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Is it just the fact that the opponent doesn't know what moves you have that makes it not competitive? They're not that hard to unlock.
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United States23745 Posts
On October 08 2014 02:44 jcarlsoniv wrote: I've barely looked at Mii fighters/custom sets, but with only understanding the concept, I hope they're not allowed in any type of competitive anything. They're probably super fun to play around with, but when it comes down to it, that much customizability doesn't have much of a place in a competitive atmosphere. For Mii Fighters I could see each character having a locked tournament legal move set. I'm actually okay with custom moves in a competitive environment unless something ends up being absurdly overpowers.
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On October 08 2014 02:46 Requizen wrote: Is it just the fact that the opponent doesn't know what moves you have that makes it not competitive? They're not that hard to unlock.
Right. In melee/PM/brawl, all playable characters act the same way they always do - specific stats, specific movesets. You can practice and play against that. You can know "ok, I can chain throw this character from 20%-90%" with absolute certainty right from character select. You can main Fox, play against a Marth that counterpicks FD, and say "fuck that I'm playing something else" without worrying about some unknown.
Custom Mii sets allow you to modify your moveset and your stats, and afaik there's no way for your opponent to tell what you actually have. That adds a level of complexity that makes it unviable for competitive play, I think.
Not that I anticipate sm4sh having much of a competitive scene, but that's just my take on it.
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On October 08 2014 02:54 jcarlsoniv wrote:Show nested quote +On October 08 2014 02:46 Requizen wrote: Is it just the fact that the opponent doesn't know what moves you have that makes it not competitive? They're not that hard to unlock. Right. In melee/PM/brawl, all playable characters act the same way they always do - specific stats, specific movesets. Custom Mii sets allow you to modify your moveset and your stats, and afaik there's no way for your opponent to tell what you actually have. That adds a level of complexity that makes it unviable for competitive play, I think. Not that I anticipate sm4sh having much of a competitive scene, but that's just my take on it.
Either that, or they will be the only Viable option...
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On October 08 2014 02:44 jcarlsoniv wrote: I've barely looked at Mii fighters/custom sets, but with only understanding the concept, I hope they're not allowed in any type of competitive anything. They're probably super fun to play around with, but when it comes down to it, that much customizability doesn't have much of a place in a competitive atmosphere.
There is a tourny I'm playing in next week that is allowing for Custom moves and "Items" like the +stat ones. Taking full speed falco with the Fox Reflector to that and just going to pillar kids to death.
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On October 08 2014 02:37 Requizen wrote:Show nested quote +On October 08 2014 02:33 AsmodeusXI wrote:On October 08 2014 01:53 Requizen wrote:On October 08 2014 01:44 jcarlsoniv wrote:On October 08 2014 01:41 Requizen wrote:On October 08 2014 01:29 AsmodeusXI wrote:On October 08 2014 01:17 Requizen wrote:On October 08 2014 01:01 AsmodeusXI wrote:On October 08 2014 00:57 jcarlsoniv wrote:On October 08 2014 00:55 AsmodeusXI wrote: [quote]
Awww... someone actually reads my blog on my site. <3
Glad you're having fun.
That campaign report was really enjoyable too btw. ^.^ ty - writing it was a nice distraction, and it helps me get my thoughts around where things are and where I might want them to go. I may or may not have been visiting n3rddimension regularly to see next Iris installments... Maybe I'll ramp up the schedule then. Part 2 was originally intended to be about all the people of Iris. Then it got huge so I thought "how about just Elves and Tieflings." Then THAT and the Anima description was too long, so I actually have a lot of Part 3 written already.  Asmo, I'm beginning to form a character for Iris, but I have some questions about gods and their worshippers. Should I ask here or will it be addressed in later posts? Hit me up or something. I don't have a lot of the specifics nailed down just yet. Also, there may come a point where this deserves its own thread? idk, I don't want to flood with D&D questions if > 75% give 0 fucks. You've noted that lesser gods can be worshipped and even championed by a Cleric, gods such as spirit of a town's community or of a specific forest/river/mountain/etc. However, unlike the greater gods, these ones would logically be limited to their domain. Does this effect a Cleric (or other worshipper) when they leave that domain? Or are their powers simply stronger when closer to their patron? ** It should be noted that a cleric of a lesser god will develop the same in-game strength as any other adventurer, in spite of their deities’ “comparative power.” An argument could be made that a lesser god would not be able to grant the powers a level 20 cleric should possess, but, if a player has a level 20 cleric, there’s reason to assume that their influence has drawn more worshippers to their god, providing the god itself with greater power. Doesn't completely answer your question, but I think it would be assumed that their powers would only be marginally effected, if at all. Well obviously from a gameplay perspective, it wouldn't be very fair to limit a Cleric for adventuring. But from an RP perspective, what would happen? Would they feel the distance? Unlike gods with domains like "Law" or "War", a spirit tied to a lake can't really be "accessed" everywhere in the world, right? Is the Cleric's power based on their faith in their deity, or do they carry around a piece of the spirit with them? Can they contact their god across great distances, even though it's a different sort of deity than standard D&D? These are the sort of things that help creating a character, especially if you're creating a Cleric or faithful worshipper in this setting. Right, so from a gameplay perspective, obviously a Cleric won't be affected by distance from their god or its domain. If anything, that Cleric would just be STRONGER within the domain (like an evil-aligned Cleric visiting Hell, or something). RP-wise it depends on the god. I like the idea of a location-based god requiring a holy talisman: a vial of water from a river, a particular stone from a mountain, maybe even a familiar (why not worship the god of chipmunks?). Perhaps a Cleric of the Northern Winds would need a fan to "summon" their god wherever they are. For something a bit more abstract, like a spirit of song, the Cleric might start with a music proficiency (this would likely replace the favored weapon... possibly) and need to sing a verse or play a tune when invoke their god's power. For something like the gods of pride or reason, their connection with their deities would be maintained through an actual RP element (though now that I'm thinking about it, that might make worshipping a god of PRIDE rather difficult, but you get what I mean). Obviously this still varies from case to case, but I hope it helps guide your thoughts. Fantastic, thanks. I'm formulating a character at the moment, hopefully she'll be interesting once all is said and done.
Are you making a game?
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On October 08 2014 01:01 AsmodeusXI wrote:Show nested quote +On October 08 2014 00:57 jcarlsoniv wrote:On October 08 2014 00:55 AsmodeusXI wrote:On October 08 2014 00:37 jcarlsoniv wrote: Dear Asmo,
Please write Part 3 of Iris. Right now. Awww... someone actually reads my blog on my site. <3 Glad you're having fun. That campaign report was really enjoyable too btw. ^.^ ty - writing it was a nice distraction, and it helps me get my thoughts around where things are and where I might want them to go. I may or may not have been visiting n3rddimension regularly to see next Iris installments... Maybe I'll ramp up the schedule then. Part 2 was originally intended to be about all the people of Iris. Then it got huge so I thought "how about just Elves and Tieflings." Then THAT and the Anima description was too long, so I actually have a lot of Part 3 written already.  not too long! now i want a whole history lesson on Rogash, Carth, Xa and Dys
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On October 08 2014 03:16 Sufficiency wrote:Show nested quote +On October 08 2014 02:37 Requizen wrote:On October 08 2014 02:33 AsmodeusXI wrote:On October 08 2014 01:53 Requizen wrote:On October 08 2014 01:44 jcarlsoniv wrote:On October 08 2014 01:41 Requizen wrote:On October 08 2014 01:29 AsmodeusXI wrote:On October 08 2014 01:17 Requizen wrote:On October 08 2014 01:01 AsmodeusXI wrote:On October 08 2014 00:57 jcarlsoniv wrote: [quote]
^.^ ty - writing it was a nice distraction, and it helps me get my thoughts around where things are and where I might want them to go.
I may or may not have been visiting n3rddimension regularly to see next Iris installments... Maybe I'll ramp up the schedule then. Part 2 was originally intended to be about all the people of Iris. Then it got huge so I thought "how about just Elves and Tieflings." Then THAT and the Anima description was too long, so I actually have a lot of Part 3 written already.  Asmo, I'm beginning to form a character for Iris, but I have some questions about gods and their worshippers. Should I ask here or will it be addressed in later posts? Hit me up or something. I don't have a lot of the specifics nailed down just yet. Also, there may come a point where this deserves its own thread? idk, I don't want to flood with D&D questions if > 75% give 0 fucks. You've noted that lesser gods can be worshipped and even championed by a Cleric, gods such as spirit of a town's community or of a specific forest/river/mountain/etc. However, unlike the greater gods, these ones would logically be limited to their domain. Does this effect a Cleric (or other worshipper) when they leave that domain? Or are their powers simply stronger when closer to their patron? ** It should be noted that a cleric of a lesser god will develop the same in-game strength as any other adventurer, in spite of their deities’ “comparative power.” An argument could be made that a lesser god would not be able to grant the powers a level 20 cleric should possess, but, if a player has a level 20 cleric, there’s reason to assume that their influence has drawn more worshippers to their god, providing the god itself with greater power. Doesn't completely answer your question, but I think it would be assumed that their powers would only be marginally effected, if at all. Well obviously from a gameplay perspective, it wouldn't be very fair to limit a Cleric for adventuring. But from an RP perspective, what would happen? Would they feel the distance? Unlike gods with domains like "Law" or "War", a spirit tied to a lake can't really be "accessed" everywhere in the world, right? Is the Cleric's power based on their faith in their deity, or do they carry around a piece of the spirit with them? Can they contact their god across great distances, even though it's a different sort of deity than standard D&D? These are the sort of things that help creating a character, especially if you're creating a Cleric or faithful worshipper in this setting. Right, so from a gameplay perspective, obviously a Cleric won't be affected by distance from their god or its domain. If anything, that Cleric would just be STRONGER within the domain (like an evil-aligned Cleric visiting Hell, or something). RP-wise it depends on the god. I like the idea of a location-based god requiring a holy talisman: a vial of water from a river, a particular stone from a mountain, maybe even a familiar (why not worship the god of chipmunks?). Perhaps a Cleric of the Northern Winds would need a fan to "summon" their god wherever they are. For something a bit more abstract, like a spirit of song, the Cleric might start with a music proficiency (this would likely replace the favored weapon... possibly) and need to sing a verse or play a tune when invoke their god's power. For something like the gods of pride or reason, their connection with their deities would be maintained through an actual RP element (though now that I'm thinking about it, that might make worshipping a god of PRIDE rather difficult, but you get what I mean). Obviously this still varies from case to case, but I hope it helps guide your thoughts. Fantastic, thanks. I'm formulating a character at the moment, hopefully she'll be interesting once all is said and done. Are you making a game? Asmo implied that he might run a game for us once his current one concluded.
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It's about the implication.
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Straight outta Johto18973 Posts
On October 07 2014 17:02 Alaric wrote: The shoryuken motion is so stupidly easier to do on keyboard, it's weird. My main issue is the timing and execution because in terms of accuracy of input I feel much better with a keyboard (although I'm obviously slower). Then you have KoF's fucking crual half-circle-backward forward for a special, then quarter-circle-backward half-circle-forward for a super. Whenever I try to practise Skullgirls I feel like I'm going to get blisters on my fingers trying to do the half-circles and Z motions. Also maybe my keyboard is bad but sometimes it doesn't even register the moves fully (ghosting maybe?). Makes me so sad QQ
On October 07 2014 11:01 wei2coolman wrote: yeah, smash isn't very complicated at the basic level. One of the unique things about smash has always been the freestyle comboing you can do despite simplistic movesets. And yet I still died several times trying to unlock Ness because when I wanted to forward-Smash I threw myself off the stage instead ggme
On October 08 2014 02:46 Requizen wrote: Is it just the fact that the opponent doesn't know what moves you have that makes it not competitive? They're not that hard to unlock. I think it's the sense that custom moves can change how the character plays by a lot so unless you know in advance what custom moves someone is running, you're not actually sure what you should be even trying to play around. I guess imagine if you had to play Ability Draft but didn't even know what abilities your opponent drafted?
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it was a little more than implied. + Show Spoiler +On September 26 2014 03:30 AsmodeusXI wrote:Two months to TLLOLGDOT D&D. My campaign will end on the day after Thanksgiving so I plan to spin up a world in the meantime and DM a 5E campaign for a few of you fine folks afterwards. 
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Hm, I want to buy the 5e PHB/MM from my local store to support them, but I still have $100 on my Amazon account which would save me significant moolah.
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The Z motion is actually pretty fine because it's "only" forward quarter-circle-forward for example. When I tried to do an actual Z on my controllers while playing SF on Playstation I'd destroy my thumbs. Although the difference between ending the motion with a down-forward diagonal or forward is one of those things where they keyboard feels much more accurate.
I still suck either way, got handled 2-18 by my friend while picking randoms. Kim OP.
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One of the most annoying combos in kof (imo) is when you do a 2C followed by a 623a/b/c/d but it comes up as 2626a/b/c/d instead due to input buffers.
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The only character I ever bothered trying to learn complex combos for in a fighting game was Cervantes in Soul Calibur 3. My brother is a textbook single-strike button masher, and I found Cervantes the easiest to make him rage with specials.
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Broke my toe today doing something I've done a million times before(basically box jumps, details don't matter). Feels good friends.
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On October 08 2014 04:28 red_ wrote: Broke my toe today doing something I've done a million times before(basically box jumps, details don't matter). Feels good friends. D: but the indoor volleyball!
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rip red's toe
Toes are such silly appendages - incredibly useful and generally needed, but so easy to injure and you never realize how much you use one til it's broked.
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They put the newest HIMYM season on Netflix. It's been pretty darn funny so far, the ending has to be pretty shitty for all the hate I've heard about it.
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My condolences for your future sadness Req
edit - I concede, there were some good moments in Season 9, but I don't think I can ever watch it again.
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