Forums

Topic: The Wii U has finally done it!

Posts 41 to 60 of 73

Grumblevolcano

@WaLzgi Really, you find 64 worse than Super Circuit?

Anyway I think good DLC is what pushes Mario Kart 8 as the best one, no longer are you limited to the base 32 tracks (20/16/40/16 for pre-DS) but can over time increase that to a total of 48 (possibly even more) and in addition you finally get to play as Link on an F-Zero track!

Grumblevolcano

Switch Friend Code: SW-2595-6790-2897 | 3DS Friend Code: 3926-6300-7087 | Nintendo Network ID: GrumbleVolcano

iKhan

Drawdler wrote:

I like Mario Kart 7 more than 8
Far better weight balance makes it much more fun to try more different builds. While it horribly lacks single player VS, it does have classic Battle Mode

Mario Kart DS has some nice additions like Mission, but going back to it with its strange drift system and lack of tricks is very uncomfortable to me.

I like Mario Kart Wii for nostalgic reasons, but it just isn't as fun as 8, lacking cool features like antigravity and kart customisation.

I haven't/barely played the others.

Ultimately, 7 is still my favourite for its great balance. I'm not saying the others suck/I dislike them but since we were talking about the best Mario Kart games...

7 is okay IMO, it's a bit slow.

While MK Wii lacks antigravity and customization, MK 8 lacks quarter pipes, traditional inside drift, and wheelies.

Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F

Yoshi

I can live without quarter pipes. They were useless for the most part.

Formally called brewsky before becoming the lovable, adorable Yoshi.
Now playing:
Final Fantasy XIV (PC) | The Legend of Zelda: Link's Awakening (Switch) | Celeste (Switch)

Nintendo Network ID: brewsky93

iKhan

brewsky wrote:

I can live without quarter pipes. They were useless for the most part.

It was an interesting split option. You could go up a quarterpipe and grab an item box and a speed boost, your you could go the direct route

Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F

jariw

iKhan wrote:

brewsky wrote:

I can live without quarter pipes. They were useless for the most part.

It was an interesting split option. You could go up a quarterpipe and grab an item box and a speed boost, your you could go the direct route

If you say that the MK8 is worse than that, you really need to play some MK8.

jariw

Drawdler

I always disliked quarter pipes because I got flung off them. Best option is usually to try and "glide" on them so you get a speed boost while grabbing an item. If you stay in the air for longer, you actually lose time.

I do miss wheelies. Was disappointed when bikes returned with no wheelies. Even if they were changed so they didn't boost speed, it would have been fun to have them, I just thought they felt cool.

Edited on by Drawdler

Myland's Dream Address: 6500-2329-0504 | darkSpyro | Ghostroaster | Reddit

3DS Friend Code: 2191-7661-4611 | Nintendo Network ID: Nibelilt

Bolt_Strike

iKhan wrote:

Every Mario Kart game has broken items. The Bullet Bill, Lightning, Star, Red Shells, and Blue Shell are all broken items. The only staple items that aren't broken are green shells, mushrooms, item boxes, and bananas.

What do you notice about most of the items that are broken vs. the ones that aren't? Most of the items that aren't broken are pretty much the only ones you get in 1st place, whereas the ones that aren't will only be given to lesser placed players. Now add a bunch of other broken items into the mix. Doesn't that seem a little unfair to the 1st place player? He has about half a dozen destructive items to worry about and has no way to defend against them and gained absolutely nothing to defend against them. That's what makes the game broken, there's no balance among the item list.

iKhan wrote:

I guess MK Wii's original items were a bit more powerful than average, but they weren't completely un-skill based. You could avoid a POW Block by being in the air when it happened. You could avoid the Mega Mushroom just like you avoid a Star, and you have to have the skill to chase down and run right into an opponent to pass on the lightning cloud.

With the exception of Lightning Cloud, none of these avoidance methods are particularly effective. You have no way of controlling when you're in the air to avoid the POW Block, and avoiding a Star or Mega Mushroom requires you to have quick reflexes and take your eyes off the road (also, those items give buffs to speed and size, so it's harder to dodge). It's near impossible to dodge them with skill.

iKhan wrote:

But I guess I can see why people would have problems with those. That said though, I don't think removing them completely is the correct solution. Instead, they could have adjusted the track design and average kart speeds so that they don't have as great an impact. They could have adjusted the mechanics of the items so that they conveyed the same sense of power without feeling broken. For example, the Mega Mushroom could increase your speed to a smaller degree, and it's duration could shrink. The POW Block could be avoided with an action command.

If you take the impact away from those items, they don't really help you though.

iKhan wrote:

That's one of my problems with MK8. Nintendo seemed to confuse "balancing" with "removing all elements that convey great power or speed". Actually, it's something a lot of developers do. If anyone else is a fan of the NHL Hitz series, you'll notice that the games got progressively worse and worse, as they continuously reduced the degree to which everything was exaggerated. Instead of trying to balance the exaggerated mechanics (though TBH, they weren't broken in the first place), they removed or weakened them.

That's exactly why the game is imbalanced though, there's too many destructive items to worry about and no real way to counter them. The item system is entirely skewed in favor of less skilled racers. Nothing short of removing those items would've fixed it.

If you want to talk balance, the Super Horn is probably the best bet for actually balancing the items, if only because it can counter the single most threatening item in the game. That is more something that they can tweak to improve the balance, maybe something like this:

-10-20% of getting it in 1st place (this makes it so it's common enough that it can realistically be available when you need it, but not so common that you can spam it).
-Can no longer flip out other racers (this prevents the first place racer from having too great an advantage).
-Maybe it disappears after a certain amount of time? (preventing the first place racer from hoarding it the entire race to prevent any item from affecting them)

That would make it reasonably useful as a first place defensive item I think.

Edited on by Bolt_Strike

Bolt_Strike

Switch Friend Code: SW-5621-4055-5722 | 3DS Friend Code: 4725-8075-8961 | Nintendo Network ID: Bolt_Strike

iKhan

Bolt_Strike wrote:

iKhan wrote:

But I guess I can see why people would have problems with those. That said though, I don't think removing them completely is the correct solution. Instead, they could have adjusted the track design and average kart speeds so that they don't have as great an impact. They could have adjusted the mechanics of the items so that they conveyed the same sense of power without feeling broken. For example, the Mega Mushroom could increase your speed to a smaller degree, and it's duration could shrink. The POW Block could be avoided with an action command.

If you take the impact away from those items, they don't really help you though.

iKhan wrote:

That's one of my problems with MK8. Nintendo seemed to confuse "balancing" with "removing all elements that convey great power or speed". Actually, it's something a lot of developers do. If anyone else is a fan of the NHL Hitz series, you'll notice that the games got progressively worse and worse, as they continuously reduced the degree to which everything was exaggerated. Instead of trying to balance the exaggerated mechanics (though TBH, they weren't broken in the first place), they removed or weakened them.

That's exactly why the game is imbalanced though, there's too many destructive items to worry about and no real way to counter them. The item system is entirely skewed in favor of less skilled racers. Nothing short of removing those items would've fixed it.

It's not an on-off. They can just make them less effective while conveying the same sense of intensity and scale. For example, they could make the POW block only function on the two racers in front of and behind you. They could reduce the duration of time you have the Mega Mushroom.

Or they could offer high placing players stronger defensive items for last place offensive items. MK8 instead just scales back everything. 1st Place players have weaker defenses, while last place players have fewer come back options. IMO, that's an inferior experience, even if it's more balanced.

Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F

Bolt_Strike

iKhan wrote:

It's not an on-off. They can just make them less effective while conveying the same sense of intensity and scale. For example, they could make the POW block only function on the two racers in front of and behind you. They could reduce the duration of time you have the Mega Mushroom.

But then you would have a hard time catching up.

iKhan wrote:

Or they could offer high placing players stronger defensive items for last place offensive items. MK8 instead just scales back everything. 1st Place players have weaker defenses, while last place players have fewer come back options. IMO, that's an inferior experience, even if it's more balanced.

It has to be scaled back, otherwise the outcome of the race falls entirely out of your control. Loading up the higher placing players with tons of defensive items won't solve the problem, because then the first place player can simply wall everything. You need enough options to keep the racing from being too boring but not too much that you have no control over your performance.

Bolt_Strike

Switch Friend Code: SW-5621-4055-5722 | 3DS Friend Code: 4725-8075-8961 | Nintendo Network ID: Bolt_Strike

Shirma_Akayaku

So with Mario Kart 8, I really enjoy it, but people are bashing Mario Kart Wii too hard, imo. There were great things about the Wii, like introducing online with 12 racers, bikes and wheelies (overpowered), but some of the mechanics that are in play tended to hurt the experience. Blue Shells were an absolute nuisance in MKW, while in MK8 they are really well controlled and appear rarely. The physics were wonky in MKW, but it's better than the pinball-like physics in MK8. I really think both are great on their own right, but when compared, there's a drastic difference in gameplay and preference. I really would have liked a mix of MKW and MK8 mechanics, physics, gameplay, etc..

Wi-Fi Game List:
Xenoblade Chronicles X
Splatoon
Super Smash Bros. Wii U & 3DS + All DLC
Mario Kart 8 + All DLC
Mario Golf: World Tour + All DLC
Mario Kart 7
Luigi's Mansion: Dark Moon

Wii U & 3DS Game Wish List:...

3DS Friend Code: 3737-9553-9610 | Nintendo Network ID: Toadette75

iKhan

Bolt_Strike wrote:

iKhan wrote:

It's not an on-off. They can just make them less effective while conveying the same sense of intensity and scale. For example, they could make the POW block only function on the two racers in front of and behind you. They could reduce the duration of time you have the Mega Mushroom.

But then you would have a hard time catching up.

iKhan wrote:

Or they could offer high placing players stronger defensive items for last place offensive items. MK8 instead just scales back everything. 1st Place players have weaker defenses, while last place players have fewer come back options. IMO, that's an inferior experience, even if it's more balanced.

It has to be scaled back, otherwise the outcome of the race falls entirely out of your control. Loading up the higher placing players with tons of defensive items won't solve the problem, because then the first place player can simply wall everything. You need enough options to keep the racing from being too boring but not too much that you have no control over your performance.

-I'm sorry, what? If the degree the items help you catch up is necessary, then what's the problem? And for the record, POW Blocks, Mega Mushrooms, and Lightning clouds are given to mid places not far back ones.

-You are operating entirely in unbalanced extremes. If the first place racers can wall everything, then the game is unbalanced in the other direction. I'm talking about balancing the defensive and offensive items instead of removing them from the game.

Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F

iKhan

Shirma_Akayaku wrote:

So with Mario Kart 8, I really enjoy it, but people are bashing Mario Kart Wii too hard, imo. There were great things about the Wii, like introducing online with 12 racers, bikes and wheelies (overpowered), but some of the mechanics that are in play tended to hurt the experience. Blue Shells were an absolute nuisance in MKW, while in MK8 they are really well controlled and appear rarely. The physics were wonky in MKW, but it's better than the pinball-like physics in MK8. I really think both are great on their own right, but when compared, there's a drastic difference in gameplay and preference. I really would have liked a mix of MKW and MK8 mechanics, physics, gameplay, etc..

IMO, Wii, 7, and 8 have similarly good physics. The one MK game whose physics I can't stand are those of Double Dash, where it feels like the track is covered in oil slick.

Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F

rockodoodle

If these two DLCs are financially successful, I think there's a decent chance that we end up with another DLC or two. they aren't going to come remotely close to hitting previous MK numbers, so if they can't sell more copies, they can sell more to existing users.

Grumblevolcano wrote:

@WaLzgi Really, you find 64 worse than Super Circuit?

Anyway I think good DLC is what pushes Mario Kart 8 as the best one, no longer are you limited to the base 32 tracks (20/16/40/16 for pre-DS) but can over time increase that to a total of 48 (possibly even more) and in addition you finally get to play as Link on an F-Zero track!

rockodoodle

Drawdler

If they don't pick it for DLC, they can always use GBA Cheese Land, which is the best non-remade track in the series...

Myland's Dream Address: 6500-2329-0504 | darkSpyro | Ghostroaster | Reddit

3DS Friend Code: 2191-7661-4611 | Nintendo Network ID: Nibelilt

BearHunger

@Drawdler Super Circuit has a bunch of really cool tracks, but Nintendo just doesn't want to admit it. For whatever reason, they want everyone to think it was all Character Circuits and Bowser Castles. Which are good tracks too, of course…

Edited on by BearHunger

BearHunger

Nintendo Network ID: Bear_Hunger

unrandomsam

The best track in the series is the original SNES Rainbow Road. Never gets old - actually puts an emphasis on not making mistakes and learning the track.

Edited on by unrandomsam

“30fps Is Not a Good Artistic Decision, It's a Failure”
Freedom of the press is for those who happen to own one.

micronean

I'm probably too old to feel the same kind of "nintendo magic" that I felt on the NES. But it doesn't mean that their software isn't up to par with their classics.

micronean

shingi_70

It took them two years, but the current Wii U line up looks great and will make a nice compnanion to my one when I finally get one.

Nintendo probably won't do it but it would be cool to be get a beta for Splatton before it releases.

WAT!

Hey check out my awesome new youtube channel shingi70 where I update weekly on the latest gaming and comic news form a level headed perspective.

3DS Friend Code: 3093-7342-3454 | Nintendo Network ID: shingi70

Ralizah

shingi_70 wrote:

It took them two years, but the current Wii U line up looks great and will make a nice compnanion to my one when I finally get one.

Nintendo probably won't do it but it would be cool to be get a beta for Splatton before it releases.

Doubtful. Nintendo shows almost nothing until its shiny and polished. Miyamoto's new projects were an exception, and we all saw the reaction to Project Giant Robot and whatever the other one was called.

Currently Playing: Yakuza Kiwami 2 (SD)

shingi_70

well a beta is much different since it and alphas have become pretty typical to the industry and hyping up games. The Fable Legends beta starts this week and n December were going to see one for the new Halo game.

For the type of game Splatoon is, it would make sense to hold a beta to test out the balance of the game on a larger scale.

WAT!

Hey check out my awesome new youtube channel shingi70 where I update weekly on the latest gaming and comic news form a level headed perspective.

3DS Friend Code: 3093-7342-3454 | Nintendo Network ID: shingi70

This topic has been archived, no further posts can be added.