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| Super Smash Bros. Ultimate And The Never-Ending 3rd Party Character DLC |
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| pokepal148:
--- Quote from: Luigi Dude on March 09, 2018, 07:32:23 PM ---This is why I have no problem with Nintendo just reusing the Smash Bros Wii U engine from here on out. Smash Bros Wii U already looks incredible in motion and it would just be diminished returns trying to build a new engine from the ground up. This way then can keep all the existing characters since they won't need to graphically rebuild them each game, which will allow a 75+ character roster which this upcoming Smash will probably have. --- End quote --- This also allows them to build on smash 4's balance and cleanly transition the tournament scene from smash 4 to the new game. |
| Adrock:
If we're doing wishlists, I want to do something different than the usual characters and stages lists except: Retire regular Link, keep Toon Link. Replace Up+special with the Korok Leaf, map the Spin Attack to holding the Standard Attack (no longer lifts as high upward in the air, maybe moves forward instead). Replace Triforce Slash Final Smash with the Hurricane Slash or something with the King of the Red Lions. The point is to give Toon Link more Wind Waker stuff. New Challenger: Hylian Champion Link. Base all moves on Breath of the Wild: -Neutral Special: Remote Bomb, press again to detonate (timer prevents spamming) -Up+Special: Magnesis, two metal objects appear below Link = Magnesis Flying (not infinite), similar to Sonic's Spring -Jump, but there's some control over it (also, metal objects causes damage when they fall) -Forward+Special: Stasis, freeze opponent briefly -Down+Special: Evade, similar to Witch Time then press neutral Special for Arrow or Standard Attack for Flurry Attack -Final Smash: something with the Champions or Devine Beasts -Taunt: Cooking because I want the cooking song in the game My description makes him sound hella-cheap so his attacks have to be on the weaker side for this to be remotely balanced. Just rolling with it. Anyway, here's a wishlist of not characters and stages: 1. Fix the menus. Make them cleaner and easier to navigate. Training should be on the main screen. 2. Ability to toggle off stage hazards because sometimes it would be nice to play the regular stage setup without the randomized BS that can kill you. 3. Updated Smash Run Online and Local: a. At least 8 players. b. All players are in the same map and can interact with each other because... c. The map/"safe area" gets smaller until everyone is in the same area for the last minute or so then it's a regular match with all the bonuses everyone found. Yeah, it's just a Super Smash Bros. version of Fortnite. 4. Story mode: a. The characters are not toys or trophies anymore. They're non-canon versions of their actual selves. That means the writers actually have to care about characterization. Come up with some BS McGuffin for why the characters are brought to the same world. Why they're all together is not the interesting part; what they do once they are is. b. Fully voiced cutscenes. c. This is not Adventure Mode. As evidenced in Subspace Emissary, the gameplay doesn't lend itself to that. Think along the lines of Mortal Kombat (2011)/Mortal Kombat X. It's regular matches with exposition cutscenes. The story gave players a reason to keep pushing forward while also naturally allowing them to try all the characters except without silly platforming segments that really aren't the point of the game. 5. Tag Team mode. I don't know why this isn't already a thing. 6. Every character gets a taunt that causes minimal damage (like Luigi's bashful kick) for ultimate disrespkt. For example, Palutena's stripper pole taunt should count as a kick if you run into it. |
| NWR_insanolord:
I definitely agree there should be a BotW-inspired Link, but I don't think they need to retire the original Link to do that. And I really agree on changing the menus, I never liked the way they were set up. |
| Adrock:
I only suggested retiring regular Link because we still have Toon Link who has most of the same moves. |
| MagicCow64:
--- Quote from: Oedo on March 10, 2018, 02:28:46 PM --- --- Quote from: MagicCow64 on March 10, 2018, 01:27:01 PM ---Sure, I'm just spitballing and admittedly haven't followed the competitive scene very closely. My vague impression was that Smash4 has still yet to displace Melee as the go-to game due to a combination of how it plays and how the characters have shaken out (with an emphasis on DLC fighters throwing things out of whack). But anyway, the point wasn't arbitrarily cutting characters (and sorry, Mewtwo and Lucario feel very similar, as do Roy and Ike, they all have practically the same moves, that's what people actually look at who aren't into the autistic competitive stuff), it was significantly retooling the game. Smash4 was fine, but it definitely felt like the game is settling down into a staid form. Smash Bros. Again with 15 more characters isn't that interesting a prospect and I think it'd be cool if they went back to the drawing board with a more focused cast they can then build on. --- End quote --- It has little to do with characters. They're just two very different games. It's understandable to assume that they compete because they're part of the same series and that the success of one game's scenes has a direct impact on the other's, but that really isn't the case. It's more like Street Fighter V vs. Tekken 7 than it is Street Fighter V vs. Street Fighter IV. Melee players will continue to play Melee, while Smash 4 players will continue to play Smash 4 and the Smash sequels that will almost certainly continue to follow Smash 4's foundation closer than Melee's. There's very little overlap in terms of competitive playerbase (especially at the top level), and both communities can co-exist and thrive on their own. All of that is to say, whether or not Smash 4 and subsequent Smash games displace Melee doesn't say much about how their competitive communities are doing. I'm a bit confused by the second part of your post (even setting aside the part about Ike and Roy having "practically the same moves," which is not true by any measure). On one hand, you want to ignore the competitive angle and just look at characters from the perspective of the larger audience, but then you're advocating that they significantly reduce the size of the roster in order to prioritize overhauling the gameplay and/or mechanics. For most people, the appeal of Smash Bros. is that it's an extremely fun and well made game where they can play as their favourite Nintendo or video game characters. While I'm sure most people who really liked Lucina in Fire Emblem Awakening would have liked for her to have a truly unique moveset, at the end of the day, they're mostly just happy that they can play as Lucina. If you ask most people whether they want more characters with gameplay that's similar to Smash 4 or very different gameplay that comes with far fewer characters, the response would overwhelmingly favour the first option. --- End quote --- I'll try to be clearer since I'm causing confusion. (And Ike and Roy absolutely are based on the same Marth special moveset, which is the "soul" of a character in my book. There's no need for Marth, Ike, Roy, and Lucina to all co-exist. It's different tires on the same bicycle. Like I said, stuff about the damage gradient on the swords or hitboxes or whatever is missing the point. But we're setting that aside!) -Is it not true that Melee remains significantly more popular than any other version of the game for tournaments? Is the Street Fighter II scene bigger than SF V? -Regardless of competitive stuff, the base game is stale. Squeezing in an increasingly marginal extra 15 characters into the same Smash4 framework is a diminishing returns proposition. I'd rather they take another crack at reinventing the no-combo-input fighting genre, and/or rebuild a smaller core set of characters from the ground up to make things fresh instead of having 50 characters that are significantly worse than (or redundant with) 25 other characters (and hey, that could even help the competitive stuff too!). I'd personally prefer novel mechanics over maximal fan service. And if what you say is true, this should be fine because the games are all totally separate from and coeval with each other! -Also, having 75 characters makes it less likely they'll have meaningful single player challenges and such. Smash4 was quite disappointing in this respect already. I want the targets back! -Some random ideas: Incorporate counters into shielding or dodging or something instead of a bunch of characters having it as a special move. Remix the clones into the custom move system so there are single roster slots that you can change into variants like you do with costumes now. But again, just spitballing. Hopefully they've got some surprises in store. Even just adding stock online modes for randos and having the option to remove dynamic elements like the yellow Mega Man monster from stages would be an improvement. |
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