12-08-2010, 09:41 AM
(This post was last modified: 12-08-2010, 10:08 AM by Negative-Zer0.)
(12-08-2010, 02:54 AM)Bazzoka Wrote: I shall easily agree with Koopaul. Making it a mode will be so much easier, but...
Having it part of the Smash Ball doesn't really make sense honestly. The Smash Ball helps a character draw out a "secret technique," not go into super sayian mode and pull off amazing combos (but their secret technique might be to going to into said mode with varying results).
Having it as it's own item is a problem because of the odds of it appearing right next to you at the perfect time, just as you said, Clap. But, since you're so fixated on it having to be in as part of an item or something, here's this: It's something similar to a Smash Ball, in that is bounces around the screen when it appears and takes a few hits to break open. This way, everyone will want to grab it, thus making everyone close to it when it's broken/obtained, in theory of course.
This is the only way I can think of making it's own item, not overlapping with a Smash Ball, and making it so people will flock to it on instinct if they want to win that match, much like a Smash Ball. Unoriginal? Yes. Does it solve some problems? I would think so. People will get the combo aspect and the chaotic feel of Smash Bros.
WHY THE FUCK JUST NOT HAVE IT APPEAR THROUGH THE SMASH BALL THAN? IT MAKES NO FUCKING SENSE NOT TOO. DID YOU READ MY PREVIOUS POST? MAKING A NEW ITEM AND STILL HAVE THE INPUT A+B MAKES NO SENSE. BECAUSE IN THE END, YOU WILL HAVE DONE UNNECESSARY WORK. (ya hear that?) UN-FUCKING-NECESSARY WORK. I'D RATHER GIVE THE PLAYER A CHOICE RATHER THAN RESTRICTING THEM FROM A PART OF THE GAME BECAUSE ONE ITEM APPEARED SO NOW THE OTHER ONE CAN'T.
Oh and Koopaul, I'm sorry but STFU. All you have proven to me is that you don't want it in because you don't like it, but you can't even give me a reason as to why we should leave it out.
If you want a demonstration of how i would like the system to work: http://www.youtube.com/watch?v=990MPb8p-...re=related
There. Simple concept. Combos like this one, and not the constant teleporting of the other vids is what i wanna see.
(12-08-2010, 09:39 AM)[fish in space] Wrote: @negative-zero- first of all, the using a smash ball or combo thing is easily fixed using the gauge idea i mentioned. if the gauge isn't full, you do a hyper combo which lasts as long as the gauge is full. if its completely full, you do a more powerful final smash. smash balls would just add a big boost to the gauge instead of instantly giving you a fs. second, if you think that combo-heavy traditional fighters are about memorizing button combinations, you clearly haven't played any all that extensively. TvC for example has a very simple system: you have 3 main attacks, light, medium, and heavy, as well as partners and special moves. you can chain a move into any move which is stronger but you can never move back. This leaves you with a simple system which is easy to use for beginners and can easily be used by newbies once they get a feel for things, but still has a lot of depth and can be mastered with a lot of practice. when you are only dealing with 2 buttons and a lot of directions, it will feel seriously awkward to combo around and near impossible to pull off a specific combo.
anyway, i agree with koopaul. just adding a fun little mode would be a lot more fun to play with and wouldn't require so much balancing and tweaking just to make it plausible.
But then the guage idea makes it closer to a traditional fighter than i am sure most people would want it to be.
Haven't i already stated that fighters aren't about button combinations to koopaul. Hell, i said it in the same post you were replying to.
"Memorizing 6 normals and using them to your advantage"
The combo idea should be able to work. But what i'm getting from some people is that they don't even want to give it a try and would rather be a stubborn child about. How would we know it is good if we haven't tried it yet? The point is is that this idea was meant to bring somethingnew to the table. If we just made it a seprate mode people would'nt give it a second thought and skip over it. Making it apart of the main game however, is brilliant.
Not wanting to put in the game because of balancing and tweaking is straight up lazy.
BTW, its impossible to win at a versus series game without combos. It isn't your subtle street fighter where you can win by just straight up poking and zoning the entire match, Ala Dhalsim.
http://www.youtube.com/watch?v=-Scf_dkkq_Y
These games aren't all about button combinations, which I never stated, but it is about different playstyles. Keep away, lockdown, runaway, rushdown.
In order to make use of your character your obviously going to have to have knowledge of the assist and combo system. This is what i believe the versus series is about. But enough of that lets get back into discussing the engine.