Palutena, Lucina and ROB.
Palutena is like getting points by fucking around the whole time, ROB spams laser and the spinny attack, Lucina spams counter and Link is here with up-smash or up-special....
Lucina spams counter.
Hi everyone.
Have you people been experiencing nothing but losses in For Glory? I have, and I think I need to practice!