Shadic
Alakadoof?
I think for the rest of it, it's more of a customizable control option. Like button configuration or tap to jump.
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send em my way first, i might use some of the stuff for trailer thenI might be setting up ProjectM for PCChris/Cort/Other cool peoples to play on Thursday...
If they start doing cool ****e should I save the replay and upload?!
+1 for 0 buffer, except for like buffer rolls and stuff.
I played Brawl for the first time in a while on Saturday, and I got ****ed over so hard by buffer it was silly.
-DD
I might be setting up ProjectM for PCChris/Cort/Other cool peoples to play on Thursday...
If they start doing cool ****e should I save the replay and upload?!
-DD
k.send em my way first, i might use some of the stuff for trailer then
Just make sure you are using the latest and greatest SVN build (let me know if you don't have it set-up, its amazing).k.
If there is anything awesome that should be coming out soon, make it quick/stable so they can use it.
-DD
lol PC is too easygoing to ***** about something, he'll say he doesn't like it, but he won't *****.shanus, try to get that Falco shield to work awesomely or PCChris is gonna ***** about it =/
so are falco and peach tuned to melee physics?I might be setting up ProjectM for PCChris/Cort/Other cool peoples to play on Thursday...
If they start doing cool ****e should I save the replay and upload?!
+1 for 0 buffer, except for like buffer rolls and stuff.
I played Brawl for the first time in a while on Saturday, and I got ****ed over so hard by buffer it was silly.
-DD
One issue with removing the buffer system is that unless every attack has its exact Melee timing, it forces everyone to relearn the exact timing for everything, for a game almost no one plays.0 buffering on 99% of melee is an aspect in separating the great players and the really great players. This goes into everything down to how fast a player can be with there character. If you know the timings really well because you practice, you will have a faster Fox, ganon etc then someone who doesn't put the time in. If you don't put the time in and try to be as fast as the fastest ganon, fox ect then you will miss a LOT because you simply haven't put the effort in learning the timings. Unless you practice, your ganon, fox ect will always be frames slower than the ganon, fox ect that does practice.
Buffering throws all this out the window by minimizing or removing the demand on the player to get good.
Amen, brother.My day is made. Trailer in the works and my boy PC testing the game. God is good, So is Project M.
How about lets compromise at a set 1 frame buffer.One issue with removing the buffer system is that unless every attack has its exact Melee timing, it forces everyone to relearn the exact timing for everything, for a game almost no one plays.
I don't claim to have any standing in the community or any authority on the project, but I think a 0-3 frame conditional buffer is the smartest way to go. There's no way that would make the game 'easy mode' compared to Brawl. There's no reason to assume that the window without the buffer wouldn't be harder than it is in Melee for a number of attacks that were designed with a buffer system in mind.
Ditto dhatMy day is made. Trailer in the works and my boy PC testing the game. God is good, So is Project M.
Well I know the top Melee players in England have all played, and here in MD/VA Travis AKA Chinesahh has played (and within the next month or so I will definitely get Chudat and possibly Boss to play), but yes, PC is probably the first player on that level to play.lol PC is too easygoing to ***** about something, he'll say he doesn't like it, but he won't *****.
PC will be the first top pro to play, correct?
That's actually a pretty decent analogy. High buffer is like having low sensitivity. It's easier to aim where you want to, but your overall game will suffer because you won't be as fast as players who have mastered precision shots on higher sensitivity.I see nothing wrong with keeping buffer. As others have eloquently put, it's a "double-edged sword" as is. Differing buffers are better from player to player, and character to character. Preference is good. It will NOT effect the outcome of tournaments.
Here's a more realistic point that is closely related to this pointless arguement. Is there a standard for mouse-sensitivity in competitive FPS gameplay? To my knowledge, there is no such standard. As each person feels comfortable with their own settings. What works best for one person may not for the next. FPSes have a huge competitive following.
Kupo (I mention you specifically because your a voice others look to, namely others in favor of removing buffer), generally I agree with your points, but this time I have to disagree. I mean, your desire to remove buffer would be like someone trying to impose a sensitivity standard in competitive FPSes. In the end, practice makes perfect in both scenarios, no matter what your preferences.
The problem is the entire c-stick counts as a "button." I've never tested if "Cstick" as a button press can be paired with checking the joystick variables. I have a feeling they won't match thoughI apologize if the following has been addressed already:
In Melee, when you had your shield up and held left/right/down on the cstick, you would continuously roll/spotdodge. More importantly, if you started holding it early, you would roll/spotdodge as soon as you were able. This isn't in Brawl or Brawl+, and I use it alot in Melee.
I disagree with this analogy because FPS and Smash are not the same type of game. The sensitivity system in FPS don't have the doubled edge sword thing. If you are good enough to handle a higher sensitity setting, then you as the better player are faster as a result over the low sensitivity players. In smash, it doesn't matter what buffer you use, you can't go faster than how fast your character is programmed.I see nothing wrong with keeping buffer. As others have eloquently put, it's a "double-edged sword" as is. Differing buffers are better from player to player, and character to character. Preference is good. It will NOT effect the outcome of tournaments.
Here's a more realistic point that is closely related to this pointless arguement. Is there a standard for mouse-sensitivity in competitive FPS gameplay? To my knowledge, there is no such standard. As each person feels comfortable with their own settings. What works best for one person may not for the next. FPSes have a huge competitive following.
Kupo (I mention you specifically because your a voice others look to, namely others in favor of removing buffer), generally I agree with your points, but this time I have to disagree. I mean, your desire to remove buffer would be like someone trying to impose a sensitivity standard in competitive FPSes. In the end, practice makes perfect in both scenarios, no matter what your preferences.
qftMy day is made. Trailer in the works and my boy PC testing the game. God is good, So is Project M.
i'm gonna have to agree with kupo here. One thing that made Melee really fun for me was the fact that it was challenging and you actually had to "practice" to execute tech-skill based maneuvers.I disagree with this analogy because FPS and Smash are not the same type of game. The sensitivity system in FPS don't have the doubled edge sword thing. If you are good enough to handle a higher sensitity setting, then you as the better player are faster as a result over the low sensitivity players. In smash, it doesn't matter what buffer you use, you can't go faster than how fast your character is programmed.
So in short, if the better player can handle higher sensitivity settings and fights and lower skilled player who can only handle lower sensitivity (and they are both comfortable with their setting) then the better player has the upper hand because he is faster.
In smash, if the same example happens where they both feel comfortable with their high or low setting buffer, the outcome is exactly the same.
Dad gum, all I wanted was a quick answer and I wind up getting a 4-page debate. Oh well; at least we can now safely say that this project has gotten some attention.Quick question: what are yall's thoughts on buffering?
how did melee buffer work then? my understanding of it was that out of hitstun gave buffer, but nothing else.Players cannot, though, be expected to know how long the hitstun from each specific attack will last, so that they know when to attempt to wobble/attack. Removing buffer in these circumstances serves to make the game more clunky and promote trying to mash out of combos instead of timing them.
It's alright talking about how buffer reduces the tech skill requirement of certain feats, but many people neglect to consider its other implications on making the game play smoothly.