Fun doesn't matter in competitive play. There is no reason to help out someone who is playing poorly. The snap back when the person lost the KO is not any better, as like I have stated, it totally ****s the flow of the match.
It does matter if you want it to appeal to an audience to make a game popular so there is a competitive scene. I meant it's fun to watch when matches are close. Fighting games cater towards audiences as much as they do towards the actual players. But I will agree with you that it can hurt the flow of a match.
I really doubt that adding in decay will make bad matchups better. In fact in most cases I would say it makes it worse.
Will agree with you here, too. I honestly don't know where I was going when I brought this up.
Yeah, still not with you on anything above 200%. 180? Yeah, occasionally. 260? That's far, far, far from common. Also, THIS ISN'T MELEE. I hate to say this, as I'm trying to incorporate many Melee features back into Brawl, but we can't make this game just to be like Melee. I think decay is bork, many people agree with me, and I'm backing it up with some good logic. Decay would, in my opinion, make Brawl+ worse rather than better and it should be tossed, unless there is a code that takes away the knockback portion from the staleness.
Hmm, I must have edited that sentence and forgot to fix the word preceding 180-260%. I didn't mean that it was just as common to live up to 260% as it was to live up to 180%, I meant that it was
fairly common to live up to 180% (meaning you'd die at over 180%), sometimes (although this is very infrequently) all the way up to 260%, although it is naturally far more rare the higher above 200%. I gave a number range, lumping everything of the upper bound (I should've just put 180+) all the way up to the most extreme cases. On the flip side, certain characters like Marth have a far more difficult time comboing into their KO moves above 180% (the trick is living that long in the first place), making it somewhat easier to not get killed for maybe 20-30% if you are careful and don't give him the opportunity to use a kill move (you'll get knocked all over the stage, but you can typically make out okay with a few trades before getting killed).
That wasn't my point. I said it's the same "concept" behind the pity final smash, which is to reward the player who is losing.
The thing is that the Pity Final Smash ONLY rewards the player who is losing. The stale moves favors the person who died most recently. Because of this, the person who is dying more frequently will have stale moves less of the time, but as soon as more than a single stock lead opens up, it only really favors the person in the lead. It just makes it harder to open up that kind of lead in the first place. It's not the same concept at all, imho, because both players benefit from it and are penalized by it every match, Pity Final Smashes only go to someone who is behind.
Look, I don't think the stale moves thing is really worth arguing over because I agree with you that the current implementation is pretty poor. With line limitations at the moment, it's probably better to just stick with no decay, though if there is another major compression, it might be worth looking into to see if knockback can stay unaffected by decay.
BS. I have survived at ******** percents regularly in Brawl because of decay, DI, and the fact that what you are saying is completely wrong. There is FAR more area to cover in brawl before you hit the blast zone than in Melee. In Melee you go flying off and "BOOM" in Brawl you DI up and come back until you have ******** percents.
In vBrawl, that happens a lot, partly due to decayed kill moves. As I typically live to 230%. In Brawl+ with no decay, I haven't seen anyone take a kill move above 140-ish% and not be outright KOed. Who exactly are you playing as with such survivability? I typically play as ZSS and Zelda, whom I would consider both to be between light and midweights.
I played MikeG a lot. My crew took him to Getting School'd 2 in Maryland (we went from Tupelo, MS to Atlanta, and all the way to Maryland.) I also was pretty close with all the peepz from the Atlanta scene back in my day. I've stayed at MikeG's place and commented on his stove that transformed and his LCD microwave. Still, it was still extremely rare for him to survive to those percents. He would tank like a mofo, but the percents you are talking about is absurd.
260% is EXTREMELY RARE, it's the upper most percent that someone can live in a game. It's almost an exclusive thing to Link and Samus in specific matches (who both are fairly heavy and have good recovery options, moreso than most other characters due to their grapple beam/hookshot). I remember that MikeG could typically live to around 200-220% when he was on a rampage, though. The long list of characters I made, most of them can live to around 180-190% on a particularly tenacious stock. Only characters that are fairly heavy or have specific types of gravity that can fall back on for DIing heavily against certain type of attacks would hit the 200+% mark.
Studies have shown that memories are unreliable, especially the longer you have to change them in your head.
This is true, I could be remembering incorrectly, but I remember that I regularly came back with bomb recovery bull****. People at tournaments used to comment on my recovery techniques (though it was Kubuu that invented most of them) and how I could survive for so long.
In response to another post, yes, the game did evolve after I stopped playing. I still watched match videos from the big tournies, and edge guarding, edge hogging and gimping didn't seem to evolve much further from when I quit, outside of a few character specific techniques.
-------------
In other news, I tried out Yeroc's codeset. So my feedback so far is that if you try to go back to the CSS from the stage select screen, it crashes the game, so I disabled that feature. I had chosen Zelda at the time (default costume) and tried to go back to switch colors.
The game feels strange with the different engine coefficients. In particular, one thing I didn't like is that Zelda's upsmash either knocks characters too far away to combo beyond a 3-4 hits, or characters are DIing out of it (possibly both), making the move almost worthless as it leaves you open while they can attack you after getting knocked away by the low hitstun attacks. The same thing with Zelda's n-air, it hits maybe 2 or 3 times before the character is too far away to be hit anymore, and you still have about half the attack left. I imagine all multi-hit moves similar to these (Ness's f-air, for instance) are affected similarly.