JoeTheBro said:
JWeinCom said:
Actually, it makes perfect sense. Communities have EVERYTHING to do with depth. ANY game (and not just video games) evolve as time passes. Look at the NFL for an example. 50 years ago, the game was far different than it was today. Why is it so different? Because players and coaches analyzed the game and found new tactics and strategies to use. Then, their opponents had to adjust to these new strategies and find ways to combat them. The more you explore the possibilities, the more things change.
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Of course, none of that really applies in Free For All games. Just too much going on for any really deep strategy to go on. 2vs2 and 1v1 are where the strategy is at.
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I see that you are coming from a different direction. SSB has evolved depth through its communities. Out of the box however bananaking21 and myself would argue that PSASBR is deeper than SSBB was when it launched. Also there are some online communities for Royale so with time it will at least become a bit deeper. One thing I've been exploring is tricking players into biffing their level 1 super. By setting up a "too good to be true" scenario most players will press R2 without comboing into it. In fact that is probably the mechanic that differentiates this game the most from Smash, biffing supers. That would be like having 200% damage in SSB and fully healing by just dodging.
Also level 2 and 3 supers become very useful at the end of a stock/kill limit match. If it's life verse life I'll save up for a level 2 or 3 as long as no one else gets to a level 1.
Oh btw this article has the info about them looking into ranked 1 vs 1. Sorry I didn't post it in the other thread. http://www.dualshockers.com/2012/12/12/superbot-looking-into-timer-for-stockkill-looking-to-balance-drake-raiden-kratos/
@OP. Royale has sold over half a million. With the free character DLC coming out in a few weeks it should keep selling at a steady rate. In time it will sell 5 million + so these two weeks of SSBB outselling the PS3 version are a non issue.
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Kratos and Raiden certainly need to be nerfed. The fact that Kratos can start a combo from so far away for so much damage with such a quick attack is downright silly. Raiden is so mobile compared to the rest of the cast it's ridiculous. I mained him when I had the game, and it felt almost like cheating. It was like playing as Marvel vs Capcom 3 Akuma in Street Fighter 4.
As for forcing whiffed supers, it's an interesting idea, but I don't see it being a big factor in high level play. If you look at something like Street Fighter 4 you'll notice that players almost NEVER miss with a super or ultra combo at high level play. Any time a GOOD player uses an a super or ultra they're 99% sure that it will land. Assuming PSASBR players are as skilled as other fighting games, I don't think this will be a big thing, although it will likely be effective at lower level play. Unless you're absolutely desperate, there's no reason to use a super without hit confirming your opponent or off of a hard read. For example, I'm pretty sure that Drake's lvl 1 and 2 can both be guaranteed off of his barrel, and the barrel isn't hard to hit, so why not hit confirm?
Regarding PSASBR's community, that depends on Superbot at this point. It's really unlikely that the game will get traction in the hardcore community. Street Fighter/Marvel/Tekken fans tend to look down on Smash, and I think they'll see PSASBR the same way. Especially since PSASBR is a new game with a relatively low install base, I don't see how a community wil start without online 1v1, so hopefully Superbot will implement that before it's too late.
As for more depth out of the box, not really, at least not with Brawl. Brawl actually had a lot of depth out of the box. Melee had such an active community that players were looking for advanced tactics before the game even came out! The original SSB or Melee would be a better comparison. Even so, I just don't see where the depth would come from. Characters in PSASBR just feel limited in what they could do, especially because of the lack of dashing or any sort of quick step/hop option.
Brawl has things like directional influence, dashing, DACUS (dash cancelled up smash), glide tossing, power shielding, pivot grabs, fast fall, ledge grabbing/guarding, footstool jumps, gliding, multiple jumps, autocancelled aerials, spot dodges, etc. Brawl just seems to offer a more complete and flexible system. There are more ways to approach your opponent, more defensive options etc. This is partially just because we're comparing a close to fully evolved metagame to a fledgling one, but I just don't feel that PSASBR offers the player enough flexibility to sustain a robust metagame.