#Wonder Item Reserve System

1 messages · Page 1 of 1 (latest)

tranquil bobcat
#

Instead, I think 2 things could be done.

  1. Instead just change some of the settings for how power ups spawn, making them spawn more lower to the ground and maybe the direction they go depend on which way you're facing or random.
    This is a good idea since I don't think people should be struggling to get their power-up because they stood still and got knocked down.
trail spoke
#

Well how about this

#

Maybe players should think of their positioning before they try getting powerups

tranquil bobcat
#

wait lemme finish

#

that dosen't help if you're last place

trail spoke
#

Oh, you stopped typing so I couldn't know for sure. Go ahead

tranquil bobcat
#

im saying how it feels out of place in a game based on combat and stealing stars before others

#
  1. They could try implement the item balloon system from wonder. You start with a balloon thats growing, and you can move with it. It has a hitbox however, and someone hitting it with anything drops the power-up.
#

This allows people to be able to position while with a power up, instead of just having to stay at spawn.

#

It also helps people who already have a powerup and want to switch since there is a lower wait for doing so.

trail spoke
tranquil bobcat
trail spoke
#

Alright

#

SO

tranquil bobcat
#

it bugged out

#

is it me or are you typing but you aren't saying anything

mossy stream
#

does it matter....

tranquil bobcat
#

IT DOES! 👶 🍼

mossy stream
#

hmmm

#

maybe make it a toggle /j

tranquil bobcat
#

you could do that for basically everything...

#

but true

mossy stream
#

just make starting the game a toggle

tranquil bobcat
#

to be fair it is

#

spectating

#

got you

trail spoke
#

I believe a lot of this feels more "competitively balanced," than the current system, which I don't think really works for this game. In concept, this system makes things more strategic since you can use your powerup with less worry of people stealing it from you, but in execution, the strategy as it stands is a lot more interesting because of the current system. Since the bros have difficulty with climbing up things, and there's usually not much high ground to begin with, you either have to find a safe spot to get your powerup or find a new one nearby that someone else might get. Also players in the current state are not the easiest to kill, so not being able to use powerups so conveniently does help with that quite a lot.

Lastly, none of this is going to be added because it alters the original game mechanics, and that's not allowed! braixhouse

#

I mentioned the competitively balanced thing but didn't even go much into detail, uh

#

Basically this is a game for fun

tranquil bobcat
#

Oh...

mossy stream
tranquil bobcat
#

Uhhh

tranquil bobcat
trail spoke
#

Tournaments were in the original game. If anything, the original game didn't have the option for singular rounds like this game does

#

We don't

#

Maybe in the original, sure

tranquil bobcat
#

Yeah in the original

#

It would be cool if this was a toggle, but this dosen't fit for some gamemodes

trail spoke
#

Very funny implying gamemodes exist

tranquil bobcat
#

I meant certain rulesets (deathmatch, teams) my bad.

trail spoke
#

Teams is not a gamemode, and deathmatch doesn't exist

#

Teams is still the base game.... but with teams

#

The only reason teams are added is because the original game only allowed for 2 players, and having teams is kinda like having big clumps of 1 player

tranquil bobcat
#

Wait what are you talking about

#

I was talking about just rulesets and how it felt out of place for this version since you can play with more than 6 players on some maps that can get very small quickly.

#

You're talking about since the original on DS had teams, this game should as well.

#

I thought that we were allowed to alter original game mechanics in posts, but I didn't know

trail spoke
#

It's not a necessary thing though, as you could always just... play with only another player

tranquil bobcat
trail spoke
trail spoke
#

Okay but why the caps? 🥴

tranquil bobcat
trail spoke
#

Uh, alright I guess

#

But anyways, at least you know now? Idk. No need to feel bad for this thread, if that's what's going on with you

tranquil bobcat
#

If Ice Flower and Propeller mushroom can get a toggle designed for themselves, I think the Wonder Balloon Power-up reserve could get one too.

trail spoke
#

Wonder balloon?

#

That one wonder flower effect that lets you fly anywhere and camp out of view the whole match?

modern hill
#

mega goes the opposite direction of where the player closest is always not only right

tranquil bobcat
tranquil bobcat
modern hill
#

you fall and die

tranquil bobcat
#

This is how the balloon power up would look in gameplay. Changes color with costume.

tranquil bobcat
#

The balloon reserve would work like it does in nsmb wonder, taking time to inflate and when done drops the power up down, assumingly on to the player. If you want to discard it, you can keep moving while the balloon is inflating to lose it.

tranquil bobcat
#

But at the least, change all the mushroom power ups to not always go to the left when spawned because it is just it slows down gameplay and is just a bad leftover of DNA from the original DS game. (Excluding Mega Mushroom since it moves in a good pattern currently)

lost badger
#

Incorrect. The rightside advancing mushroom mechanic was a deliberate game design choice all the way from the very first SMB and now a long time classic behaviour, it does not originate from NSMB DS and it may arguably be fine as-is even in the context of MvL, as even a slight bit of planning makes it really easy to grab one, meaning that players can get safe from death easier, allowing them to then focus more on fighting for stars, chasing players down, promoting a more active playstyle, thus doing anything but slowing down the gameplay.

Oviously that means that players won't die as frequently compared to a modified alternative where powerups are more challenging to get, but i think it has already been stated many times in the past that deathmatch is not the core gameplay of the original MvL nor of this remake, as both games are focused around hoarding and stealing stars.

lost badger
#

Differently from balloons, powerups stored in your inventory can also function as a "surprise card" of sorts, allowing for more strategic playstyles.

trail spoke
#

Oh my fucking god your message influenced the outcome of this scenario so bad

#

The guy from the mobile ads said left instead of right and I continued to say left instead of right

lost badger
#

:3

tranquil bobcat
#

Wonder Item Reserve System

tranquil bobcat
# lost badger Incorrect. The rightside advancing mushroom mechanic was a deliberate game desig...

I know that the rightside advancing mechanic was from the first SMB game, but NSMB Versus draws most of the basis for code from NSMB, so I didn't bother to say it appeared in the others. NSMB Versus isn't a game where you have to specifically go right to the flagpole anymore, so why should it be like this?
Sure, its good to have mushrooms go to the right consistently so people always know where it will go, but it can put you in a bad position if said power-up is leading directly into a pit or someone with a mega mushroom, and you obviously don't want to go there but the power up does.
But, since the core mechanics have to stay the same (except for a few minor exceptions) this can't get changed which is a bit sad but fair.

lost badger
#

You could have just said "Mario game" then, since nearly any mario game has that, also that regardless doesn't still make it any worse.
As for the flagpole argument, it doesn't affect much gameplay, it makes it closer to the original, and also connects with ancient trivia.
Meanwhile the orientation problem sounds oddly specific, and making the mushroom randomly go either left or right just makes it more chaotic, requiring the player to either guess or wait more time, instead of just knowing where the mushroom goes, and alternatively having the mushroom initial direction rely on landing based on player position also leads to other small complications like the ones you described, such as the mushroom never going towards your same direction when you are running or any overworld interaction that can cause the mushroom to trigger its landing earlier than expected and potentially have a different direction than expected.
There is also the fact that simply grabbing the powerup mid-air as intended negates the edge cases you presented, just like the edge cases of these theoretical changes.
In other words, i don't see the change to be significant to the game's balance so to me it doesn't seem worth it to tradeoff the original mechanics away for a minority when there are more relevant annoyances like the Pipes map balance which will also likely never be changed also because of the remake trying to be faithful.

#

I think i'll be going to sleep for now

fast wharf
#

One good thing I the original idea could probably solve is those dang ceiling camping propeller spammers not being able to steal all your loot... but that's basically it for me.

I disagree with the bubble system proposed.
I do think a good approach would be for powerups to follow start moving in the owner's current direction.
I think that if your item gets stolen by some random guy who passes through, it's your fault. There's a minimap that tells you where everyone is at any point in time at the top of the screen, get some gamesense.

lost badger
fast wharf
lost badger
#

it doesn't follow players, that was a mistake on my part, it just starts to move in the direction of the player
Ah, alright
also there is no poison mushroom (unless it's in 1.8 or you're talking about the Rotten Mushroom)
Regardless nice powerups typically tend to run away from the player or not actively chase after them, while bad powerups usually do, that is what is what the takeaway from my message is supposed to be.
I am not hinting at some kind of addition of poisonmushroom to MvL.