ShockingAlberto
Member
You know, I'm curious.
Why "almost all"? What stage could not be made in to Final Destination?
Why "almost all"? What stage could not be made in to Final Destination?
Not well. and projectiles are only the simplest example of how a map like FD can be tilted one way or another. Its favors characters that can control their horizontal space very well, (generally characters with projectiles) and poops on characters who have poor vertical movement ie. Bowser. You can argue that Bowser has 'more health' in that he is of a heavier weight class, but with Directional influence what people might consider 'health' for a game like Smash is very very fluid.Of course Smash is balanced around projectiles. There are characters in Smash that can deal with projectiles just as easily as you described that there are characters in SF that can deal with projectiles. Smash of all games also has a huge emphasis on vertical play which makes projectile spamming all the more difficult. Smash is arguably the most balanced fighting game in terms of projectiles.
You know, I'm curious.
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Why "almost all"? What stage could not be made in to Final Destination?
You asked why FD is unbalanced and I said it is because it's even. I mean that in the most literal sense. The platform is perfectly even and there is only one platform making it the plainest and most balanced stage. Yes there are other stages that are just as balanced such as Battlefield. Just because Smash can be played in a variety of ways and stages doesn't negate the mathematical fact that FD is the most even and balanced stage there could possibly be.
You know, I'm curious.
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Why "almost all"? What stage could not be made in to Final Destination?
Final Destination
What if I want to play with no items but with a stage select? Can you show me that mode, please?
Mac nothing, Falco is gonna be terrifying.Seems like Mac will have an unfair advantage on flat stages.
To this, I took note than Sakurai specifically shows off Lil' Mac ability to go through shoto blasts, so maybe Sakurai is going to put more emphasis on the ground game in this one, as Brawl was designed with more air battles in mind.I think the person that directed all Smash games knows more on what Smash is 'dependent' on.
Not well. and projectiles are only the simplest example of how a map like FD can be tilted one way or another. Its favors characters that can control their horizontal space very well, (generally characters with projectiles) and poops on characters who have poor vertical movement ie. Bowser. You can argue that Bowser has 'more health' in that he is of a heavier weight class, but with Directional influence what people might consider 'health' for a game like Smash is very very fluid.
Here I'm about to bounce but the Smash wikia sums up a lot of the problems with FD in terms of its 'balance' http://supersmashbros.wikia.com/wiki/Special_Stages:_Final_Destination
When talking about balance you have to consider matchups and each character's specific abilities. There are quite simply plenty of characters who are much better suited for gameplay on a completely flat level than a level with platforms like Battlefield.
To this, I took note than Sakurai specifically shows off Lil' Mac ability to go through shoto blasts, so maybe Sakurai is going to put more emphasis on the ground game in this one, as Brawl was designed with more air battles in mind.
Implying that the director of the excellent core Kirby games isn't worth trusting. My eyes, they're rolling into the back of my head.
I'd add to that they're the only ones making official new games so yeah, you'll have to live with it. And I would also agree that Sakurai knows more about actual game development than everyone here, myself included.
We have a product for you and it's called Super Smash Bros. Melee.![]()
Palutena's Temple, I would assume.You know, I'm curious.
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Why "almost all"? What stage could not be made in to Final Destination?
Not well. and projectiles are only the simplest example of how a map like FD can be tilted one way or another. Its favors characters that can control their horizontal space very well, (generally characters with projectiles) and poops on characters who have poor vertical movement ie. Bowser. You can argue that Bowser has 'more health' in that he is of a heavier weight class, but with Directional influence what people might consider 'health' for a game like Smash is very very fluid.
Here I'm about to bounce but the Smash wikia sums up a lot of the problems with FD in terms of its 'balance' http://supersmashbros.wikia.com/wiki/Special_Stages:_Final_Destination
in this thread, Everyone's Favorite Smash Fallacies
Melee wasn't intuitive or accessible
Competitive players don't know how to have fun. Mutually exclusive concepts.
Hardcore players will only accept a Melee redux
Namco and Sakurai don't care about the competitive scene, even when he's throwing them a somewhat misguided (and hopefully subject to change) bone instead of taking the bones away
You know, I'm curious.
Why "almost all"? What stage could not be made in to Final Destination?
To this, I took note than Sakurai specifically shows off Lil' Mac ability to go through shoto blasts, so maybe Sakurai is going to put more emphasis on the ground game in this one, as Brawl was designed with more air battles in mind.
That doesnt even make fucking sense, for a multitude of reasons. Cmon you can at least give me a C effort here.
I haven't seen mentioned how the same direct showed off a character's new special ability to attract items, and then later showed that for glory mode, for serious players who want a win loss record, doesn't have items.
Implying that the director of the excellent core Kirby games isn't worth trusting. My eyes, they're rolling into the back of my head.
In a discussion about balance you have to consider the characters and the stages, as I had mentioned, because they both play somewhat equal roles. Have you ever played Smash competitively? What is it that makes a flat stage inherently more 'balanced' than a stage like Battlefield, which enables flat ground and platform tactics all at once? Just because it's featureless? Because that featurelessness allows characters with projectiles or characters that rely on spacing to shine. Falco for example is a god damned beast on that map in Melee and Project M and it's because of things like shine->stomp chains which are easier on that map than most others and easy ledgeguarding which is the same situation, easy peasy on FD. Game and Watch is a beast on that map because he has less to worry about spacing-wise and can predict your approach a lot better. Whereas other characters like Lucas and Snake (project M) benefit from platforms for many of their best abilities and combos. It could be argued that it's a more balanced map than most others just because of its symmetry but even then it's not the kind of map you want to limit yourself to playing on depending on your character.That's a problem with the character, not the stage. There are plenty of characters that excel in both flat and varied terrain.
Implying that the director of the excellent core Kirby games isn't worth trusting. My eyes, they're rolling into the back of my head.
I'd add to that they're the only ones making official new games so yeah, you'll have to live with it. And I would also agree that Sakurai knows more about actual game development than everyone here, myself included.
There's always something to complain about, even when Sakurai turns every damn stage into an optional Final Destination. I just don't get you folks.
So there's been some talk about starting a "add a battlefield layout to for glory mode for every stage" Twitter campaign. It's painfully clear that Sakurai keeps up with the desires and requests of the fanbase (whether he listens or not is a different matter entirely). If people request it, I'd be willing to get the ball rolling and make a thread.
In a discussion about balance you have to consider the characters and the stages, as I had mentioned, because they both play somewhat equal roles. Have you ever played Smash competitively? What is it that makes a flat stage inherently more 'balanced' than a stage like Battlefield, which enables flat ground and platform tactics all at once? Just because it's featureless? Because that featurelessness allows characters with projectiles or characters that rely on spacing to shine. Falco for example is a god damned beast on that map in Melee and Project M and it's because of things like shine->stomp chains which are easier on that map than most others and easy ledgeguarding which is the same situation, easy peasy on FD. Game and Watch is a beast on that map because he has less to worry about spacing-wise and can predict your approach a lot better. Whereas other characters like Lucas and Snake (project M) benefit from platforms for many of their best abilities and combos. It could be argued that it's a more balanced map than most others just because of its symmetry but even then it's not the kind of map you want to limit yourself to playing on depending on your character.
Yeah, I suppose you can't get more balanced from a strictly map-design perspective than Final Destination (maybe Battlefield), I'm just fussed that Final Destination is the only option because not all characters are balanced well for the map and I think that might skew the flow, the emerging metagame, the character selections seen in For Glory. Game should allow a choice between Battlefield and FD at the very leastThere are many different movesets and different gameplay styles designers can create for characters. There is no stage that can be made that will be more mathematically even than FD in terms of fighting games. If a character doesn't have it's own unique solution for certain situations it may encounter, that is the fault of how the character was made. I've played Smash since the first game and can play every character very well and I main as Mario despite him obviously not being as good as other characters.
I guess this sort of balances out the madness that custom move sets will create in the tournament scene.
Yeah, I suppose you can't get more balanced from a strictly map-design perspective than Final Destination (maybe Battlefield), I'm just fussed that Final Destination is the only option because not all characters are balanced well for the map and I think that might skew the flow, the emerging metagame, the character selections seen in For Glory. Game should allow a choice between Battlefield and FD at the very least
I'm not so sure you can balance that unless they selectively ban certain custom sets.
There are many different movesets and different gameplay styles designers can create for characters. There is no stage that can be made that will be more mathematically even than FD in terms of fighting games. If a character doesn't have it's own unique solution for certain situations it may encounter, that is the fault of how the character was made. I've played Smash since the first game and can play every character very well and I main as Mario despite him obviously not being as good as other characters.
You know, I'm curious.
Why "almost all"? What stage could not be made in to Final Destination?
Maybe I don't understand the system perfectly
But are people upset that they can't play competitively against others online on more than FD or that it won't count any other way?
Like why couldn't you set up an online match in another stage and have the same rule parameters or something?
It was answered in the first post I made.
This comes off as trolling more than anything else. The least he could do is have four Final Destination variants in For Glory;
- Flat (vanilla FD)
- One larger platform (Smashville, Halberd)
- Two platforms (Pokemon Stadium)
- Three platforms (Battlefield, Lylat Cruise)
There. Plenty of variety while remaining more or less neutral.
God damn. What kinda shitheels have you run into that would make you put competitive Smash players on literally any MOBA's level?Because competitive smash fans are seriously the whiniest, most insufferable group of gamers I've ever had the displeasure of witnessing.
And I thought the Dota community was awful.
Because competitive smash fans are seriously the whiniest, most insufferable group of gamers I've ever had the displeasure of witnessing.
And I thought the Dota community was awful.
That's a problem with the character, not the stage. There are plenty of characters that excel in both flat and varied terrain.
truthBecause competitive smash fans are seriously the whiniest, most insufferable group of gamers I've ever had the displeasure of witnessing.
And I thought the Dota community was awful.
Poke Floats Redux
Am I crazy or is Toon Link standing IN the flowers next to the house in this pic? As in, the house would be a wall/platform.
Am I crazy or is Toon Link standing IN the flowers next to the house in this pic? As in, the house would be a wall/platform.
Because competitive smash fans are seriously the whiniest, most insufferable group of gamers I've ever had the displeasure of witnessing.
And I thought the Dota community was awful.
truth
We also need one for Smashville.
Also every stage should get a Pokemon Stadium variant with 4 transformations.
Does this really matter for competitive players when tournaments and sessions will be in person or with registered friends meaning they won't be using this mode?