evilweevle, post: 6946989, member: 12392 wrote:
just because a game is a fighter, should not automatically qualify it to be played competitively. its a fun game, but theres waaaay too much stuff you need to alter to make it semi-fair.
god imagine if they had to do stuff like that at evo. banning certain characters/supers/moves/throws etc.
DPs and throws only would be pretty good actually.....
Evilagram, post: 6948832, member: 51806 wrote:
Imagine if gems like in SFxT dropped on a random position on the stage and provided bonuses, or there were now stage hazards that move in random patterns, and there was an option to remove them. Don't you think the fighting game community would disable these?
ph00tbag, post: 6949839, member: 64083 wrote:
Point of order: items are not banned. They are off. It's an important distinction because Peach could not use beam swords, Mr. Saturns, and bob-ombs if items were banned.
The argument of how the game is "supposed" to be played is also pretty insubstantial. There's not really a way you're "supposed" to play Smash. You can play the entire match in stamina with a goddamn poison flower on your head, and you'd be playing the game no more correctly than any competitive smasher. The point is that when people play for money, as a group they've settled on certain rules that by and large reflect a community stance on how they all want to play the game. In the context of Smash, that is wholly valid, and in fact encouraged by the game's structure. You have the ability to turn off stages and items, so no one can tell me we're not supposed to take advantage of that.
Berserker01, post: 6944362, member: 63191 wrote:
It's just not as competitive or complex as other traditional fighting games.
JaceComix, post: 6985809, member: 58201 wrote:
I can see how you might call it less competitive, but only in terms of scale.
Complexity on the other hand, I'm curious about.
I've always felt that Smash was very complex due to the creativity involved in producing extended combos. Because of Directional Influence, there is a lot more to reading your opponent than predicting the direction they'll tech. Percent Values also play a part in this because of the increased knockback they cause.
The way players can choose to navigate a stage also adds a lot of complexity in my opinion. Players have to decide, based on a number of factors, which approach will cover the most options or produce the best results.
So what exactly makes it less complex in your opinion?
ph00tbag, post: 7130584, member: 64083 wrote:
A name will emerge. It will probably be something along the lines of platform fighter, since they seem to share an element of positioning and movement in a platforming environment in addition to the one on one combat.