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About the transformations, yeah, 3DS has far less memory, however, it also has far faster access times than the Wii U optical drive or even a USB port (if you're loading from an external HDD.) Optical drives are notoriously slow, while this game isn't necessarily likely to be dual-layer (if that's even possible on Wii U,) loading between Zelda and Sheik's HD models would have given the drive a work out if Brawl was any indication. Even Melee, with its tiny mini-DVD style disc, wasn't instantaneous. Smart move imo, I'm all for no transformations, just a waste of a down special for many users anyway who want one or the other character. --[[User:ZestyLemon|ZestyLemon]] ([[User talk:ZestyLemon|talk]]) 00:38, 12 May 2014 (EDT) | About the transformations, yeah, 3DS has far less memory, however, it also has far faster access times than the Wii U optical drive or even a USB port (if you're loading from an external HDD.) Optical drives are notoriously slow, while this game isn't necessarily likely to be dual-layer (if that's even possible on Wii U,) loading between Zelda and Sheik's HD models would have given the drive a work out if Brawl was any indication. Even Melee, with its tiny mini-DVD style disc, wasn't instantaneous. Smart move imo, I'm all for no transformations, just a waste of a down special for many users anyway who want one or the other character. --[[User:ZestyLemon|ZestyLemon]] ([[User talk:ZestyLemon|talk]]) 00:38, 12 May 2014 (EDT) | ||
:Actually, Melee keeps both Zelda and Sheik loaded at all times in two completely separate character slots. It just puts one to sleep and redirects damage and controls whenever a switch is made; no loading is ever done mid-match outside specific event matches. Brawl could have done the same thing if they wanted. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[ | :Actually, Melee keeps both Zelda and Sheik loaded at all times in two completely separate character slots. It just puts one to sleep and redirects damage and controls whenever a switch is made; no loading is ever done mid-match outside specific event matches. Brawl could have done the same thing if they wanted. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[File:Toomai.png|20px|link=User:Toomai/Bin|???]] The Zesty 00:44, 12 May 2014 (EDT) | ||
^[Citation needed] Unlikely, even for Melee. I think it has to do with the tiny disc size, less data, and single layer, I'd have to go back and check if I can hear loading. Brawl was essentially a dual-layer DVD and with at least 5 times as much content stored. If the Wii could handle having the other character (be it Zelda, Sheik, or Pokemon), it would have. Don't forget the geometry, polygon counts, and textures improved, even if they're blander than Melee. Pretty sure they would have loaded both in and not had what could be a 3-4 second delay if they had the memory for it. '''No way it was a design decision.''' --[[User:ZestyLemon|ZestyLemon]] ([[User talk:ZestyLemon|talk]]) 01:09, 12 May 2014 (EDT) | ^[Citation needed] Unlikely, even for Melee. I think it has to do with the tiny disc size, less data, and single layer, I'd have to go back and check if I can hear loading. Brawl was essentially a dual-layer DVD and with at least 5 times as much content stored. If the Wii could handle having the other character (be it Zelda, Sheik, or Pokemon), it would have. Don't forget the geometry, polygon counts, and textures improved, even if they're blander than Melee. Pretty sure they would have loaded both in and not had what could be a 3-4 second delay if they had the memory for it. '''No way it was a design decision.''' --[[User:ZestyLemon|ZestyLemon]] ([[User talk:ZestyLemon|talk]]) 01:09, 12 May 2014 (EDT) | ||
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I can confirm that Melee doesn't load, like the wiki says, but no way Brawl's transform and pokemon change was just a design decision. --[[User:ZestyLemon|ZestyLemon]] ([[User talk:ZestyLemon|talk]]) 01:14, 12 May 2014 (EDT) | I can confirm that Melee doesn't load, like the wiki says, but no way Brawl's transform and pokemon change was just a design decision. --[[User:ZestyLemon|ZestyLemon]] ([[User talk:ZestyLemon|talk]]) 01:14, 12 May 2014 (EDT) | ||
:It might have been an issue caused by the dual layer. I don't know much about that sort of thing, but maybe it prevented storing certain things in ram at certain places, or forced them to store so many other things in ram that it was out of space? Or maybe it was even just an accident, and they didnt notice due to testing the game using something other than the finalized discs? [[User:FirstaLasto|<font color="pink">♡</font>'''Firsta'''Lasto<font color="pink">♥</font>]] 02:37, 12 May 2014 (EDT) | :It might have been an issue caused by the dual layer. I don't know much about that sort of thing, but maybe it prevented storing certain things in ram at certain places, or forced them to store so many other things in ram that it was out of space? Or maybe it was even just an accident, and they didnt notice due to testing the game using something other than the finalized discs? [[User:FirstaLasto|<font color="pink">♡</font>'''Firsta'''Lasto<font color="pink">♥</font>]] 02:37, 12 May 2014 (EDT) | ||
::What probably actually happened is that they looked at the worst-case scenario (six Pokémon Trainers, meaning 18 slots) and decided something there wasn't feasible. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[ | ::What probably actually happened is that they looked at the worst-case scenario (six Pokémon Trainers, meaning 18 slots) and decided something there wasn't feasible. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[File:Toomai.png|20px|link=User:Toomai/Bin|???]] The Indescribable 10:32, 12 May 2014 (EDT) | ||
:::The least they could have done is have the next PKMN in the cycle loaded. It wouldn't work for double switches, but at least the single ones... Also, there will never be 6 of the same character at once; the most of any character at once is 5, and thats only for the alloys. Keeping 4 extra characters loaded doesn't sound infeasible (is that a word?), so there must be some other reason... right? [[User:FirstaLasto|<font color="pink">♡</font>'''Firsta'''Lasto<font color="pink">♥</font>]] 11:57, 12 May 2014 (EDT) | :::The least they could have done is have the next PKMN in the cycle loaded. It wouldn't work for double switches, but at least the single ones... Also, there will never be 6 of the same character at once; the most of any character at once is 5, and thats only for the alloys. Keeping 4 extra characters loaded doesn't sound infeasible (is that a word?), so there must be some other reason... right? [[User:FirstaLasto|<font color="pink">♡</font>'''Firsta'''Lasto<font color="pink">♥</font>]] 11:57, 12 May 2014 (EDT) |