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MultiVersus General Discussion

LimeTH

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Best not to worry too much, i know this is weird and messy looking but can't call it doomsday until we get to release day yet.

What i want to say is hopefully they'll show up some more new stuff before the game relaunches so hopefully it won't be bothersome(atleast in here).
I think you missed the joke, man.
 

SneakyLink

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Ok yeah, something’s up.

Shaggy was posted on the same channels as Bugs Bunny yesterday.

Note that the “New Character” line has been replaced by “Character”.

Edit to the above: Xbox still calls Shaggy “new”
 
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They better not be making us wait for a character we already know about once every single day. If that's the case we won't get news until right before ****ing launch.
I know better than to have faith in Warner Bros, but maybe this is because of the joke of Shaggy being a stoner, and we'll get a new character sooner.

At the same time, I have my suspicions that you're correct on when we're getting news.
 

Capybara Gaming

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I know better than to have faith in Warner Bros, but maybe this is because of the joke of Shaggy being a stoner, and we'll get a new character sooner.

At the same time, I have my suspicions that you're correct on when we're getting news.
It's especially annoying for me, considering that the followup to the previous MvS video is done, uploaded, and I'm just waiting for real news to actually release it.
 

LimeTH

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It's especially annoying for me, considering that the followup to the previous MvS video is done, uploaded, and I'm just waiting for real news to actually release it.
Any reason you gotta wait for news if it's already done? Won't it be outdated by not mentioning the news?
Either way, you're probably gonna be waiting a while, so why not just put it out?
 

Capybara Gaming

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Any reason you gotta wait for news if it's already done? Won't it be outdated by not mentioning the news?
Either way, you're probably gonna be waiting a while, so why not just put it out?
Considering how well the last one did, I want to use the news as it'll be more likely to nab clicks if it comes out the same day as news. At least that's what I'm thinking.
 
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Considering how well the last one did, I want to use the news as it'll be more likely to nab clicks if it comes out the same day as news. At least that's what I'm thinking.
Your reasoning is sound, and most Youtube speculators would do the same. You have the added bonus of being on this forum as well. But at the same time, you do run the risk of less clicks on your first day by waiting too long.

However, if I may be greedy for a moment, could you give us a brief hint at your next video? It can even be blurred like a spoiler if you don't want to bait us.
 

Capybara Gaming

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Your reasoning is sound, and most Youtube speculators would do the same. You have the added bonus of being on this forum as well. But at the same time, you do run the risk of less clicks on your first day by waiting too long.

However, if I may be greedy for a moment, could you give us a brief hint at your next video? It can even be blurred like a spoiler if you don't want to bait us.
You can have more than that. I reconsidered, and we dropped it early. Enjoy!

 

CapitaineCrash

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You can have more than that. I reconsidered, and we dropped it early. Enjoy!

I think a lot of your bosses and assist ideas could easily be playable characters, such as Shao Kahn, Lobo, Bane and Daenerys in the bosses category, or Green Arrow, Cyborg, Ice king, Amethyst, Grim, Courage, Austin Powers, Unikitty or Audrey II in the assist category. I'm not against bosses, but imo they should specifically characters that have 0% chances to be playable, same with assists. This isn't like Smash where the assists can be see as a "consolation prize" for character that were not getting in the playable roster either way, because this is a live service game with pretty much no limits on how many characters the roster could have ultimately (until the game dies obviously), so there's really no point to do a full model for character like Courage and Grim that are pretty requested if they can just get in later in the game life cycle. This is especially baffling with Lobo, Bane and Shao Kahn because a boss usually have a fairly complex moveset so there's really no reason to not have them in your playable roster.
 

ivanlerma

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I think a lot of your bosses and assist ideas could easily be playable characters, such as Shao Kahn, Lobo, Bane and Daenerys in the bosses category, or Green Arrow, Cyborg, Ice king, Amethyst, Grim, Courage, Austin Powers, Unikitty or Audrey II in the assist category. I'm not against bosses, but imo they should specifically characters that have 0% chances to be playable, same with assists. This isn't like Smash where the assists can be see as a "consolation prize" for character that were not getting in the playable roster either way, because this is a live service game with pretty much no limits on how many characters the roster could have ultimately (until the game dies obviously), so there's really no point to do a full model for character like Courage and Grim that are pretty requested if they can just get in later in the game life cycle. This is especially baffling with Lobo, Bane and Shao Kahn because a boss usually have a fairly complex moveset so there's really no reason to not have them in your playable roster.
you have good points but i'm fine with shao kahn and darkseid being bosses(darkseid has different avatars so you can make him both a fighter & a boss).
 

Capybara Gaming

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I think a lot of your bosses and assist ideas could easily be playable characters, such as Shao Kahn, Lobo, Bane and Daenerys in the bosses category, or Green Arrow, Cyborg, Ice king, Amethyst, Grim, Courage, Austin Powers, Unikitty or Audrey II in the assist category. I'm not against bosses, but imo they should specifically characters that have 0% chances to be playable, same with assists. This isn't like Smash where the assists can be see as a "consolation prize" for character that were not getting in the playable roster either way, because this is a live service game with pretty much no limits on how many characters the roster could have ultimately (until the game dies obviously), so there's really no point to do a full model for character like Courage and Grim that are pretty requested if they can just get in later in the game life cycle. This is especially baffling with Lobo, Bane and Shao Kahn because a boss usually have a fairly complex moveset so there's really no reason to not have them in your playable roster.
Right, but that's not how I approached the roster build. I didn't approach it from a live service perspective; it's a What If they did a more traditional development cycle (and also this was a series not one game).
 

SneakyLink

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There is one other thing Ajax mentioned on Discord regarding Attack Decay:

The “Decay” text will no longer appear after using a move after a few times. Moves now naturally stale and no longer kill combis.
 

CapitaineCrash

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I think there's a lot of cool changes here, but I do agree that pretty much nothing here justify the 1 year wait. This whole thing just feel like it could have been a normal update or the natural evolution of the game.
 

Swamp Sensei

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I think there's a lot of cool changes here, but I do agree that pretty much nothing here justify the 1 year wait. This whole thing just feel like it could have been a normal update or the natural evolution of the game.
I suspect that Multiversus was actually on the verge of being shut down due to Warner Bros ****ery. That and I suspect that they wanted to prepare a surplus of new content so they could have steady content drips. And well, netcodes take time. Hopefully it's worth the wait.
 

KneeOfJustice99

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Learning time

This goes into changes made to gameplay
I think there's a lot of neat changes here, but a lot of them feel like base, QoL stuff that... not to sound rude, but feel like they ought to have been there from the start? Things like improved character readability, a dash attack and a parry are all cool to have, but other stuff feels a little too vaguely worded for my liking.

One thing I hope is the case is characters generally getting more unique aerial attacks across the board, though admittedly, I don't think that's likely. Then again, I'm also one of the weirdoes out there who thinks MVS's more simplified movesets are pretty fun, heh.

I think a lot of your bosses and assist ideas could easily be playable characters, such as Shao Kahn, Lobo, Bane and Daenerys in the bosses category, or Green Arrow, Cyborg, Ice king, Amethyst, Grim, Courage, Austin Powers, Unikitty or Audrey II in the assist category. I'm not against bosses, but imo they should specifically characters that have 0% chances to be playable, same with assists. This isn't like Smash where the assists can be see as a "consolation prize" for character that were not getting in the playable roster either way, because this is a live service game with pretty much no limits on how many characters the roster could have ultimately (until the game dies obviously), so there's really no point to do a full model for character like Courage and Grim that are pretty requested if they can just get in later in the game life cycle. This is especially baffling with Lobo, Bane and Shao Kahn because a boss usually have a fairly complex moveset so there's really no reason to not have them in your playable roster.
To be fair... I think you could probably do bosses as outright playable characters, but perhaps with a unique Perk of some kind that only applies during their boss fight. MVS does already have a framework for giant characters like the Iron Giant, and some kind of specialised "boss perk" could help ensure they don't feel too similar to their playable form.

Think akin to how Sephiroth was briefly included in the Sephiroth Challenge as a souped-up version of himself - but instead of just getting a buff across the board, I'd probably suggest a Perk specific to each character - so someone like, idk, Bane might end up with some kind of "Venomised" perk that universally buffs his attack and defence, while someone like Darkseid could get a Perk that specifically buffs his Omega Beam to be better at tracking or something.

That way, boss characters can actually be playable - still feeling unique when fighting them compared to in their playable form - without just feeling like generally worse versions of themselves when you actually play as them. Just my personal thought on how that could be handled!
 
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TheQuester

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Im not too confident about this game not failing again tbh the marketing specially has been...like the most out of touch one i have ever seen,, i feel like what happened it's similar to what Swamp Sensei Swamp Sensei said, they probably wanted to close the game for about a year so they could make content to see if it could stay afloat in a relaunch, but...after seeing the awful marketing, idk lol.
 

SneakyLink

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On Wednesday, the official discord will host an AMA with some of the developers. Three things:

1. I’m not certain if they’ll answer questions regarding upcoming content (I assume no), but the theory I’ve seen is the Channel Guide image from a while ago is going in order. We had stuff on TikTok, Instagram, and now Discord. Next up: Youtube, which should be a trailer.

2. There is a 6 hour limit between questions.

3. I’m concerned as to how they’ll weed out the joke questions with the serious questions. 1 or 2 is okay, but I don’t want the entire time wasted with everyone asking “What’s the square root of a fish?”
 

Capybara Gaming

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Another fine example of awful marketing.

Just show your new content. It's not that hard. We've had enough of "oh we're cooking" and hockey and empty "we're backs." It's been over a year. Either show what you've got to show after 14 months or don't bother coming back I say.

I want to like this game. I want to trust the team behind it to deliver us something great, but they aren't doing anything to give me faith in them.
 

CapitaineCrash

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At this point I genuinely think that relaunch will have no new characters. I mean, why even do a AMA when the dev fully know that the main question will be about future characters? Clearly at this point they have nothing to show.
 

LimeTH

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At this point I genuinely think that relaunch will have no new characters. I mean, why even do a AMA when the dev fully know that the main question will be about future characters? Clearly at this point they have nothing to show.
Yeah, hate to say it but I'm starting to think that too. If they really had any new characters, they'd have revolved all this nonsense around promoting them.

I guess there's always that trailer, whenever that winds up happening. Clock is ticking, guys!
 

Faso115

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At the very least, NASB 2 opened with 2 big characters. They also had to redesign everything from the ground up but they were up front about it. The only thing they were quiet about is cuts but it's an understandable reason why they had to cut characters.

Here? They just refuse to say anything other than some weird ass unrelated marketing stunts. Hocket? Happy Meals? Where's the goddamn Jonkler PFG?
 

Kirby Dragons

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Considering how we're gradually getting closer to the game's relaunch, I thought I'd look into the original roster. What I found gave me a good thought piece or two.
  • MultiVersus OCs: 1
  • Looney Tunes: 4 (3 if you don't count LeBron)
  • Superman: 1
  • Batman: 2
  • Wonder Woman: 1
  • Scooby-Doo: 2
  • Game of Thrones: 1
  • Steven Universe: 2
  • Adventure Time: 2
  • Tom and Jerry: 1
  • The Iron Giant: 1
  • Rick and Morty: 2
  • Gremlins: 2
  • Shazam: 1
Besides the fact that Looney Tunes has more representation than I thought if you separate the DC characters, I noticed that seven properties have only one fighter to their name. In a game that prefers a 2-v-2 mechanic.

With that said, here's my thought piece: If you could add a fighter from the likes of Superman, Wonder Woman, Game of Thrones, Tom and Jerry, The Iron Giant, Shazam, or even another MultiVersus OC, who would you add to the table?
Superman: Darkseid
Wonder Woman: Cheetah
Game of Thrones: Daenerys
Tom & Jerry: Spike
 

SneakyLink

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Currently in the Discord AMA. Some important tidbits:

1. Armor has been adjusted. It now uses a meter and more breaking options have been added. How often armor can be applied has also been tweaked to avoid camping. Also parrying an armored opponent breaks their armor.

2. Blast Zones have been adjusted due to the size changes. There are also other stage improvements on a case by case basis.

3. Characters and how they fit into certain classes. It’s mostly about how to represent the character that is fun and true to the source. Forcing a character into a class is never going to be done, in some cases the fighter avoids a class based on who they are (for example, virtuous and honorable characters won’t be Assassins). There may be times where they want a specific class and choose a character based on that.

4. Parries: Parrying a long range attack brings you closer to your opponent, to allow a punish. Projectiles can also be parried. In fact, the “Clear the Air” perk now reflects parried projectiles. As to why Parrying was added over a block/shield, the goal was to make neutral dodge more impactful since most dodging during the Beta was directional. The current design was chosen to represent “high risk/high reward” defense. There could be further adjustments through updates and perks, it’s not out of the question to see a block-like mechanic.

5. Stages: Many of the in development maps were initially designed with Casual gameplay in mind, with various layouts, cameos, and interactive elements. Maps now have distinct variants for casual and competitive, not just a simple hazard toggle anymore. All PFG said about this is: Buckle up Buttercups! (Their words, not mine)

6. Perks: They can’t talk about specific perk changes yet, but they did say you will always have access to a full set of perks (1 Signature, 3 Shared).

7. There are no plans for camera customization. Other customization settings from the Beta are returning.

8. Hit pause and size changes: This was sort of covered in the blog. The goal was to make the combat more approachable for newer players while maintaining depth. Bigger characters and higher hit pause make the game weightier and stronger plus easier to follow without sacrificing the speed and movement from the Beta.

9. Character adjustments: Some moves will function differently. This can include properties such as frame data. Time to kill has decreased as some older moves are now kill moves. Every aspect of a character was adjusted, some may feel familiar while others have a new plan.

10. Netcode: The biggest netcode related challenge was rebuilding the game from the ground up to fit the netcode changes.

11. Speed: It’s still a quick paced game, but not as chaotic as the beta. This is to make it easier to spectate and make it so one can more better punish the guy playing safe 24/7. Also, the game now focuses more on using a whole kit instead of evasion and safe moves.

12. The process of adding a character: First they get the kit and a basic representation into the game, then they give feedback to the various teams. At some point, the character “clicks” and everyone on the team is happy. Then comes the adjustments and bug fixes.

13. Technical limitations vs Creative Freedom: For this the team talked about the cartoon characters with differing animation styles, squash and stretch, and deformed faces. These factors make them harder to do within a real time environment. In particular they have tools and pipelines to capture the feel of a character. If the character can’t be done right then, the character won’t be added. Tech limits have not gotten in the way of that. With regards to the Beta maps, they have been adjusted with player feedback to fit the new gameplay standards. Matchmaking pools have also been adjusted.

14. More concept art will be shown off for stages, characters, and variants.

15. Finally, the devs were asked about favorite characters of the current roster. They did give serious answers, but also teased that the roster will expand May 28 (sorry everyone, no actual reveals yet). One character in particular helped a dev prototype a new way of interacting with the characters.

That is everything talked about.
 
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KneeOfJustice99

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Currently in the Discord AMA. Some important tidbits:

1. Armor has been adjusted. It now uses a meter and more breaking options have been added. How often armor can be applied has also been tweaked to avoid camping. Also parrying an armored opponent breaks their armor.

2. Blast Zones have been adjusted due to the size changes. There are also other stage improvements on a case by case basis.

3. Characters and how they fit into certain classes. It’s mostly about how to represent the character that is fun and true to the source. Forcing a character into a class is never going to be done, in some cases the fighter avoids a class based on who they are (for example, virtuous and honorable characters won’t be Assassins). There may be times where they want a specific class and choose a character based on that.

4. Parries: Parrying a long range attack brings you closer to your opponent, to allow a punish. Projectiles can also be parried. In fact, the “Clear the Air” perk now reflects parried projectiles. As to why Parrying was added over a block/shield, the goal was to make neutral dodge more impactful since most dodging during the Beta was directional. The current design was chosen to represent “high risk/high reward” defense. There could be further adjustments through updates and perks, it’s not out of the question to see a block-like mechanic.

5. Stages: Many of the in development maps were initially designed with Casual gameplay in mind, with various layouts, cameos, and interactive elements. Maps now have distinct variants for casual and competitive, not just a simple hazard toggle anymore. All PFG said about this is: Buckle up Buttercups! (Their words, not mine)

6. Perks: They can’t talk about specific perk changes yet, but they did say you will always have access to a full set of perks (1 Signature, 3 Shared).

7. There are no plans for camera customization. Other customization settings from the Beta are returning.

8. Hit pause and size changes: This was sort of covered in the blog. The goal was to make the combat more approachable for newer players while maintaining depth. Bigger characters and higher hit pause make the game weightier and stronger plus easier to follow without sacrificing the speed and movement from the Beta.

9. Character adjustments: Some moves will function differently. This can include properties such as frame data. Time to kill has decreased as some older moves are now kill moves. Every aspect of a character was adjusted, some may feel familiar while others have a new plan.

10. Netcode: The biggest netcode related challenge was rebuilding the game from the ground up to fit the netcode changes.

11. Speed: It’s still a quick paced game, but not as chaotic as the beta. This is to make it easier to spectate and make it so one can more better punish the guy playing safe 24/7. Also, the game now focuses more on using a whole kit instead of evasion and safe moves.

12. The process of adding a character: First they get the kit and a basic representation into the game, then they give feedback to the various teams. At some point, the character “clicks” and everyone on the team is happy. Then comes the adjustments and bug fixes.

13. Technical limitations vs Creative Freedom: For this the team talked about the cartoon characters with differing animation styles, squash and stretch, and deformed faces. These factors make them harder to do within a real time environment. In particular they have tools and pipelines to capture the feel of a character. If the character can’t be done right then, the character won’t be added. Tech limits have not gotten in the way of that. With regards to the Beta maps, they have been adjusted with player feedback to fit the new gameplay standards. Matchmaking pools have also been adjusted.

14. More concept art will be shown off for stages, characters, and variants.

15. Finally, the devs were asked about favorite characters of the current roster. They did give serious answers, but also teased that the roster will expand May 28 (sorry everyone, no actual reveals yet). One character in particular helped a dev prototype a new way of interacting with the characters.

That is everything talked about.
This looks like pretty interesting stuff! To be honest, it's interesting to get more of an insight into their mindset when developing stuff like this. Given it's spoilered, I won't discuss too much of it openly, but it's pretty fascinating seeing some elements they're talking about changing and where they wanna take things.

Considering how we're gradually getting closer to the game's relaunch, I thought I'd look into the original roster. What I found gave me a good thought piece or two.
  • MultiVersus OCs: 1
  • Looney Tunes: 4 (3 if you don't count LeBron)
  • Superman: 1
  • Batman: 2
  • Wonder Woman: 1
  • Scooby-Doo: 2
  • Game of Thrones: 1
  • Steven Universe: 2
  • Adventure Time: 2
  • Tom and Jerry: 1
  • The Iron Giant: 1
  • Rick and Morty: 2
  • Gremlins: 2
  • Shazam: 1
Besides the fact that Looney Tunes has more representation than I thought if you separate the DC characters, I noticed that seven properties have only one fighter to their name. In a game that prefers a 2-v-2 mechanic.

With that said, here's my thought piece: If you could add a fighter from the likes of Superman, Wonder Woman, Game of Thrones, Tom and Jerry, The Iron Giant, Shazam, or even another MultiVersus OC, who would you add to the table?
Presuming we'd seperate the DC cast as you suggest, I'd go with Livewire (she's cool, I like her), Maxwell Lord (who'd be a summoner controlling some more minor DC heroes like Rocket Red for the most part), Daenarys Targaryen (because a dragon-tamer playstyle would go hard), Spike & Tyke (as a sort of brawler take on Tom & Jerry's concept?), Kent Mansley (as a sort of MIB standin with alien tech?), Doctor Sivana (though a Hoppy the Marvel Bunny costume for Bugs would be fantastic!), and... ech, not sure about OCs, I'm not too knowledgable on them.
 

SneakyLink

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This looks like pretty interesting stuff! To be honest, it's interesting to get more of an insight into their mindset when developing stuff like this. Given it's spoilered, I won't discuss too much of it openly, but it's pretty fascinating seeing some elements they're talking about changing and where they wanna take things.
You can discuss the items openly. I put it in a spoiler as it would be a big list that could lag some users if not in a spoiler.
 

Capybara Gaming

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I genuinely cannot believe they are doubling down on the stupid perk system. Fighting games should, under no circumstance, offer pay to win options. If I ever tackle Multiversus in a video again, it will likely not be in a particularly positive light.

Statistically speaking, if one perk setup becomes competitive meta, that makes it unfair to anyone who does not have access to the perk. And making people grind to make their characters better is just corporate greed ****. God, I hate this company. I know it's likely not PFG's fault, but even despite some great character design and roster potential - I really wish this game was owned by a less scummy company than Warner Bros.
 
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