The fact is, Brawl is not an elaborate game of rock-paper-scissors. Nor is it tic-tac-toe. This GUARANTEES the presence of a metagame as long as one is willing to look for it. A metagame does not depend on physics exploits. The fact is a game in which both players turtle, is, by definition, one that never ends. So somebody's going to have to figure out a way to work around that.
Is my argument that people shouldn't be doing this, that they're some kind of Brawl-playing heathen? No, it's not. My argument is that I will continue to play Brawl, because despite what anyone may tell you, we don't know a lot about it.
And I respect that opinion. I also believe the metagame will develop, possibly even enough to make it fun for me again without hacking it. But if this works, this will basically guarantee that Brawl is fun again. It's a win/win situation, and it's not hurting anybody.
Take, for example, tripping. At some point the Brawl community decided that tripping is simply determined by a random number generator when you start a dash. I will personally buy one of these USB geckos for anyone who can prove this to me.
As XEN2.0 already posted,
http://youtube.com/watch?v=PmCtH2QTsPw
... it's apparent that we don't know everything we could about the physics engine.
Yes, I agree.
2. The device required for this is essentially a hex editor. Despite all of the other features that basically make "cheating" easier, the device is technically *just* a hex editor. Now, I've used hex editors before. In fact, I'd say, compared to the average person, I use them very frequently. It's a very maticulous process, using a hex editor. To accomplish some of the easiest goals (even "disabling" tripping) would take quite a fair bit of work and just as much research.[/QUOTE]
Yes, I've used them to and it's not a cakewalk. DragonBlade even stated this could take over a year, so we know what we're getting ourselves into.
To accomplish something with a serious impact on the metagame (say, re-enabling l-cancelling) would be to modify a game that was made using the most advanced technology (in the field) in the world, one that took years to make, with one of the most mundane and basic tools available.
You're right, we wouldn't be able to
reprogram L-cancelling, but L-cancelling was in the game in an earlier version, so if we can activate a debug menu we might be able to restore that functionality.
This issue is also compouned by the fact that we know so little about the game, that once we get in there (so to speak), we won't know where we're going. It would be like tearing down the Empire State Building using a hammer and nails, while wearing a blindfold.
That's... an accurate and daunting analogy... I guess we'll see how it goes.
Do I think you shouldn't do this? No, I don't; if people have more fun playing this way, then what's the harm? After all, the ultimate purpose of a videogame is to have fun. But I think your goals are a little unrealistic and part of a larger problem.
We shall see.
No, of course not. Not once in this 40 page thread did I ever think of that possibility. I've just been trolling my own thread with "z0mg brawl sucks/melee rocks" this whole time. I'm glad we have such intelligent people on smashboards to point out things like this or we could never get anything done. Thanks!
Can it be making a forum tiem nao?
That's the first time I've ever seen
that interjection...
Whoa whoa, what? That would take serious consideration. How could we know where to set a value like hit lag?
As stated in the OP, there are stickers that do it.
Anything you do there would drastically alter game balance, in the sense that you could be changing it into one where the character dynamic is essentially different.
Yes, once we overcome the daunting task of actually figuring out how to do any of this, there will have to be a lot of balance tweaking. But we feel increased hitlag is
necessary to a competitive fighter, but I won't get into why because that is not what this thread is for. If you want some good arguments for it, see
this thread.
Gravitational constant, meh, I guess. I really don't understand why people love their high gravity so much.
It would give an overall boost to the speed of the game.
Removing auto-recovery? BULL****. Let's look at the reason for it:
How is that "an important element of smash games"? I see no necessary connection between the smash series and the essentiality of precise recoveries. The way I see it, grabbing the ledge is what you want the character to do, and if you're character were more than an idiotic automaton, he'd grab the ledge when you aimed for it.[/QUOTE]
The way
we see it, grabbing the ledge is a major part of competitive play. Knowing how to recover with a character is also part of knowing your character. Brawl's way, some you have to figure out (Zelda, Olimar) but for the mostpart you can just recover with anyone.
Grabbing the ledge early is nothing more than an automatic input of a command that they don't have the ability to implement a suitable command for yet.
Uh, what? Sakurai may have had the wrong intentions, but this game is near flawlessly programmed. "Don't have the ability to implement a suitable command for yet?" First of all, what's that 'yet' for? Like they're going to figure it out in SSB4? Second, that's ridiculous. Each character has their own way to recover, and you're proposing that "magical ledgegrab command" was too difficult for the programmers so instead they did it the way that
every other Smash game did it.
There is the middle ground of not allowing it for moves like Dolphin Slash and Screw Attack, yet for moves like ExtremeSpeed or Quick Attack, but I can't really put that forward as again it could become arbitrary and very much disturb character power level.
Yes, recovery is a factor in how good a character is, but did you even play SSB64 or Melee? In SSB64, Pikachu had nigh the best recovery in the game. You had to control it manually, and it was easy to suicide, but the pro's could get to the edge every time. In Melee, one of the Pikachu AT's was QA Edgehogging, where you stood on the edge and QA'd from the ground to the edge. It was very difficult, but now due to dumbing down recovery, that isn't possible anymore.
The second bullet point, and some value of the third point, are also good ideas. But I hope people agree with me, that in some degree, making edge guarding harder makes it that much more skill-testing to pull it off.
Right now, it's practically impossible - you have to time it so you grab on and hog it with your invincibility frames. This is arguably too hard, as it simply favours the conservative non-hog choice.
I believe Melee's though were too long, there's no reason the other character can't grab on when the first guy is not actually standing there anymore.
The ledge should be hogged so long as some part of the character is at the ledge, filling the space the other char needs to grab. This is a handful of frames difference, I'm sure.
Actually, I do agree with this. A middle ground would be nice.
Restoring dash dancing... I'll leave that to other "Melee v.2 bashers" and their arguments, as I am too pissed to even consider that point right now.
Uh, whatever.
It could be a specification of a 'hit space' surrounding the edge on each map.
You mean like a hitbox? Hopefully we would then be able to find the edgebox for each stage and decrease it, but it seems fairly standard.
"as little changes as possible". At some point you have to tell yourself what makes Brawl Brawl. I think auto-"L'-cancelling is included in that; it's basically a property of some moves having no lag if you use them a certain way, and other moves always carrying risk.
The core principal of this project is that we don't
care what makes Brawl Brawl. We want a Brawl that is fun, not a Brawl that is Brawl.
This I am particularly curious about, since how was it anything other than skill-de-emphasizing to have every move L cancellable? Pressing L every time it applies is easy enough, so it's no threshold to the game; and so it just makes motion through your moves incredibly low risk.
Z-cancelling in SSB64 was pretty broken. Shielding an aerial would get YOU grabbed. But Melee's L-cancelling was balanced. There was some lag, enough to punish sometimes, and it sped up the game and separated noobs from serious players (you may not care about this or feel such a gap should not exist, and I'm not here to debate that point.) But moreover, it was a matter of character viability. In Brawl, Ganondorf, Falcon, Bowser, and others are all
terrible characters because for every aerial they do, their opponent can get like 3 in, and for every aerial they fail, they get punished hard.
Anticipating, I expect the reply is that it removes the risk of your opponent's counterattacks/mindgames, allowing the whole interaction to be more high stakes, but to prevent camping (as it would favour offense over defense). This is indeed a substantial point. But I think this is something we should maybe try to avoid changing, if some other way to turn Brawl away from campiness can be found, because as I said, the auto-cancelling seems like an essentially Brawl feature.
Well, we'd prefer to use a method we know works, instead of one that may or may not exist.
Get out.