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WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
May 06 2015 14:42 GMT
#98561
Sure I'm up for endless beta, but it's ending pretty soon apparently. Endless beta has free access to everything (once you've bought the base game?)
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
Frolossus
Profile Joined February 2010
United States4779 Posts
May 06 2015 14:46 GMT
#98562
On May 06 2015 23:24 Carnivorous Sheep wrote:
Good games like BW and SSBM tend to be accidental, so they're hard to replicate.

melee was pretty intentional.
Eppa!
Profile Joined November 2010
Sweden4641 Posts
May 06 2015 14:53 GMT
#98563
On May 06 2015 22:12 cLutZ wrote:
Show nested quote +
On May 06 2015 22:01 Eppa! wrote:
On May 06 2015 19:55 cLutZ wrote:
Why doesn't any fighter intentionally try to replicate the SSBM style of no set combos + super high skillcap + actually fun at the skill floor, plus the no set HP pool thing? Its just as baffling to me as the lack of Frozen knock-offs that no one has done it, and just slightly less baffling than Nintendo intentionally ruining the next two games they made.

A big part of it is that melee has a lot of unintuitive design choices and the general direction is rather than making good tutorials on how to git gud designers choose clean design choices over depth.

Its the same reason there are no BW semi remakes.


To me, actually the opposite is true. Smash Bros is how a sane person makes a fighting game. Combos like Back>Forward>Down>B are idiotic, not only that, they are essential to even a modicum of enjoyment from a standard fighting game. Meanwhile, L-Cancelling and Directional influence are totally intuitive, but also totally irrelevant for players not in the top 10% of the game.

L canceling is unintuitive because its based on time rather than distance you need to learn to adjust to hit lag same with meteor cancelling (which the whole concept of it is not intuitive at all.) DI being perpendicular rather than vector based is annoying for when you first learn it. Amsah teching / Wallteching makes no sense at all. Shield dropping has the weirdest execution type of move I have ever seen in a fighting game (maybe Soul Calibur 2 Ivy moves are wonkier.) The fact the only hold commands you can use are shield and shield tech.
"Can't wait till Monday" Cixah+Waveofshadow. "Needs to be monday. Weekend please go by quickly." Gahlo
Fildun
Profile Joined December 2012
Netherlands4124 Posts
May 06 2015 14:54 GMT
#98564
On May 06 2015 23:38 Scip wrote:
Show nested quote +
On May 06 2015 23:35 Sufficiency wrote:
One of the most annoying thing about Smash for me is % dependent combos.

But isn't that like, the coolest thing?

I wonder if I'm the only one who feels this way, as a person who has never played fighters, every fighting game seems to pale in comparison with Melee.

I feel exactly the same way.
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21248 Posts
May 06 2015 14:55 GMT
#98565
On May 06 2015 23:46 Frolossus wrote:
Show nested quote +
On May 06 2015 23:24 Carnivorous Sheep wrote:
Good games like BW and SSBM tend to be accidental, so they're hard to replicate.

melee was pretty intentional.


That's patently false. Sure specific mechanics like wavedashing were intentional (contrary to popular belief), but the way the game plays is completely different from what the designers had envisioned. It's very likely that the designers did not have the time/resources/incentive/reason to think through all the interactions we're seeing today in terms of advanced techs that dominate the competitive scene. Indeed, Sakurai is very vocal about never intending Melee to be a competitive game, and has expressed disdain for the competitive scene for a long time. He has recently softened his stance, no doubt driven by Nintendo corporate seeing how lucrative an opportunity ESPORTS could turn out to be.
TranslatorBaa!
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
Last Edited: 2015-05-06 14:59:44
May 06 2015 14:59 GMT
#98566
As someone who started in anime fighters and only got into Melee after the smash doc, there's a lot I like about SSBM but ultimately I hate the idea of fg played on analog and marvel/persona/etc. have their own perks.

Cheep you read this: http://smashfts.com/2015/02/09/melee-is-an-accident-i-disagree/ ?
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
May 06 2015 15:03 GMT
#98567
what do you mean analog
am I too young to know what that word means?
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
May 06 2015 15:06 GMT
#98568
On May 07 2015 00:03 Scip wrote:
what do you mean analog
am I too young to know what that word means?

No. You should know that word Scip.

Also Wave pls
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
May 06 2015 15:11 GMT
#98569
Melee doesn't strike me as a 'true' fighting game as per the generally understood definitions of the genre, but it fits in most ways.

The thing is, the mechanics involved make it truly unique and as such it would be interesting if the percent or 'knock out' idea would be explored further but I think the classic fg has way too much pull and depth on its on for people to really desire something new in that regard.
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
Frolossus
Profile Joined February 2010
United States4779 Posts
Last Edited: 2015-05-06 15:14:07
May 06 2015 15:11 GMT
#98570
On May 06 2015 23:55 Carnivorous Sheep wrote:
Show nested quote +
On May 06 2015 23:46 Frolossus wrote:
On May 06 2015 23:24 Carnivorous Sheep wrote:
Good games like BW and SSBM tend to be accidental, so they're hard to replicate.

melee was pretty intentional.


That's patently false. Sure specific mechanics like wavedashing were intentional (contrary to popular belief), but the way the game plays is completely different from what the designers had envisioned. It's very likely that the designers did not have the time/resources/incentive/reason to think through all the interactions we're seeing today in terms of advanced techs that dominate the competitive scene. Indeed, Sakurai is very vocal about never intending Melee to be a competitive game, and has expressed disdain for the competitive scene for a long time. He has recently softened his stance, no doubt driven by Nintendo corporate seeing how lucrative an opportunity ESPORTS could turn out to be.

not just wave dashing, l-canceling and all of the fancy ledge tech, shield drops, soft/hard hitboxes were all intended on release.
examples of stuff that i can think of that weren't intentional include peach float cancels, spacies jumping out of shines, wobbling and other stuff.

the core mechanics that made the game competitive were all intended by the developer and everything that the community found simply built upon that.
sakurai is just cancerous and needs to go work on a different franchise.
i view the game currently as the logical extension of what the developers handed us + 15 years of time to explore what we could do.


why is analog bad for fighters? coming off smash i can't imagine playing with a digital controller.

Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21248 Posts
May 06 2015 15:16 GMT
#98571
On May 06 2015 23:59 AlterKot wrote:
As someone who started in anime fighters and only got into Melee after the smash doc, there's a lot I like about SSBM but ultimately I hate the idea of fg played on analog and marvel/persona/etc. have their own perks.

Cheep you read this: http://smashfts.com/2015/02/09/melee-is-an-accident-i-disagree/ ?


I've read it before, and that article is, frankly, not very good. Literally all it does is explain the features of Melee, which is pretty tautological. "These features are used in competitive, and they're present, therefore the game was made to be competitive" is a very silly argument to make. The article is so blatantly illogical I don't even know how to start.

The game was designed to be a FIGHTING game, where you play AGAINST other people, so of course the game was intended to be fun in a multiplayer setting. And "fun" in a multiplayer competitive game typically means it's fairly balanced and there are cool things you can do - that's just game design 101. But that does -not- mean the game was designed to be the highly refined and competitive ESPORT that we see today. Citing features that make the game fun as a generic multiplayer game, which were taken and refined far beyond what the game description/tutorial/etc. described, is not good evidence that the game as it's played today was intended by the designers.
TranslatorBaa!
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
Last Edited: 2015-05-06 15:21:08
May 06 2015 15:18 GMT
#98572
On May 07 2015 00:03 Scip wrote:
what do you mean analog
am I too young to know what that word means?

You ever held a controller, like for XBox or PS2 or something? It has a D-Pad and analog sticks. Traditional fighters originated from arcades, and just like dpads, you can only input 8 directions on arcade sticks - up, down, left, right and diagonals (as if you were playing with WSAD/arrows on keyboard). Meanwhile Smash was designed for the console and thus you control the character with an analog stick, and not only you can input infinite number of directions, but also you can push the analog faster, slower, push it all the way or just a bit etc. and it all influences how you move and what moves come out.

@edit: typos.
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
mordek
Profile Blog Joined December 2010
United States12705 Posts
May 06 2015 15:20 GMT
#98573
On May 06 2015 23:54 Fildun wrote:
Show nested quote +
On May 06 2015 23:38 Scip wrote:
On May 06 2015 23:35 Sufficiency wrote:
One of the most annoying thing about Smash for me is % dependent combos.

But isn't that like, the coolest thing?

I wonder if I'm the only one who feels this way, as a person who has never played fighters, every fighting game seems to pale in comparison with Melee.

I feel exactly the same way.

Agreed. I'm trash-tier at fighting games though.
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
Frolossus
Profile Joined February 2010
United States4779 Posts
May 06 2015 15:22 GMT
#98574
On May 07 2015 00:16 Carnivorous Sheep wrote:
Show nested quote +
On May 06 2015 23:59 AlterKot wrote:
As someone who started in anime fighters and only got into Melee after the smash doc, there's a lot I like about SSBM but ultimately I hate the idea of fg played on analog and marvel/persona/etc. have their own perks.

Cheep you read this: http://smashfts.com/2015/02/09/melee-is-an-accident-i-disagree/ ?


I've read it before, and that article is, frankly, not very good. Literally all it does is explain the features of Melee, which is pretty tautological. "These features are used in competitive, and they're present, therefore the game was made to be competitive" is a very silly argument to make. The article is so blatantly illogical I don't even know how to start.

The game was designed to be a FIGHTING game, where you play AGAINST other people, so of course the game was intended to be fun in a multiplayer setting. And "fun" in a multiplayer competitive game typically means it's fairly balanced and there are cool things you can do - that's just game design 101. But that does -not- mean the game was designed to be the highly refined and competitive ESPORT that we see today. Citing features that make the game fun as a generic multiplayer game, which were taken and refined far beyond what the game description/tutorial/etc. described, is not good evidence that the game as it's played today was intended by the designers.

i don't think that any old game was designed with the intent of being some massive esport.
however i think that devs intentionally gave it high skill ceiling. if a game is fun, competitive and has a high skill ceiling i think that it will generally attract a highly competitive audience and the esport aspect evolve naturally like melee did.
onlywonderboy
Profile Joined August 2012
United States23745 Posts
Last Edited: 2015-05-06 15:30:14
May 06 2015 15:27 GMT
#98575
On May 07 2015 00:11 WaveofShadow wrote:
Melee doesn't strike me as a 'true' fighting game as per the generally understood definitions of the genre, but it fits in most ways.

The thing is, the mechanics involved make it truly unique and as such it would be interesting if the percent or 'knock out' idea would be explored further but I think the classic fg has way too much pull and depth on its on for people to really desire something new in that regard.

The "knock out" mechanic is probably my favorite part of Smash. It's hard to explain, but I just love that a player can throw a life lead just by messing up an edgeguard. Really adds to the risk/rewards of the game.
On May 07 2015 00:22 Frolossus wrote:
Show nested quote +
On May 07 2015 00:16 Carnivorous Sheep wrote:
On May 06 2015 23:59 AlterKot wrote:
As someone who started in anime fighters and only got into Melee after the smash doc, there's a lot I like about SSBM but ultimately I hate the idea of fg played on analog and marvel/persona/etc. have their own perks.

Cheep you read this: http://smashfts.com/2015/02/09/melee-is-an-accident-i-disagree/ ?


I've read it before, and that article is, frankly, not very good. Literally all it does is explain the features of Melee, which is pretty tautological. "These features are used in competitive, and they're present, therefore the game was made to be competitive" is a very silly argument to make. The article is so blatantly illogical I don't even know how to start.

The game was designed to be a FIGHTING game, where you play AGAINST other people, so of course the game was intended to be fun in a multiplayer setting. And "fun" in a multiplayer competitive game typically means it's fairly balanced and there are cool things you can do - that's just game design 101. But that does -not- mean the game was designed to be the highly refined and competitive ESPORT that we see today. Citing features that make the game fun as a generic multiplayer game, which were taken and refined far beyond what the game description/tutorial/etc. described, is not good evidence that the game as it's played today was intended by the designers.

i don't think that any old game was designed with the intent of being some massive esport.
however i think that devs intentionally gave it high skill ceiling. if a game is fun, competitive and has a high skill ceiling i think that it will generally attract a highly competitive audience and the esport aspect evolve naturally like melee did.

I think you're giving them too much credit. I know a lot of the high skill level techs in the game were intentional, but I doubt they could have imagined all of them being pulled of in conjunction the way it's done now in competitive play.
RIP Ryan Davis / TL or Die / @onlywonderboy
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
May 06 2015 15:30 GMT
#98576
On May 06 2015 23:38 Scip wrote:
Show nested quote +
On May 06 2015 23:35 Sufficiency wrote:
One of the most annoying thing about Smash for me is % dependent combos.

But isn't that like, the coolest thing?

I wonder if I'm the only one who feels this way, as a person who has never played fighters, every fighting game seems to pale in comparison with Melee.


Nah, I'm with you.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21248 Posts
May 06 2015 15:30 GMT
#98577
On May 07 2015 00:22 Frolossus wrote:
Show nested quote +
On May 07 2015 00:16 Carnivorous Sheep wrote:
On May 06 2015 23:59 AlterKot wrote:
As someone who started in anime fighters and only got into Melee after the smash doc, there's a lot I like about SSBM but ultimately I hate the idea of fg played on analog and marvel/persona/etc. have their own perks.

Cheep you read this: http://smashfts.com/2015/02/09/melee-is-an-accident-i-disagree/ ?


I've read it before, and that article is, frankly, not very good. Literally all it does is explain the features of Melee, which is pretty tautological. "These features are used in competitive, and they're present, therefore the game was made to be competitive" is a very silly argument to make. The article is so blatantly illogical I don't even know how to start.

The game was designed to be a FIGHTING game, where you play AGAINST other people, so of course the game was intended to be fun in a multiplayer setting. And "fun" in a multiplayer competitive game typically means it's fairly balanced and there are cool things you can do - that's just game design 101. But that does -not- mean the game was designed to be the highly refined and competitive ESPORT that we see today. Citing features that make the game fun as a generic multiplayer game, which were taken and refined far beyond what the game description/tutorial/etc. described, is not good evidence that the game as it's played today was intended by the designers.

i don't think that any old game was designed with the intent of being some massive esport.
however i think that devs intentionally gave it high skill ceiling. if a game is fun, competitive and has a high skill ceiling i think that it will generally attract a highly competitive audience and the esport aspect evolve naturally like melee did.


But see, that's my point - SSBM and BW's success were accidental, because there's no way you can say they were the only games that were designed with high skill ceiling, fun, and competitive in mind. "Fun" describes the aspirations of every game period, and "competitive and high skill ceiling" describes every multiplayer game. BW and SSBM happened to stumble into mechanics that made them extremely popular, and thus grew into long-living global phenomena.

In contrast, games that are designed, on purpose, to become the next BW/SSBM are pretty much destined for failure since they put the ESPORTS part first.
TranslatorBaa!
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
May 06 2015 15:35 GMT
#98578
The whole "games were designed with high skill ceiling" is more just how games in general were made back then. There were no "rules" people stuck to or concepts like skill floor/ceiling really explored well.
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
May 06 2015 15:35 GMT
#98579
On May 07 2015 00:30 jcarlsoniv wrote:
Show nested quote +
On May 06 2015 23:38 Scip wrote:
On May 06 2015 23:35 Sufficiency wrote:
One of the most annoying thing about Smash for me is % dependent combos.

But isn't that like, the coolest thing?

I wonder if I'm the only one who feels this way, as a person who has never played fighters, every fighting game seems to pale in comparison with Melee.


Nah, I'm with you.

I think this is the case for so many people because everyone played melee at a younger age when it came out, whether more competitively or casually, so it's easier to relate to and see what's going on than a typical fighter.

Also most fighting game players/watchers love their games and their games alone, so to say other games pale in comparison to melee is likely just bias on the part of the viewer.
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
Alaric
Profile Joined November 2009
France45622 Posts
May 06 2015 15:37 GMT
#98580
I like Chris G's Morrigan play. Come at me.
Cant take LMS hipsters serious.
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