Cutstuff Forum

General => Anything Goes => Topic started by: MusashiAA on September 05, 2014, 10:17:32 PM

Title: Class Based Modification vs. Justified Classes
Post by: MusashiAA on September 05, 2014, 10:17:32 PM
Quote
Anything Goes

Talk about anything. Keep it clean and don't post pointless crap. Topics without any hope of becoming a relatively sane discussion will be locked/deleted.

I'll start up with this before anything, as goddamn fucking usual because some of you are just way too into rebuttals and like to see everything as a malicious attack.



As an opener, I'd like to confess two things: one is that I've always wanted to make a post about this. I tried playing KY back in its old devteam days, but it never really took off, and one specific dev is a self-righteous asshole with a rich vocabulary, and then it just died, God rest its soul. The other thing is that I'm fully aware of the salt my words might produce in some people, and that a post like this can be easily mistaken for flame bait. I assure you: I won't be reading your responses because I'm interested in what you might say about this, but rather to know when to tell mods to lock this shit and tell you to take it out to the school yard. Those with open wounds looking for beef, don't step on the mine field that is topics of mine like this. That is, the huge mine with my face on it that says "don't blow it".

Do note that I'll try to point out what I see as the good and bad things about both class modifications, or what you'd like to hear: I'll try to "be fair". That won't stop me from speaking my mind, tho.

So let's begin, shall we?

I'll start out pointing the good things that I see about Justified Classes, because it's easier. First thing to note is that I have not played Justified Classes for "a long enough time", and I believe I don't need to: this will be addresed later on. So I jump into Justified Classes, and the first big and consistent thing I noticed is that fidelity is still its highest selling point. Back when JC was KY Classes, fidelity was its selling point, and when the refurbishing was made, it still is. Not to say that it's a bad thing; in fact, it's a positive thing. The amount of detail put into the aesthetics and mechanics of each class' abilities is astoudingly accurate and appealing, ranging from graphical detail to attack and ability portrayals when compared to the actual games the classes come from. That moment I tried JC Search Man (to give one example), and used that altfire, and noticed I was firing an endless barrage of missiles while I was slowly gliding...that joy, you cannot buy. Another good thing I noticed about JC Classes doesn't really steem from the mod itself, but rather on the diligency of its developers at times. I'm calling you out Fyone and co., the passion you put into getting out new content and fixing old content is commendable, and the way I've seen you handling balance discussion with the playerbase is pretty on-the-spot, not being afraid or hesitant of talking about inmediate changes planned for the next release. Not only do you strive to make as much as possible, but also to make sure that what you've set on putting out as a class is as playable as possible.

Yes, as playable as possible. This I mean very specifically, because the worst thing I can point out about Justified Classes is its flawed design philosophy, and by definition the flawed vision on what a class is. There, I said it. Let me explain.

I am part of the Class Based Modification's development team. I have been a part of class design, participated in some discussions for, believe it or not, class balance, reworks and revamps, and discussion. I have seen the process of constructing a class from a concept to a design, and finally into a playable thing. With the little time I've been a part of this development process, I can say without any doubt that the main good thing about Class Based Modification is that it gets what a class is supposed to be made for: to fulfill an specific role, with conveyable limitations, and thus advantanges and disadvantages, that could fit a player's prefered playstyle: this implies that it tries to create a gameplay for its classes. The main process of creating/balancing/reworking a class in CBM or YD Classes or Jax Classes, your choice, is mainly this: it looks at the original source in a holistic way, then decide/emphasize on an specific role that could be given to said class based on the source, and finally attempt to make it playable.

That is, attempt to. The main flaw here with CBM is that it tries to work with roles that might just not make sense with what the source offers or with what the playerbase sees as effective, or just will not plainly work or be balanced at all: with the design freedom it takes, it also puts a huge weight on itself to make the things the devteam comes up with to work, and this conflcts with some of the playerbase's visions, which eventually lead to a group of players to make contestatary versions of the CBM classes, in an attempt to "fix what the CBM devteam does not want to".

After this, it's very clear that the difference between JC and CBM is source fidelity and class playability, at least from my point of view. JC struggles to make the fidelity as playable as possible without giving up on the source, while CBM struggles to give each class a functioning and reliable role, without being restrained too much by an specific source.

The strives the JC devteam has taken to "make canon work" are commendable, but they will not be enough because of trying to be as close to the source ends up being detrimental in terms of playability: no matter what you do, the source you've chosen to hog uses a game design philosophy that just won't work if translated as literally as possible. This is something the core game's original developer understood right off the bat when making a first person shooter based off the NES Mega Man games: stuff like weapon or level translation cannot be made as close as possible to the NES games, because NES-styled/SNES/PS1 2D platformer design is not the same as PC 3D shooter design: a close direct translation, with limitations included, will not be an enjoyable experience. Some classes that you've taken liberties with are great, but many still suffer from these stubborn canon limitations. This is what I meant earlier about not needing to play Justified Classes for a long time, because I highly question if I can play a class modification that has classes with a lot of source fidelity but little actual design behind them other than "the main games did that, so it does that too". I could easily just believe that the amount of detail and fidelity JC classes have are a way to hide these class design lagoons, and just call this a "novelty mod", like that really old mod that literally remade each core weapon to behave exactly like they did on the main series games.

Not to say that CBM is free of class design problems, of course. There are always misunderstandings on why a class does an specific thing, when it has a plethora of abilities based on what the sources show that hint on a potential different role or playstyle. When JC Search Man seems to have a frontal offensive role based on its attacks and the source, CBM/YD/Jax Search Man was meant to have a long wide range and stealth playstyle. Some classes in CBM (because may I remind you, most classes prior to MM6 were made by many different people) still suffer from clear signs of imbalance, lack of direction and harmful simplicity, and the response time the devteam takes for addressing these matters is extremely mood-dependant. While they do nail what I believe a class based game is, or at least what a class should be made from and for, the delay between the discussion process and the execution of the discussion makes it seem like the devteam just plain doesn't care about balancing.

To this, I come up with this conclusion: no big surprise, I like my boy Jax and I prefer the entire role-centered and less-restrained source fidelity concept behind CBM, or at least what I'd call the concept behind CBM, and I benignly call out JC for mantaining a flawed class design philosophy of trying to stay as close to the main games as possible, or at least what I'd call a flawed class design philosophy. But from another point, I wish that CBM showed as much passion to make things look as appealing as possible like the JC peeps, or that it tries to incorporate other aspects of the characters into the class roles that were given to them and JC wasn't afraid of trying. I can see the appeal in both mods, but deep inside I wish that I could help JC to just make canon not just "balanced", but also legit classes, with defined and well-thought roles.

Uh




I guess that's it.

Now let's get it on! (http://www.youtube.com/watch?v=KKKIseZVRkk)
Title: Re: Apples vs. Oranges
Post by: Bikdark on September 05, 2014, 10:44:20 PM
Two entirely different mods for two entirely different groups of people.

You're literally comparing solitaire to minesweeper.
Title: Re: Class Based Modification vs. Justified Classes
Post by: MusashiAA on September 05, 2014, 10:50:37 PM
They have different approaches on the same thing: the middle ground here is that they both are class based mods. I'm trying to explain which of the two approaches nailed that same thing better. I'd say it's more like comparing solitaire to poker. That the design approaches are different doesn't mean they both don't try to make player classes.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Korby on September 05, 2014, 10:52:13 PM
So should I compare MMSP and its variations to class mods?

After all, they made classes that are different too, but they're played completely differently.
Title: I'm more worried about this than the topic itself
Post by: Ceridran on September 05, 2014, 10:53:23 PM
Quote from: "Bikdark"
You're literally comparing solitaire to minesweeper.

Except he didn't mention Solitaire or Minesweeper once.
Title: Re: Class Based Modification vs. Justified Classes
Post by: MusashiAA on September 05, 2014, 10:59:24 PM
JC and CBM are both class mods meant to be played online...by people...against each other...

I have to be very specific here, don't I?
Title: Re: Class Based Modification vs. Justified Classes
Post by: Korby on September 05, 2014, 11:01:14 PM
Well yes, because now I'm going to bring up CSCC, Teaparty, and I think Unholy was meant for PVP originally too.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Zytix on September 05, 2014, 11:02:43 PM
They're both class mods that obviously strive towards different goals. JC wants to translate the characters as directly as possible while CBM tries to make the various characters serve a more specific role in an archetypical fashion. Both of these design goals end up creating very different experiences and preference between the two is mostly subjective. So I don't entirely understand the importance of which one handles the design better.
Title: Trains don't work that way Korby
Post by: Ceridran on September 05, 2014, 11:08:13 PM
Quote from: "Korby"
Well yes, because now I'm going to bring up CSCC, Teaparty, and I think Unholy was meant for PVP originally too.

Why bring up class mods that aren't based on the contents of the Megaman series itself?
Title: Re: Class Based Modification vs. Justified Classes
Post by: MusashiAA on September 05, 2014, 11:12:10 PM
Justified Classes, previously known as King Yamato's Classes Overhaul, and Class Based Modification are both class modifications for the Mega Man 8-bit Deathmatch modification, that attempt to make player classes out of the player and boss characters from Capcom's Classic Mega Man series, also known as Rockman in the eastern side of the world, for online play on the Doom 2 engine port Zandronum.

Each of these class modifications have a different vision on how to portray, design and balance the player classes: Class Based Modification attempts to assign each class a role based on the general characteristics given by the Classic Mega Man series lore, while Justified Classes attempts to translate the boss and player forms of these characters more directly.

While there are differences in how each class modification attempts to recreate these characters as classes, the goal to achieve class balance, diversity and playability, and thus an enjoyable online experience, is still the same. It is based on this common ground that I can see that comparing both is possible.

EDIT: I don't try to point out which handles design better from an objective point of view, as I try to make it clear on the opening post that this is but my opinion, but I am trying to spark a discussion about this comparison, and each of the class mods' view on class design.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Zytix on September 05, 2014, 11:17:06 PM
Well it seemed like the basis of your original post was which of these design approaches was superior, and if that wasn't your point then it's my bad. But if we're comparing them on the basis of balance, diversity, and enjoyability, then that's a very different discussion then what I was thinking of.
Title: Re: Class Based Modification vs. Justified Classes
Post by: MusashiAA on September 05, 2014, 11:22:56 PM
Yeah, I was just pointing out my opinion. I am very well aware that each mod has its own taste and design direction, and that whether people like one or the other is up to their own taste. But: the comparison is fair as they both attempt to make the same thing, even if with a different approach from the other, and I'd like to open up discussion as to why some prefer one over the other, or to criticize one or the other in a civil manner so that each developer team and playerbase can get something out of this.
Title: Re: Class Based Modification vs. Justified Classes
Post by: coolcat7022 on September 05, 2014, 11:41:32 PM
Me, I think for my style, JC is better.
With Justified, I could hop right into Bot Rush and have a whale of a time with any class I damn wanted.
When using Yellow Devil/Jax's version, almost every class felt clunky and uncomfortable.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Clayton on September 06, 2014, 12:36:28 AM
I'd like to make this perfectly clear, Justified Classes is not limited to the original canon classic series. As you stated for Class Based Modification we consider all the Robot Masters' characteristics and descriptions from all official sources whether it be the CD data from Megaman & Bass or their descriptions officially portrayed by Capcom. However we keep their characteristics from their original games they appeared in as first priority. If we feel their original attacks and abilities are not enough to give them an enjoyable playing experience then we will add or alter moves to help them in a 3D FPS environment.

Your argument in stating that Class Based Modification has an advantage over Justified Classes because it designs classes with roles is highly flawed. In fact one of the biggest reasons why Class Based Modification is horribly balanced is because it assigns specific roles to classes. In Justified Classes we design classes so that they would be playable under most if not all circumstances. We try to make every class usable so that players can play as their favourite classes without the map or the opposing class drastically hindering their success. In Class Based Modification, classes such as Needleman, Stoneman, Junkman, etc. are pretty much useless in long and even mid range combat due to their lack of decent long range options. These classes however are straight up broken up close. Class designs such as these in the long run are highly ineffective due to most maps having a balanced map layout. Classes such as these also struggle against classes that posses long or mid range offensive capabilities. Assigning a specific role to a class also creates class counters that completely shut down another class, for example Astroman and Frostman where Frostman can't even touch Astroman due to his infinite flight. Then there are classes that don't seem to have any role where they exceed no matter what circumstance such as Tomahawkman, Punk, Dr. Wily, etc. May I add that there are also classes such as Darkman 3, Magnetman, Diveman, etc. who absolutely dominate in certain maps due to their "role".

I strongly believe that every class with the exception of Starman and Darkman 1 are better designed and balanced in overall playability due to them not being restricted to a specific role and creating an equal opportunity for each class to shine. (Also note that we are still thinking of ways to improve Starman and Darkman 1 to improve their playability in future releases.)
Title: Re: Class Based Modification vs. Justified Classes
Post by: LlamaHombre on September 06, 2014, 02:33:50 AM
Just popping in to say I appreciate the acronym CBM much more than "YD Classes".

iunno I've just always had an easier time getting into individual classes with CBM - there are a lot of really strong and underplayed classes in that mod that get overshadowed by the likes of Galaxy and Magma nowadays. Justified's not bad, but I just don't feel like there's nearly enough of a following behind it to make mastering classes I like worthwhile. I still play them both here and there, but I generally have more fun with CBM.

Quote from: "Clayton"
Punk
As a Punk main, he's probably the strongest all-around class in the game. Strong rate of fire that can knock out squishies pretty easily, and an altfire that can be used to either drain through heavily-armored classes, help check burst classes like Tengu Man, and provide an exceptional escape from lock-down classes like Spark, Flash, and Galaxy. I guess trope-wise he probably fits best under an Assassin catagory? Exceptional poke against classes that aren't better at a specific range than him, and an alt with infinite possibilities for engaging or escaping. He still tends to get fucked by hard-melee or hard-sniper types, but he does decently against just about anything else.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Gumballtoid on September 06, 2014, 03:20:03 AM
I typically have more fun with CBM myself. Each class offers a different experience and fulfills a different role and that's usually what ropes me in. However, there are things about this mod that reliably ruin an otherwise enjoyable game. The biggest of these is that some classes are wildly imbalanced and require little to no effort on the user's part to rack up frags, which is a serious problem when you consider that CBM is almost always played in TLMS. This is amplified by the fact that most classes have weaker armor; even the copyweps got armor nerfs. Everything feels extremely squishy and it's oftentimes a matter of outlasting your opponent rather than outplaying them. Additionally, I have many aesthetic qualms with this mod, such as Guts Man's Battle & Fighters Super Arm, as well as countless sound effects that were either imported or custom made. Personally, I think the mod would look substantially better if the aesthetics were tailored to be accurate to the games while they still functioned in the same way, but otherwise I find there's more fun to be had with this.

JC is a different story for me. Upon release I was ecstatic that KY had seen a reboot, and some of the aesthetics were top notch. My qualm with this mod soon arose when I rapidly got bored with it. It doesn't feel as involved as CBM; I even heard someone refer to it as a cure to insomnia, and I happen to agree. Some of the sound effects were also questionable; the Stardroids use Game Boy sound effects when NES counterparts to some of them exist in the core. For instance, when playing as Mega Man, equipping the Mega Arm changes the charging and firing sounds to the Game Boy version, creating a significant inconsistency. My other qualms came more recently--it seems to me that the dev team was more concerned with releasing their mod than dealing with bugs and balance issues, and I cringe every time someone says that this mod is more balanced than the other. A prime example of this: flying Ground Man. There are also some skin replacements that feel unnecessary and imposed; Duo comes to mind. In addition, the behavior and attitude of some of the dev team in-game is a serious turn-off to me. I'm not going to name names but I'm sure some of you know who I'm talking about.

tl;dr CBM caters to me more because of the unique experience its classes offer, but they could all do with some beefing up in the armor department
Title: Re: Class Based Modification vs. Justified Classes
Post by: -FiniteZero- on September 06, 2014, 02:52:58 PM
I'm not sure if I should weigh in, since I don't play online at all, but whatever.

I generally prefer Justified classes a bit more that CBM. When I am playing a classes mod of this kind, whether it be JC or CBM, I do it to feel like I am that Robot Master. Back when I played KY for the first time, there were several times I have jolts of happiness and excitement when a Robot Master had an attack that was like how it was in their games, like Waveman's alt for example.

Though, since I fight purely against bots, I wouldn't know the first thing about balance. :
Title: Re: Class Based Modification vs. Justified Classes
Post by: Clayton on September 06, 2014, 03:07:24 PM
Quote from: "LlamaHombre"
Justified's not bad, but I just don't feel like there's nearly enough of a following behind it to make mastering classes I like worthwhile.
Any particular reasoning for this statement? Any examples? "Nearly enough following of a behind it" is a pretty vague proclamation.

(click to show/hide)

Quote from: "Gumballtoid"
I typically have more fun with CBM myself. Each class offers a different experience and fulfills a different role and that's usually what ropes me in.

This statement vaguely says you find Class Based Modification fun.

Quote from: "Gumballtoid"
However, there are things about this mod that reliably ruin an otherwise enjoyable game. The biggest of these is that some classes are wildly imbalanced and require little to no effort on the user's part to rack up frags, which is a serious problem when you consider that CBM is almost always played in TLMS. This is amplified by the fact that most classes have weaker armor; even the copyweps got armor nerfs. Everything feels extremely squishy and it's oftentimes a matter of outlasting your opponent rather than outplaying them. Additionally, I have many aesthetic qualms with this mod, such as Guts Man's Battle & Fighters Super Arm, as well as countless sound effects that were either imported or custom made.


However from this statement you basically contradict yourself with stating many flaws and gripes you have with the mod. From this statement I take it that Class Based Modification is an unbearable experience for you since you never named any massive flaws like these in the light of Justified Classes.

Quote from: "Gumballtoid"
My qualm with this mod soon arose when I rapidly got bored with it. It doesn't feel as involved as CBM; I even heard someone refer to it as a cure to insomnia, and I happen to agree.
Another extremely vague statement with literally no evidence behind such. "My qualm with this mod soon arose when I rapidly got bored with it", you give literally no evidence behind this statement; i.e. why did you get bored? "It doesn't feel as involved as CBM", Why didn't it feel as involved as CBM? "I even heard someone refer to it as a cure to insomnia, and I happen to agree." Again no explanation behind your point.

Quote from: "Gumballtoid"
Some of the sound effects were also questionable; the Stardroids use Game Boy sound effects when NES counterparts to some of them exist in the core. For instance, when playing as Mega Man, equipping the Mega Arm changes the charging and firing sounds to the Game Boy version, creating a significant inconsistency.

We would happily use 8-bit sound effects to replace the Game Boy sound effects if all of them existed, I'm sure when the core take on Megaman V they'll make custom ones for such. However since we have no alternatives for most of the Megaman V sound effects we decided to just use all the Game Boy sound effects for every Megaman V weapon. You're the first I've heard that actually found an irritation to using such so I'm sure this is more of just a personal issue.

Quote from: "Gumballtoid"
My other qualms came more recently--it seems to me that the dev team was more concerned with releasing their mod than dealing with bugs and balance issues, and I cringe every time someone says that this mod is more balanced than the other. A prime example of this: flying Ground Man.

Actually we tested that version for around a month's time, we found the flying Ground Man issue and supposedly solved it since it never came up again but then when we released the mod it occurred again. (Please note that this glitch is fixed in v3b of Justified Classes.) "I cringe every time someone says that this mod is more balanced than the other. A prime example of this: flying Ground Man." Flying Ground Man does not have anything to do with balance, it is a bug and nothing more. When flying as Ground Man it does not help you as much as it stops you from engaging in fights so if you were to really include this bug with balance it still wouldn't hurt the balance of the mod. (Also note that this bug is extremely rare to occur in TLMS/LMS so it wouldn't really become a problem in that situation either.)

Quote from: "Gumballtoid"
There are also some skin replacements that feel unnecessary and imposed; Duo comes to mind.

Duo's core running frames looked very lazily done, he barely looked like he was walking let alone running. The new ones were based off how he ran in Power Fighters. If you were to compare the new ones with old ones side by side the new ones are far superior in every way. The skin change was very much necessary as was all the others (especially the Megaman & Bass ones).

Quote from: "Gumballtoid"
In addition, the behavior and attitude of some of the dev team in-game is a serious turn-off to me. I'm not going to name names but I'm sure some of you know who I'm talking about.

I see this being more of a personal issue than an actual problem with Justified Classes. It seems like most people let their hatred and bias affect their judgement in determining which mod is better at least as far as the forum goes. Especially after I weigh out all the very serious and major flaws you stated about Class Based Modification in terms of general playability in comparison to the minor and almost uncountable flaws with Justified Classes that seem to be more personal qualms than significant issues.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Gumballtoid on September 06, 2014, 03:18:32 PM
I'm not backing anything up with "evidence" because they're my opinions.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Dr. Freeman on September 06, 2014, 03:21:36 PM
I prefer CBM myself just because I always end up having more fun with it than Justified.
Not super big on either of them though, but when it comes down to either of them, I personally find more enjoyment out of CBM.
Title: Get 2 for $4 Today!
Post by: Rozark on September 06, 2014, 03:51:54 PM
I like my classes mods without extra salt, which is why I order The CBM (The Cutstuff Big Mac) when I'm hungry and in the mood.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Clayton on September 06, 2014, 04:01:38 PM
Quote from: "Gumballtoid"
I'm not backing anything up with "evidence" because they're my opinions.
That's perfectly fine, your opinion simply has no proper evidence or reasoning is all.

Quote from: "Dr. Freeman"
I prefer CBM myself just because I always end up having more fun with it than Justified.
Not super big on either of them though, but when it comes down to either of them, I personally find more enjoyment out of CBM.
Not really adding to the discussion here, simply stating something without evidence as well.

Quote from: "Rozark"
I like my classes mods without extra salt, which is why I order The CBM (The Cutstuff Big Mac) when I'm hungry and in the mood.

This statement just doesn't make any sense, even in a metaphorical perspective.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Dr. Freeman on September 06, 2014, 04:14:05 PM
Quote from: "Clayton"

Quote from: "Dr. Freeman"
I prefer CBM myself just because I always end up having more fun with it than Justified.
Not super big on either of them though, but when it comes down to either of them, I personally find more enjoyment out of CBM.
Not really adding to the discussion here, simply stating something without evidence as well.

There's not a lot of evidence to be said unless you want my official contract of, "I prefer CBM to Justified". If you want another in depth analysis just so you can "debunk" everything everyone says then I don't know what you're hoping for.

Justified bores me more than CBM. There's no evidence here unless you need a 20 minute video of me playing Justified and getting bored. If I'm gonna get bored, I'm gonna get bored you don't need a gigantic list of evidence to prove that you get bored.

Though if you want a note, I prefer mods that don't release 20 hotfixes immediately upon a new release.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Korby on September 06, 2014, 04:30:01 PM
Quote from: "Clayton"
the new ones are far superior in every way. The skin change was very much necessary as was all the others (especially the Megaman & Bass ones).

I wasn't going to partake in any sort of argument in this thread, but this actually has to do with the core too, because your[collective] skins were denied for that due to inferiority, usually for lack of quality.
(http://i.imgur.com/VauUwNa.png)
So this is a few frames from your Duo walking animation.
A) This is one of MANY inconsistencies; The power fist is at a different elevation on your side sprite than on your 3/4 sprite. There are many many many more examples of this in your sprites for this skin, and several others, including but not limited to Coldman[who has an incredibly ugly back/r hit frame, by the way.], Burnerman[specifically, his spinning and jumping sprites. His spinning sprites particularly completely change shape depending on what direction you're looking at.], and Groundman[why is the difference between his 3/4 and side digging sprite that one is tilted up more; more importantly, what the hell is his left arm coming out of in the jump frame]
B) this is more nitpicky, but there's two different shades of blue going on in here
C) given the angle we're looking at it, which leg is forward, and which is in back, shouldn't we be able to see more of Duo's crotch armor in this pose? You have a single blue pixel there when you could easily have more.
D) This is a potato on his hand. To expand on that thought, it looks like a potato. One of the main problems your sprites have is you try way too hard to put too much detail into areas where they don't belong[see: coldman], and your rotations also generally look freaking weird. see next image for scary tentacle hand
(http://i.imgur.com/nPMNu9p.png)
[his eyes are white because he realized his hand looks like bacon]
I am aware that this issue is also in core, but it looks less like bacon due to the additional cyan on the lower part of the hand, signifying more of an arm.
I will say that I appreciate that your Burnerman actually, you know, walks, but assuming all of your sprites are better in every possible way is both conceited and nearly impossible.
I do have to ask why you decided to make Coldman taller when he's pretty darn short in game.
I also have to ask why you made Pirateman shorter and added gray to him[and like three other people].

To finish off my post, have a monstrosity.
(http://i.imgur.com/PKXVNwS.png)
(http://i.imgur.com/YoUwr29.png)
"kill me"
Title: Re: Class Based Modification vs. Justified Classes
Post by: Clayton on September 06, 2014, 04:41:37 PM
Quote from: "Dr. Freeman"
Quote from: "Clayton"

Quote from: "Dr. Freeman"
I prefer CBM myself just because I always end up having more fun with it than Justified.
Not super big on either of them though, but when it comes down to either of them, I personally find more enjoyment out of CBM.
Not really adding to the discussion here, simply stating something without evidence as well.

There's not a lot of evidence to be said unless you want my official contract of, "I prefer CBM to Justified". If you want another in depth analysis just so you can "debunk" everything everyone says then I don't know what you're hoping for.

Justified bores me more than CBM. There's no evidence here unless you need a 20 minute video of me playing Justified and getting bored. If I'm gonna get bored, I'm gonna get bored you don't need a gigantic list of evidence to prove that you get bored.

There should definitely be some kind of incentive as to why you find Justified Classes boring. One of the reasons I ask for an explanation or reasoning is to receive feedback and suggestions to help make Justified Classes more appealing to people like you.

As a member of the Justified Classes development team, it is one of my duties to seek out information and feedback to make Justified Classes a better mod. And I see this topic being more of an opportunity for people to share opinions whether significant or strictly personal to help improve the quality of both class mods. Just posting to say that you like one mod more than other doesn't really help the discussion very much.

Quote from: "Dr. Freeman"
Though if you want a note, I prefer mods that don't release 20 hotfixes immediately upon a new release.
I find this very hypocritical in a sense because the Class Based Modification had to release just as many if not more hotfixes for their most recent update so singling out only one class mod for such a reason is very ignorant.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Dr. Freeman on September 06, 2014, 04:48:38 PM
Quote from: "Clayton"

As a member of the Justified Classes development team, it is one of my duties to seek out information and feedback to make Justified Classes a better mod. And I see this topic being more of an opportunity for people to share opinions whether significant or strictly personal to help improve the quality of both class mods. Just posting to say that you like one mod more than other doesn't really help the discussion very much.

The discussion here is CBM VS Justified. Saying which one I like better is very on topic.

And it seems kind weird if your job is to help improve your classes when every piece of critique thus far you have shrugged off as it if were wrong.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Korby on September 06, 2014, 04:51:56 PM
Quote from: "Clayton"
I find this very hypocritical in a sense because the Class Based Modification had to release just as many if not more hotfixes for their most recent update so singling out only one class mod for such a reason is very ignorant.

I released one hotfix that was quickly removed because it didn't fix anything, then I released early versions of a Best-Ever fix[and quickly removed those posts] that Jax was working on [to fix a bug we couldn't have foreseen without leaking the update] until he actually fixed it.
One hotfix that isn't even the version servers are supposed to host.
Much foolishness on my part.
Title: Re: Class Based Modification vs. Justified Classes
Post by: MusashiAA on September 06, 2014, 05:00:49 PM
Now now, boys.



I'm left here to imply that JC defines classes without little to no disadvantages or limitations at all, for the sake of making all classes "usable in all scenarios".

I don't agree with this at all. To give one example: a melee-centered, close range class shouldn't be given a projectile attack because of its limitations being made more evident in a long range fight or when fighting against a class with a long range weapon. Instead, it should be given the ability to cut down the range or resist the long range fight or momentarily dodge or block attacks. Eliminating the disadvantages to what you would call a class eliminates the essence of classes being role-centered (<<<<THIS IS A FACT), and instead gives a class two or three wildly different abilities, which just makes a class imbalanced or undefinable, and defeats the purpose of letting players fill in the limitations with their own wit, or to mantain classes within the boundaries of its role.

So now we have a more clear differentiation between both mods: CBM sees role limitations as a tolerable (may I add sometimes purposeful) factor, while JC...doesn't?

EDIT: My input here is that this attempt at ironing the limitations, as if they were a bad thing, just results in giving players a less fluctuating online experience, in the sense of a lack of difficulty when facing other players and the abilities to overcome it with strategy. I guess I would call this "handholding"?
Title: Re: Class Based Modification vs. Justified Classes
Post by: Fyone on September 06, 2014, 06:22:06 PM
Quote from: "Korby"
Quote from: "Clayton"
the new ones are far superior in every way. The skin change was very much necessary as was all the others (especially the Megaman & Bass ones).

I wasn't going to partake in any sort of argument in this thread, but this actually has to do with the core too, because your[collective] skins were denied for that due to inferiority, usually for lack of quality.
Alright, firstly I don't get why when I first sent these sprites to the core why no one said "why" the skin had a lack of quality instead you say all of these issues after the skin is used in Justified Classes.
(http://i.imgur.com/VauUwNa.png)
So this is a few frames from your Duo walking animation.
A) This is one of MANY inconsistencies; The power fist is at a different elevation on your side sprite than on your 3/4 sprite. There are many many many more examples of this in your sprites for this skin, and several others, including but not limited to Coldman[who has an incredibly ugly back/r hit frame, by the way.], Burnerman[specifically, his spinning and jumping sprites. His spinning sprites particularly completely change shape depending on what direction you're looking at.], and Groundman[why is the difference between his 3/4 and side digging sprite that one is tilted up more; more importantly, what the hell is his left arm coming out of in the jump frame]

Again here, if I miss inconsistencies with parts of the skin why wasn't I told that when I first sent the skin over? That aside there are numerous inconsistencies that appear in skins that are in the core all the time yet you still think they have the "quality" you speak of:

(click to show/hide)

Burnerman has literally 3 inconsistencies in just one instance, his head is not consistent, his torso is not consistent, and lastly his foot ring thing is not consistent. Magicman's magic wand's stick portion isn't consistent as well. These are just a few inconsistencies that I found that are also in many other skins. Also is that the only ugly frame on my Coldman? Because I can safely say that every back/r frame on the core Coldman looks just as bad. I never made any extra frames on any skins so I can't speak for those mistakes, however let me just say that all of those other issues are very minor due to how long they'll be shown in-game (especially Groundman).

B) this is more nitpicky, but there's two different shades of blue going on in here

Disregarding this.

C) given the angle we're looking at it, which leg is forward, and which is in back, shouldn't we be able to see more of Duo's crotch armor in this pose? You have a single blue pixel there when you could easily have more.

Again, could've been fixed rather easily if I had known about the issue when I first sent off the skin.

D) This is a potato on his hand. To expand on that thought, it looks like a potato. One of the main problems your sprites have is you try way too hard to put too much detail into areas where they don't belong[see: coldman], and your rotations also generally look freaking weird. see next image for scary tentacle hand
(http://i.imgur.com/nPMNu9p.png)
[his eyes are white because he realized his hand looks like bacon]
I am aware that this issue is also in core, but it looks less like bacon due to the additional cyan on the lower part of the hand, signifying more of an arm.
I will say that I appreciate that your Burnerman actually, you know, walks, but assuming all of your sprites are better in every possible way is both conceited and nearly impossible.
I do have to ask why you decided to make Coldman taller when he's pretty darn short in game.
I also have to ask why you made Pirateman shorter and added gray to him[and like three other people].

Duo's hand in that image is almost identical to the back frame one so I assume you think that one looks like a potato too? Please enlighten me with what areas you think have too much detail on Coldman, please provide some examples for where my rotations look weird also. Disregarding Burnerman here because the core one has the same problem. Also I increased Coldman's size because he was that size in Megaman & Bass compared to the rest of the Robot Masters:

(click to show/hide)

Also, my Pirateman is not "shorter" and I swapped gray with that pink colour that was used in the core because the gray is more prominent than the pink in all of his appearances. Gray was added to Magicman so that his cards looked more like cards and Groundman so that his treads looked more like treads.

To finish off my post, have a monstrosity.
(http://i.imgur.com/PKXVNwS.png)
(http://i.imgur.com/YoUwr29.png)
"kill me"
Even my brothers and I knew that our Hyper Storm-H looked bad (was just a placeholder), kudos to pointing out the obvious though.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Lighjing on September 06, 2014, 06:49:06 PM
You know, for my money I think Silversin's Saxton Hale is the best class mod here.
Title: Re: Class Based Modification vs. Justified Classes
Post by: MusashiAA on September 06, 2014, 06:56:02 PM
You are ruining this for everybody who wants to discuss, by turning this into a personal foodfight of resentment. You are also making a fool out of yourselves on your own because of this.

If you can't help to be salty, at least take it out someplace else where you don't derail this topic, like the school yard or something.

EDIT: I can't help but point out that last post before mine, because I can actually relate to that taste: class based mods that incorporate some form of teamwork or a simplified roster of role-centered classes are a lot better than what CBM or JC offer for me, because of easier balance and grasp of the role concepts when compared to the other classes, something that is stupidly hard to do with the over 40 classes in the two mods being discussed. Although then again, CBM classes generally finds itself remaking roles with new source material, so players have 4 or 6 classes with the same role, but designed differently.
Title: Re: Class Based Modification vs. Justified Classes
Post by: BookofDobson on September 06, 2014, 07:00:29 PM
You know what this reminds me of? Sonic fanboys. VA vs VA, Classic vs Modern. Just why?
The reason why I like JD more than YD is like giving a child a gun. Sure, the kid gets one kill but dies very quickly. How you solve that? You have to actually TRAIN with the class. You have to know when to handle it, how to handle it. You can't blindly hold m1 and snag a frag. If a class is to easy to use and just really op, the JD staff is there. They review their notes, take suggestions and test it out. If it is fine, they tell you the stats and how to use the class. If not they fix it at LIGHT SPEED for the next version. You don't know how happy that makes me. YD classes are fun and not held by canon rules... and that's pretty much it. Some classes take training and some (Homing, gravity, 3 new classes that shouldn't be here) just suck out the fun like a vacuum. All you do is M1 and alt if anyone gets near. For the user it's fun playing without any kind of risk, for the players... well, dying over and over and the fact that you can't do anything about it except gang up is not fun at all. I personally seem to get a 'Fuck you, everything is fine, stop whining' vibe from the YD team.
Really both of you should take notes from each other, it won't kill you

Quote from: "Lighjing"
You know, for my money I think Silversin's Saxton Hale is the best class mod here.

 :lol:  Nice joke. Really I'm dead serious. I'm laughing.
Title: Am I getting good at spotting contradictions yet
Post by: Rozark on September 06, 2014, 07:03:28 PM
Quote from: "BookofDobson"
You can't blindly hold m1 and snag a frag.
Quote from: "BookofDobson"
All you do is M1 and alt if anyone gets near.

Are you confused?
Title: Re: Class Based Modification vs. Justified Classes
Post by: BookofDobson on September 06, 2014, 07:06:46 PM
You seem to have lost yourself in my rather lengthy comment. Please read it thoroughly

Quote from: "Rozark Kyouko"
in JD:
Quote from: "BookofDobson"
You can't blindly hold m1 and snag a frag.
in YD:
Quote from: "BookofDobson"
All you do is M1 and alt if anyone gets near.

Are you confused?

NVM I fixed it for you
Title: Don't you even try to pull that with me edits aren't shown.
Post by: Rozark on September 06, 2014, 07:12:57 PM
Strange when Metalman's design concept in both mods is to just hold M1. Sure, you have ceiling/floor blades, but that's still only holding M1.

CatMario (Pluto, for the less-fun) can just hold his one buster and keep going.

There we go.
Buster.
See that's where you started to contradict yourself.
Busters usually require no ammo to use.
ANY class with a buster can just M1 and win.

By the way, Justified also suffers from homing and any ill fate you listed CBM for.

Actually yea I'm going to address what I put the subject as.
You edited your post and edits aren't shown anymore/only on the first post.
Stop trying to clean yourself; you're only making yourself dirtier.
Title: Re: Class Based Modification vs. Justified Classes
Post by: MusashiAA on September 06, 2014, 07:29:48 PM
Rozark, you fucked up that SH topic I did a while ago with this exact same behavior. Please.

I agree there are some classes (in both mods) that still suffer from a complete lack of direction and general design lazyness and oversights, but it's not like either devteam straight up scoff at players whenever they argue that these classes have clear issues, or refuse to do anything about them, unless it's a consistent misundertanding of the class or an usual baseless argument. This is something I can affirm: when people take their time to argue when something might be wrong, we on the CBM devteam discuss it sometimes, even if it may seem ridiculous at first or if we know the person is generally biased. There's also stuff we don't talk about openly at times, so we end up replying as vague as possible (this being something I like about JC peeps, when they're pretty open about changes).
Title: Game Over
Post by: Rozark on September 06, 2014, 07:33:35 PM
You mean the part where I called it a useless topic and needed to be locked because:

[3:27:29 PM] Rozark Kyouko: Why does that topic exist then besides bitching about opinions
[3:27:32 PM] Rozark Kyouko: Tell me
[3:29:37 PM] Rozark Kyouko: What purpose does it serve besides seeing which Cutopian favors which mod only to divide and continue the bitching onto that individual for their opinion of the mod they didn't choose?

Just like before, I'm requesting a lock again.
End this before it goes too far.

Musashi, if you learned from the Saxton Hale topic, you'd know that that's what it ended up devolving too and would've learned to not try something like that again.
Sure, I tend to bite off more than I can chew quite often, but surely you would've known what would happen.
Please tell me you did.
The same thing is going to happen if action isn't taken now.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Lighjing on September 06, 2014, 07:34:48 PM
You know, for my money, I'd say that all these class mods are worse than Weo Weo Ice, the greatest class mod
Title: Re: Class Based Modification vs. Justified Classes
Post by: Clayton on September 06, 2014, 07:42:31 PM
Quote from: "Dr. Freeman"
Quote from: "Clayton"

As a member of the Justified Classes development team, it is one of my duties to seek out information and feedback to make Justified Classes a better mod. And I see this topic being more of an opportunity for people to share opinions whether significant or strictly personal to help improve the quality of both class mods. Just posting to say that you like one mod more than other doesn't really help the discussion very much.

The discussion here is CBM VS Justified. Saying which one I like better is very on topic.

And it seems kind weird if your job is to help improve your classes when every piece of critique thus far you have shrugged off as it if were wrong.

If you reread my previous post you'll notice that I never said that saying which is one is better in a vague matter is off-topic, what I said was it doesn't help the discussion very much. If something is wrong I'm going to say it's wrong, I'm not going to lie and say false statements.

Quote from: "MusashiAA"
Now now, boys.



I'm left here to imply that JC defines classes without little to no disadvantages or limitations at all, for the sake of making all classes "usable in all scenarios".

I don't agree with this at all. To give one example: a melee-centered, close range class shouldn't be given a projectile attack because of its limitations being made more evident in a long range fight or when fighting against a class with a long range weapon. Instead, it should be given the ability to cut down the range or resist the long range fight or momentarily dodge or block attacks. Eliminating the disadvantages to what you would call a class eliminates the essence of classes being role-centered (<<<<THIS IS A FACT), and instead gives a class two or three wildly different abilities, which just makes a class imbalanced or undefinable, and defeats the purpose of letting players fill in the limitations with their own wit, or to mantain classes within the boundaries of its role.

I agree with you on this point, because there are classes in Justified that fight like this. For example, Slashman where he has no projectile attacks but has lots of mobility options to make up for it. However Class Based Modification fails to accomplish this goal effectively mostly due to the extreme gimmicks players are forced to adhere to. For example, Needleman has no way of getting close to another player since his mobility is terrible and does not have enough armour to shrug off direct hits. His abilities and attacks are only useful at point blank range and terrible at even mid range combat. Let's not forget that Class Based Modification's version doesn't even properly portray Needleman but instead more so portrays TF2 Heavy.

So now we have a more clear differentiation between both mods: CBM sees role limitations as a tolerable (may I add sometimes purposeful) factor, while JC...doesn't?

Justified Classes does take roles into consideration but not in a way that it would hinder the classes' ability to perform in situations.

EDIT: My input here is that this attempt at ironing the limitations, as if they were a bad thing, just results in giving players a less fluctuating online experience, in the sense of a lack of difficulty when facing other players and the abilities to overcome it with strategy. I guess I would call this "handholding"?

Your perspective on my idea is misconceived, I am simply saying that classes that aren't given the compulsory tools or don't have a good balance in abilities to make a role or gimmick work then there are many instances where classes are put in an unfair situation. What Justified Classes is doing is not "handholding" but giving each class a mostly if not equal opportunity to shine in their own individual way. Putting the class in an unfair situation will not make a challenge but instead make a frustrating experience for the player. Especially when one player is putting out double the effort using a disadvantaged class against someone using a class that exploits the map or counters the user's class.

Quote from: "Rozark Kyouko"
Strange when Metalman's design concept in both mods is to just hold M1. Sure, you have ceiling/floor blades, but that's still only holding M1.

CatMario (Pluto, for the less-fun) can just hold his one buster and keep going.

There we go.
Buster.
See that's where you started to contradict yourself.
Busters usually require no ammo to use.
ANY class with a buster can just M1 and win.

In Justified Classes simply holding down m1 or 2 will not result in success. Having the skills to aim, dodge, and make good use of the classes' other abilities will aid in success. In Class Based modification, classes such as Metalman, Airman, Fireman, etc. have very easy to hit moves that require no ammo and no kind of risk. I'm not sure if this is supposed to be some kind of role but from what I'm seeng it's not very thought out.

By the way, Justified also suffers from homing and any ill fate you listed CBM for.

The homing capabilities in Justified Classes are drastically toned down in both range  and traction compared to Class Based Modification where they are almost identical to their copywep counterparts.
Title: Re: Class Based Modification vs. Justified Classes
Post by: MusashiAA on September 06, 2014, 07:47:07 PM
Eh, no. I don't think it needs to be locked yet, and I also don't think anyone should try to avoid opening topics like this because of a few kids who can't help but think there's a mod war going on, or to not feed the usual flamebaiters. Mods could just think otherwise, though, and they haven't. I think we can talk about stuff without ending up on shitflinging.

Maybe we can say what we like without disliking others. Maybe we can try to understand and respect other people's tastes and points of view without needing to puncture them in the neck. I can do that, and other people here can too...so why avoid it just because of a few who can't?
Title: Re: Don't you even try to pull that with me edits aren't sho
Post by: BookofDobson on September 06, 2014, 07:48:42 PM
Quote from: "Rozark Kyouko"
Strange when Metalman's design concept in both mods is to just hold M1. Sure, you have ceiling/floor blades, but that's still only holding M1.

CatMario (Pluto, for the less-fun) can just hold his one buster and keep going.

There we go.
Buster.
See that's where you started to contradict yourself.
Busters usually require no ammo to use.
ANY class with a buster can just M1 and win.

By the way, Justified also suffers from homing and any ill fate you listed CBM for.

Actually yea I'm going to address what I put the subject as.
You edited your post and edits aren't shown anymore/only on the first post.
Stop trying to clean yourself; you're only making yourself dirtier.

I should 've been clear. Metal man takes some skill, the magical thing called aim. Buster? Takes aim.
M1 is mainfire is it not? Im sorry if im wrong. What you taking about pluto is m2 altfire if im wrong again about the term sorry. Justified actually has balance with its homing. Magnet man's homing sucks a bit Dive does tiny damage Pluto is a bit op there i'll admit but then again he keeps getting fine tuned. Search does small damage and Magic is having a nice nerf.
I didn't change anything in my first post than the very last line about Saxton.
Im not cleaning myself that's just you being alarmingly rude
Title: Re: Class Based Modification vs. Justified Classes
Post by: coolcat7022 on September 06, 2014, 07:53:07 PM
Musashi put it best, let us discuss these controversial topics, we're no here on Cutstuff, after all.
Title: I'm sorry I won't greentext again
Post by: Rozark on September 06, 2014, 07:53:37 PM
>Lad saying CBM Metalman is bad because you can M1
>Justified Metalman is three shots-delay, still requiring no ammo but is held for constant M1
>Aiming somehow justifies holding down only M1 to get kills

>Pluto homing is balanced
>Pluto is balanced

I'm done here
This is why I hate Justified.
Title: Re: I'm sorry I won't greentext again
Post by: BookofDobson on September 06, 2014, 08:00:42 PM
Quote from: "Rozark Kyouko"
>Lad saying CBM Metalman is bad because you can M1
>Justified Metalman is three shots-delay, still requiring no ammo but is held for constant M1
>Aiming somehow justifies holding down only M1 to get kills

>Pluto homing is balanced
>Pluto is balanced

I'm done here
This is why I hate Justified.

Aiming and dodging and basically practice and skill. Im I missing anything so you won't keep curving around my points?
Pluto? Balanced? Who said that? I didn't say that. Clay didn't say that.  Dude relax.
maybe if you were not so hostile...
Title: Re: Class Based Modification vs. Justified Classes
Post by: Watzup7856 on September 06, 2014, 08:04:56 PM
Quote from: "coolcat7022"
Musashi put it best, let us discuss these controversial topics, we're not muslims here on Cutstuff, after all.

Can't even tell you how prejudice that is.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Tengu on September 06, 2014, 08:21:15 PM
Quote from: "coolcat7022"
Musashi put it best, let us discuss these controversial topics, we're not muslims here on Cutstuff, after all.


What the actual fuck is the matter with you
Title: Re: Class Based Modification vs. Justified Classes
Post by: MusashiAA on September 06, 2014, 08:24:14 PM
Quote from: "Clayton"
Quote from: "MusashiAA"
Now now, boys.



I'm left here to imply that JC defines classes without little to no disadvantages or limitations at all, for the sake of making all classes "usable in all scenarios".

I don't agree with this at all. To give one example: a melee-centered, close range class shouldn't be given a projectile attack because of its limitations being made more evident in a long range fight or when fighting against a class with a long range weapon. Instead, it should be given the ability to cut down the range or resist the long range fight or momentarily dodge or block attacks. Eliminating the disadvantages to what you would call a class eliminates the essence of classes being role-centered (<<<<THIS IS A FACT), and instead gives a class two or three wildly different abilities, which just makes a class imbalanced or undefinable, and defeats the purpose of letting players fill in the limitations with their own wit, or to mantain classes within the boundaries of its role.

I agree with you on this point, because there are classes in Justified that fight like this. For example, Slashman where he has no projectile attacks but has lots of mobility options to make up for it. However Class Based Modification fails to accomplish this goal effectively mostly due to the extreme gimmicks players are forced to adhere to. For example, Needleman has no way of getting close to another player since his mobility is terrible and does not have enough armour to shrug off direct hits. His abilities and attacks are only useful at point blank range and terrible at even mid range combat. Let's not forget that Class Based Modification's version doesn't even properly portray Needleman but instead more so portrays TF2 Heavy.

This is what CBM struggles with, that's truth.

So now we have a more clear differentiation between both mods: CBM sees role limitations as a tolerable (may I add sometimes purposeful) factor, while JC...doesn't?

Justified Classes does take roles into consideration but not in a way that it would hinder the classes' ability to perform in situations.

But JC does hinder a class' potentiality in some cases because of the boss form commandment. To give one example, JC Hardman. Another, JC Napalmman. Another one, JC Crashman. These classes give up control or abilities for the sake of source fidelity, which hinders the experience and difficults balance.

EDIT: My input here is that this attempt at ironing the limitations, as if they were a bad thing, just results in giving players a less fluctuating online experience, in the sense of a lack of difficulty when facing other players and the abilities to overcome it with strategy. I guess I would call this "handholding"?

Your perspective on my idea is misconceived, I am simply saying that classes that aren't given the compulsory tools or don't have a good balance in abilities to make a role or gimmick work then there are many instances where classes are put in an unfair situation. What Justified Classes is doing is not "handholding" but giving each class a mostly if not equal opportunity to shine in their own individual way. Putting the class in an unfair situation will not make a challenge but instead make a frustrating experience for the player. Especially when one player is putting out double the effort using a disadvantaged class against someone using a class that exploits the map or counters the user's class.

CBM classes weren't designed to be or to have hard counters by design in most cases. The cases where it does happen, it's either on purpose or a straight up design flaw: we will not know this for sure until it is released to the public. When applied online and massively, what the devteam may consider as balanced sometimes does not stand, and this is why testing is not just a closed door occurance: when people play an online game, this is considered as mass testing that may or may not end up opening the road to new changes.

To be blunt, I think you're overreacting to general disadvantage situations because of very specific scenarios in which limitations are made more obvious. I look at these kind of "unfair matchups" with the solution of class change: you are not fixated into using only one class...not to say that this serves as an excuse for actual imbalance issues, and generally the CBM devteam doesn't try to resort to this kind of arguments. I think it's unfair to say CBM hasn't done anything to view and resolve certain matchups, and it's not like it's a piece of cake with over 40 classes and an absurd amount of possible matchups.

This is why I used the term "handholding" when refering to this exagerated point of view JC has over disadvantages. It's ok to not be able to fight off enemies you can't handle easily, and if it's technically impossible for you to fight these enemies as one class, try another, and we'll look into this as a potential issue.
Title: Re: Class Based Modification vs. Justified Classes
Post by: SmashTheEchidna on September 06, 2014, 08:24:49 PM
Quote from: "coolcat7022"
Musashi put it best, let us discuss these controversial topics, we're not muslims here on Cutstuff, after all.

Yeah, no. That was wrong. Not cool, dude.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Stardust on September 06, 2014, 08:42:42 PM
Guys instead of proving how each other is wrong in order to chain with how bad they're arguing, since obviously nobody is going to change his/her opinion on the mod he/she defends (and it's perfectly fine to have personnal preferences), since there are fans of both mods here and on the servers, and since creating a topic like this will simply add more chili pepper in the salad, as YD and JC seem to be treated as harshly as religious or politician opinions,  since MM8BDM is a video game, a fangame even, not a internationnal decision that is going to change dramatically everyone's lives, couldn't the two devteams take some distance on the hate on each mod's flaws and instead, make a single "official community classes project" with both mods' potential and talented people working on it? Not going into details, but YD and JC both have good points and eventually bad points, since there are both people preferring CBM or JC.
Sooo... what's the deal with getting over the conflict and simply call an agreement on a final classes mod?
That would for instance, benefit of Justified's top notch graphics and high-quality canon ressources, + the most successful 2D-NES to FPS game classes convertion,
and get the devotion of the CBM team regarding balance, improved classes uniqueness & smoothness, (and eventually vanilla-scaled damage values but that's subjective).

It's kind of boring to see 2 servers supposed to propose a mod with the same aim (turn the classic Mega Man series robots into classes), yet they're still separated and go on their own.
(click to show/hide)

Coming from a very old YD Gemini player, who then wanted to master JC Cut, and now who doesn't even know which class to master due to the various versions, so she just goes on random disregarding which class mod the server has loaded.
Title: Shills, the whole lot of you
Post by: Mendez on September 06, 2014, 09:26:43 PM
There were proposals about KY classes and YD classes merging once. I don't think the devs really talked about merging. Either way, I like having two different design philosophies going into classes. If you had asked me which version of classes was better before the recent patches, I would have said CBM without a doubt. The MM9 classes feel really sloppy though and I think they're stumbling to come up with useful designs for Magmaman right now. Meanwhile, JC is buggy at times but I think they'll be able to explore more interesting designs once that dev team becomes more experienced with programming and testing.

I remember playing JC when it first came out and thought it was incredibly slow-paced for me, while CBM would always have 1-2 broken classes that were ripe for abuse, such as Magmaman. I can't say which is better overall, but in my head I imagine CBM being better for DM and CTF, where the action is fast and you need to get kills quickly, while JC would be more suited for TLMS/LMS, where there's no health and the lower damage-per-second of all the classes means you can't simply bumrush the other team, resulting in (slightly) more interesting gameplay.

Oh, and one more thing. I know you can't control what your dev team does, Fyone, but if you could please instruct all the members of your team to stop shilling (http://www.urbandictionary.com/define.php?term=shill) for JC in the CBM servers, that'd be greeeeeat. A couple of weeks ago I saw Fr3ak come into a TLMS server to talk about JC while this past week has been filled with random people entering the servers and talking about why CBM is so bad. I don't think they were all devs, but it's starting to annoy the crap out of me. If they could please place their opinions on this topic instead of the servers, I'd greatly appreciate it.

Also, I gotta wag my finger at Coolcat7022 because racism is bad, mmkay? I'm guessing he was just saying that because of these (https://www.youtube.com/watch?v=AUjHb4C7b94) guys (http://time.com/3276567/how-isis-is-recruiting-women-from-around-the-world/) right (http://washington.cbslocal.com/2014/09/05/obama-on-isis-you-cant-contain-an-organization-that-is-running-roughshod-through-that-much-territory/) here. (http://www.huffingtonpost.com/2014/09/02/steven-sotloff-beheaded-isis_n_5753564.html)
Title: Re: Class Based Modification vs. Justified Classes
Post by: xColdxFusionx on September 06, 2014, 11:33:31 PM
OK, first of all, please stop attacking people for having opinions. It's scrap like this that caused the Great Classes Schism in the first place, and we aren't fixing it until it stops.
srsly tho these are classes mods not religions

Alright, now that we've got that out of the way, here's my thoughts on this whole discussion.

CBM (the mod formerly known as YD Classes) has a design philosophy that revolves around taking the robot master's weapons and exaggerating their strengths and weaknesses to create a class that's quite good in one respect, but struggles in others. This method allows the classes to stray from their original RM's design in the interest of squeezing out more fun. However, this exaggerated power structure results in a fast paced, frantic style that in turn breeds many classes with one-hit kills, unavoidable damage, powerful lockdown skills, and other absurd attacks designed to highlight their strengths to the point where Hardman relies more on his Hard Jet to pull himself out of trouble than his large health pool being able to withstand it and the game begins to devolve into "how do I kill everyone before they can kill me" (Gravity Man, Elec Man, Galaxy Man, Magma Man) or "how do I block/evade the bullshit for long enough to be the last man standing" (Skull Man, Wood Man, Gyro Man, Gravity Man)

Justified (the mod formerly known as KY Classes), however, focuses on staying true to the robot master's classic tool kit, balancing around normalizing those strengths and weaknesses as opposed to exaggerating them. This results in an environment where scoring a frag relies more on critical thinking and pressing what few advantages each class's kit can provide as opposed to finding the attack that can rip apart Hardman in less than a second and spamming it down a narrow hallway. While such an approach provides an environment where most of the classes feel relatively on par with each other, some of the satisfaction factor of obtaining the aforementioned advantages is taken away, making the classes feel weak. In addition, power disparities in the classes end up amplified by the lack thereof, and classes with any sort of reliable or semi-reliable damage (Slash Man, Plant Man, Oil Man, Gemini Man, Magic Man) find themselves at a huge advantage, while classes with potentially high but inconsistent payoffs (Wood Man, Pirate Man, Skull Man, Burner Man) are painful to play as the team seems to value potential over practicality when determining the numbers.

Which approach is better? I personally don't feel there is a right choice or a wrong one.  CBM's classes feel immediately satisfying to play and stay true to vanilla's rapid pace (provided you live long enough to utilize them), while JC's classes provide a slower, more tactical and well thought-out game (most of the time). Which one I prefer really depends on what I'm in the mood for at the time. However, I do agree that both of them are flawed in their own ways based on their respective strategies.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Clayton on September 07, 2014, 12:49:43 AM
Quote from: "MusashiAA"
Quote from: "Clayton"
Quote from: "MusashiAA"
Now now, boys.



I'm left here to imply that JC defines classes without little to no disadvantages or limitations at all, for the sake of making all classes "usable in all scenarios".

I don't agree with this at all. To give one example: a melee-centered, close range class shouldn't be given a projectile attack because of its limitations being made more evident in a long range fight or when fighting against a class with a long range weapon. Instead, it should be given the ability to cut down the range or resist the long range fight or momentarily dodge or block attacks. Eliminating the disadvantages to what you would call a class eliminates the essence of classes being role-centered (<<<<THIS IS A FACT), and instead gives a class two or three wildly different abilities, which just makes a class imbalanced or undefinable, and defeats the purpose of letting players fill in the limitations with their own wit, or to mantain classes within the boundaries of its role.

I agree with you on this point, because there are classes in Justified that fight like this. For example, Slashman where he has no projectile attacks but has lots of mobility options to make up for it. However Class Based Modification fails to accomplish this goal effectively mostly due to the extreme gimmicks players are forced to adhere to. For example, Needleman has no way of getting close to another player since his mobility is terrible and does not have enough armour to shrug off direct hits. His abilities and attacks are only useful at point blank range and terrible at even mid range combat. Let's not forget that Class Based Modification's version doesn't even properly portray Needleman but instead more so portrays TF2 Heavy.

This is what CBM struggles with, that's truth.

So now we have a more clear differentiation between both mods: CBM sees role limitations as a tolerable (may I add sometimes purposeful) factor, while JC...doesn't?

Justified Classes does take roles into consideration but not in a way that it would hinder the classes' ability to perform in situations.

But JC does hinder a class' potentiality in some cases because of the boss form commandment. To give one example, JC Hardman. Another, JC Napalmman. Another one, JC Crashman. These classes give up control or abilities for the sake of source fidelity, which hinders the experience and difficults balance.

"These classes give up control or abilities for the sake of source fidelity, which hinders the experience and difficult balance." How so? Any possible scenarios or examples that can be given to demonstrate this point?

EDIT: My input here is that this attempt at ironing the limitations, as if they were a bad thing, just results in giving players a less fluctuating online experience, in the sense of a lack of difficulty when facing other players and the abilities to overcome it with strategy. I guess I would call this "handholding"?

Your perspective on my idea is misconceived, I am simply saying that classes that aren't given the compulsory tools or don't have a good balance in abilities to make a role or gimmick work then there are many instances where classes are put in an unfair situation. What Justified Classes is doing is not "handholding" but giving each class a mostly if not equal opportunity to shine in their own individual way. Putting the class in an unfair situation will not make a challenge but instead make a frustrating experience for the player. Especially when one player is putting out double the effort using a disadvantaged class against someone using a class that exploits the map or counters the user's class.

CBM classes weren't designed to be or to have hard counters by design in most cases. The cases where it does happen, it's either on purpose or a straight up design flaw: we will not know this for sure until it is released to the public. When applied online and massively, what the devteam may consider as balanced sometimes does not stand, and this is why testing is not just a closed door occurance: when people play an online game, this is considered as mass testing that may or may not end up opening the road to new changes.

To be blunt, I think you're overreacting to general disadvantage situations because of very specific scenarios in which limitations are made more obvious. I look at these kind of "unfair matchups" with the solution of class change: you are not fixated into using only one class...not to say that this serves as an excuse for actual imbalance issues, and generally the CBM devteam doesn't try to resort to this kind of arguments. I think it's unfair to say CBM hasn't done anything to view and resolve certain matchups, and it's not like it's a piece of cake with over 40 classes and an absurd amount of possible matchups.

Tomahawkman and Punk have not recieved any sort of nerfing in the past three versions. They are by far the most try-hard classes to go to if a player desperately wants to win. And I'm sorry, but I don't think it's really possible to let a class like Magmaman get past the beta testing stages; everything about Magmaman is so overpowered. His non-charged shots can easily win him games due to how rapid fire they are and when fully charged you are guaranteed to kill at least one person no matter how bad you are (even if you use a keyboard). I'd say that this perspective is causing more hurt for the players when they are forced to play with imbalanced classes for an X amount of time.

This is why I used the term "handholding" when refering to this exagerated point of view JC has over disadvantages. It's ok to not be able to fight off enemies you can't handle easily, and if it's technically impossible for you to fight these enemies as one class, try another, and we'll look into this as a potential issue.

I consider classes that people rely on to win as "handholding", and there are many examples of classes like these in Class Based Modification (such as Magmaman, Galaxyman, Diveman, Magnetman, Tomahawkman, Skullman, Flashman, etc.). A player really shouldn't be forced to switch classes just because they are put in an unfair situation. However sometimes it can't even be helped when one person is using a perfect class with no counters.

Quote from: "Stardust"
Sooo... what's the deal with getting over the conflict and simply call an agreement on a final classes mod?
That would for instance, benefit of Justified's top notch graphics and high-quality canon ressources, + the most successful 2D-NES to FPS game classes convertion,
and get the devotion of the CBM team regarding balance, improved classes uniqueness & smoothness, (and eventually vanilla-scaled damage values but that's subjective).

I'm sorry, but the Class Based Modification devteam don't even give half the devotion regarding balance that the Justified Classes team does; the mod is widely imbalanced and always has been. "improved classes uniqueness & smoothness" I'm sorry, what? If you read my previous posts you'll see for yourself that the Class Based Modification has terrible "smoothness" when it comes to class playability due to extreme roles and gimmicks. I could see a merger happening if both mods offered an equal amount of positive points, but Class Based Modification has nothing positive to offer from my perspective. Perhaps explain further why you think the Class Based Modification team have more devotion to balance, uniqueness, and smoothness? (>uniqueness? TF2 Needle and Shadow.)

Quote from: "Mendez"
There were proposals about KY classes and YD classes merging once. I don't think the devs really talked about merging. Either way, I like having two different design philosophies going into classes. If you had asked me which version of classes was better before the recent patches, I would have said CBM without a doubt. The MM9 classes feel really sloppy though and I think they're stumbling to come up with useful designs for Magmaman right now. Meanwhile, JC is buggy at times but I think they'll be able to explore more interesting designs once that dev team becomes more experienced with programming and testing.

I remember playing JC when it first came out and thought it was incredibly slow-paced for me, while CBM would always have 1-2 broken classes that were ripe for abuse, such as Magmaman. I can't say which is better overall, but in my head I imagine CBM being better for DM and CTF, where the action is fast and you need to get kills quickly, while JC would be more suited for TLMS/LMS, where there's no health and the lower damage-per-second of all the classes means you can't simply bumrush the other team, resulting in (slightly) more interesting gameplay.

I don't think you really played the most recent version enough. We buffed nearly every class so that games don't last half as long. And I'm guessing you use Airman in Class Based Modification DM because I certainly got that from what you said. Seriously, Class Based Modification DM? All you have to do to win is just use a spammy class like Airman, Napalmman, Magmaman, Tomahawkman, etc.

Oh, and one more thing. I know you can't control what your dev team does, Fyone, but if you could please instruct all the members of your team to stop shilling (http://www.urbandictionary.com/define.php?term=shill) for JC in the CBM servers, that'd be greeeeeat. A couple of weeks ago I saw Fr3ak come into a TLMS server to talk about JC while this past week has been filled with random people entering the servers and talking about why CBM is so bad. I don't think they were all devs, but it's starting to annoy the crap out of me. If they could please place their opinions on this topic instead of the servers, I'd greatly appreciate it.

We're not going to "instruct" devteam members to behave on servers, if they want to cause a fuss in a server that's their problem not ours.

Quote from: "xColdxFusionx"
CBM (the mod formerly known as YD Classes) has a design philosophy that revolves around taking the robot master's weapons and exaggerating their strengths and weaknesses to create a class that's quite good in one respect, but struggles in others. This method allows the classes to stray from their original RM's design in the interest of squeezing out more fun. However, this exaggerated power structure results in a fast paced, frantic style that in turn breeds many classes with one-hit kills, unavoidable damage, powerful lockdown skills, and other absurd attacks designed to highlight their strengths to the point where Hardman relies more on his Hard Jet to pull himself out of trouble than his large health pool being able to withstand it and the game begins to devolve into "how do I kill everyone before they can kill me" (Gravity Man, Elec Man, Galaxy Man, Magma Man) or "how do I block/evade the bullshit for long enough to be the last man standing" (Skull Man, Wood Man, Gyro Man, Gravity Man)

Class Based Modification doesn't exaggerate the strengths of robot masters, they make most classes have high damage input and low armor (with the exception of Magmaman, Tomahawkman and Punk). From what I'm reading here, Class Based Modification's selling point is the ability to use powerful classes and win games.

Justified (the mod formerly known as KY Classes), however, focuses on staying true to the robot master's classic tool kit, balancing around normalizing those strengths and weaknesses as opposed to exaggerating them. This results in an environment where scoring a frag relies more on critical thinking and pressing what few advantages each class's kit can provide as opposed to finding the attack that can rip apart Hardman in less than a second and spamming it down a narrow hallway. While such an approach provides an environment where most of the classes feel relatively on par with each other, some of the satisfaction factor of obtaining the aforementioned advantages is taken away, making the classes feel weak. In addition, power disparities in the classes end up amplified by the lack thereof, and classes with any sort of reliable or semi-reliable damage (Slash Man, Plant Man, Oil Man, Gemini Man, Magic Man) find themselves at a huge advantage, while classes with potentially high but inconsistent payoffs (Wood Man, Pirate Man, Skull Man, Burner Man) are painful to play as the team seems to value potential over practicality when determining the numbers.

I take it that you think classes such as Woodman, Pirateman, Skullman and Burnerman deal damage in a difficult manor while Slashman, Plantman, Oilman and Geminiman deal easy damage. Woodman is a shield class that gets complete invincibility. The shield attack also inflicts 1/4 of hp with a direct hit. Yes he is slow but his armour and invincibility balances it out. You could really view Woodman as a class that uses a role, where the shield acts like an aiming period for the player to get a good angle and hit on the opponent(s). If the shot is difficult to attempt the player can simple use the altfire to cover his/her escape. This is a prime example of a class gimmick that works. Pirate Man has manipulable Flash Bombs which he can change direction to trap his/her opponents. The altfire can be used as an escape or a finisher. Really it comes down to learning the class and its capabilities in combat, and the amount of uses each move has. Class Based Modication's classes are a lot less intuitive in this sense.

Which approach is better? I personally don't feel there is a right choice or a wrong one.  CBM's classes feel immediately satisfying to play and stay true to vanilla's rapid pace (provided you live long enough to utilize them), while JC's classes provide a slower, more tactical and well thought-out game (most of the time). Which one I prefer really depends on what I'm in the mood for at the time. However, I do agree that both of them are flawed in their own ways based on their respective strategies.

I find this statement wrong in a few senses. Personally I think Vanilla falls more in the middle of Class Based Modification and Justified Classes where it strays from the original canon games more than Justified Classes but not as much as Class Based Modification. Vanilla is able to keep a rapid pace since it follows a completely different gameplay style than Class mods where all players are given a near identical circumstance and fight off by picking up weapons and utilizing them the best way they can. Class Based Modification tries too hard to replicate such a philosophy (which is impossible to do since it is a class-centric mod) and I feel this is what ruins the mod the most.
Title: Yeah I mean both class mods are ok. Unlike those fuckin Jews
Post by: Bikdark on September 07, 2014, 12:52:18 AM
Quote from: "xColdxFusionx"
CBM's classes feel immediately satisfying to play and stay true to vanilla's rapid pace (provided you live long enough to utilize them)
literally looking through every single class in both mods, and I'm finding equally as many "i kill u no counterplay huehuehue" classes in each.


stop making shit up.
while JC's classes provide a slower, more tactical and well thought-out game (most of the time).
When every class has 2 megabuster variants, you bet your ass you have a more tactical game.


For the absolute worst reason possible.

I'd also like to point out when a dev maniacally defends their game and bashes the competition, you need to rethink who you support.
Title: Re: Yeah I mean both class mods are ok. Unlike those fuckin
Post by: Clayton on September 07, 2014, 01:13:37 AM
Quote from: "Bikdark"
Quote from: "xColdxFusionx"
CBM's classes feel immediately satisfying to play and stay true to vanilla's rapid pace (provided you live long enough to utilize them)
literally looking through every single class in both mods, and I'm finding equally as many "i kill u no counterplay huehuehue" classes in each.

Any examples to name for Justified? It would be much appreciated.

stop making shit up.
while JC's classes provide a slower, more tactical and well thought-out game (most of the time).
When every class has 2 megabuster variants, you bet your ass you have a more tactical game.

Any classes in particular that share this quality? As far as I know there isn't one class in the Justified Classes mod that have 2 Mega Buster variants in any of their weapons.


For the absolute worst reason possible.

I'd also like to point out when a dev maniacally defends their game and bashes the competition, you need to rethink who you support.

First of all, Justified is simply a little mod out of a mod of doom, I wouldn't care less about what people think in the end. However I will debunk any kind of false statements or vague claims that people have about Justified Classes. If the opposing party does not wish to do the same that's up to them.

(click to show/hide)
Title: Re: Class Based Modification vs. Justified Classes
Post by: Max on September 07, 2014, 01:22:38 AM
I don't think the original purpose of this thread was for lad to pick apart every post people have made on this topic and defend justified to his death

I like justified's detail but I don't enjoy playing it because all the classes feel samey and most of them don't really feel like classes at all because they're so basic and well rounded and then a good chunk of them have similar mechanics and 'summon where you point' attacks and stuff that they all kind of blur with no role
CBM is more fun but the dev team is slow and stubborn and the decision making just makes me wonder what they're smoking

its vague yeah, so I guess lad will disregard it but everyone else is adding their points so that's all you'll get from me
Title: Re: Class Based Modification vs. Justified Classes
Post by: Magnet Dood on September 07, 2014, 01:22:57 AM
I've been putting this off for a while since I can't see any good coming out of this, but it's gotten to the point that this is ridiculous.

Pardon me for saying this, but Clay, your attitude toward CBM is outright toxic. Stop saying that CBM sucks because "all you have to do" is pick a certain class to win. That isn't true in the slightest. I will agree that some of the classes in that mod are better than others, but where is that not true in games when you have eighty plus characters?! The only way to make something like this have any semblance of balance is to give everyone the same basic attack with the same damage and different graphics and that wouldn't be very fun, would it? Every game that has such an overload of characters is going to have a couple of Akumas and Dan Hibikis in it. There's simply no possible way to balance something of this scope perfectly without making everything completely boring.

Speaking of balance, I think you're overlooking a couple of the balance issues in Justified. There are plenty of classes that dominate matches due to ridiculously high damage potential. Terra's Spark Chasers take away 80% of my health bar 50% of the time I get hit by them, Magnet Man can fire so many Magnet Missiles in a short amount of time that he's basically inescapable at short to mid range, Roll can either pepper down opponents with Beat or wreck them up close with her broom, Crash Man can now shoot two 25-damage ripping projectiles right after the other, Bright Man can Flash Stop and Bright Pound opponents for absurdly high damage, Hyper Storm H. only has to use his alt and win, and Jupiter is nearly impossible to hit when flying and rips through opponents with his Lightning Bolt thing. On the other end of the spectrum, Dynamo Man does such piss poor damage it hurts and his recharge item isn't worth how open you are to enemy attacks, Spark Man's main fire hitbox either hits the ground all the time or doesn't hit anyone when it goes right next to them, Stone Man's charged Power Stone is unwieldy to use effectively because it usually hits walls and his Stone Stomp is nearly impossible to hit with, Dive Man's missiles are so damn slow that they never reach opponents and are shot down often, and Cold Man's item is practically useless because it doesn't travel far or go fast enough. Justified is more balanced? I'm not so sure about that.

It is really frustrating that you're painting Justified as how the classes ought to be when they have the same amount of flaws that CBM has. Neither mod is perfect, but attempting to make yours look better by constantly belittling the competition is not the way to go. Focus on your own mod's problems before you start pointing out the other's.

EDIT: You're being pretty damn defensive for not caring what others think about your little mod out of a mod of doom.
Title: Re: Apples vs. Oranges
Post by: Shmeckie on September 07, 2014, 01:49:03 AM
This is just-- eugh... Jesus christ, people...

Musashi, this was foolish, this was childish, and I'm damn disappointed that this thread got this big. But why shouldn't it? There's a lot of drama-loving younger players around these parts that just cannot live with the notion that people play this game the way they don't like to play it. And boy howdy do the folks at Cutstuff love to bicker. So of course people flock to this thread to do just that! Because rather than just not play the mod you don't like, and focus on the ones you do, let's throw a hissy fit!

Here's a thought; y'see, I can't help but notice you run a Classes mod of your own. Well here's a delightful idea; take that design philosophy of yours and apply it to that classes mod you help develop. We have a different approach, a different philosophy, and y'know what? it's working! Look at how popular Justified Classes has become! On any given day either the DM or TLMS server's are full of people having a good ol' time with J-Classes, and boy howdy does that warm my heart as not only part of the dev team, but someone who grew up on Mega Man and loves what this mod is doing.

Is that what this is about? Are you upset Justified is taking off and the original Classes mod is in a slump? There's ways to remedy that, y'know. Instead of trying to start internet pissing contests, go give your mod the shot in the arm it needs. The Justified team works their asses off not just making classes, but polishing the mod as a whole to support extra game modes, add little flavor bits here and there (the jumping sprites, extra animations, etc.), and generally expand the experience for players. Maybe you guys need to do a little something extra like that. Maybe all those things you thought weren't worth it really were. By all means, I welcome and encourage you to do so. I got nothing against "YD" Classes. I used to dig 'em before what I feel is a better alternative came along. But here's the thing; I don't even worry, or think about, YD Classes. I play Justified, I focus on Justified, and when I'm done playing Justified, I move on. Why is this such a foreign concept?

I'm getting so annoyed by this. And from both camps, too. Do you know how irritating it is to check the J-Classes devchat, seeing there's all these new posts, thinking it's going to be productive, and seeing streams of "waaah people don't like us." Yes, too many members of the Justified Team are thin-skinned, and a select few I won't name are downright immature. One of them being overzealous to the point of being obnoxious (I appreciate the effort and enthusiasm, but jesus christ...). While all this is true, I can't say too much because I can't blame them. I mean, good god the second Justified dropped you had these goofy loyalists to CBM going on and on about how Justified sucks like they've gone some financial interest in CBM, several people flat out saying "I haven't played it but it sucks". Well how do you expect the J-Team to act when this is the reception they get?! Is CBM paying you?! Why are you so childishly vehement about these things?! Why do you care so much?!

Look, I play this game during my work hours (I work from home. Freelance). I take breaks from my work to play some Mega Man FPS that makes my childhood go giggly. I try to unwind with a little mega man and I keep seeing this childish pissing contest that's completely and utterly pointless. I try to do what I can to help the mod grow because I love it, and I find myself smack dab in more pissing. All I wanna do is play as the Robot Masters I effing adored as a kid. Why is this apparently so much to ask?

Which leads me into my main question here; why do you care? Seriously? If you don't like the way Justified does things, great, you have a classes mod, you can remedy this problem. I don't like the way CBM does a lot of things, but rather than get pissy about it and make threads encouraging people to fight over it, I focus on helping the Justified team make that mod great, because that's the one I like to play. I just don't play CBM. I don't go on their servers, I don't go on their thread, I chill in Justified town where I actually want to be. Yes, members of the Justified dev team need to calm the hell down (especially you, Fr3ak), but this whole thing is absolutely stupid. I thought I was done with this childish crap when I got out of high school.

Quote from: "Bikdark"
Two entirely different mods for two entirely different groups of people.

You're literally comparing solitaire to minesweeper.

When Bikdark of all people is the most sensible one here, you all should be ashamed of yourselves.

I fully acknowledge this is probably more hostile than it should be, but god damn am I sick of this...
Title: Re: Class Based Modification vs. Justified Classes
Post by: Clayton on September 07, 2014, 02:16:03 AM
Thanks Shmeckie, you just about summed it up. This topic is indeed useless and is causing nothing but argumentative and abrasive discussion. I will no longer be posting on these matters as it is useless since people are either not bringing useful statements with properly thought out evidence to the discussion or it is just becoming a drowned out bickering over what classes mod the individual thinks is better. If you like Class Based Modification better than Justified Classes with no reasoning but "I just think it feels better" or "JC is extremely bland" than I have absolutely nothing to follow up with since there is no changing such ignorant mindsets.

If you think there are specific problems with Justified Classes feel free to post on the topic that was made for such, we will gladly take all suggestions into consideration to try to improve the Justified Classes mod as a whole.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Shmeckie on September 07, 2014, 02:18:37 AM
I'd like to point out it's perfectly fine if you like CBM better than Justified. WHile I'll agree the reasoning some people seem to have is a bit wonky, if CBM just feels better and more fun to you, more power to you. We've got our playerbase, CBM has their's, we're all set.
Title: Re: Apples vs. Oranges
Post by: Dr. Freeman on September 07, 2014, 02:20:17 AM
Quote from: "Shmeckie"
Lot's of words that I don't need to show that I'm quoting you.

I really don't know if we're reading the same topic here. Musashi is indeed part of the CBM dev team to my knowledge, but in no way is this a personal attack. In fact, in his opening posts he said what CBM did right, what JC did right, and what both did wrong as well. That seemed pretty anti bias. In fact, generally this whole topic is running smoothly with people saying which they prefer (which is the point of the topic) and except for Clayton butting in every time someone has a negative opinion on Justified, (and Rozark's brief yet unnecessary stuff against Dan) the opinions have been well formed, and people seem to be taking them with some semblance of respect.

The fact you you honestly believe this is a "pissing contest" is outstanding. Musashi's first post didn't consist of him saying, "CBM IS REALLY GOOD AND JUSTIFIED SUCKS" instead he talked about pros and cons with both class mods and asked what people think. When Dan came in saying he preferred Justified, and everyone took it fine. (except previously mentioned Rozark)

Bik is accurate that these are indeed two different classes mods, but no one is attacking JC and no one is attacking CBM. So at the same time I see no reason to call the cops and close this topic on grounds of Musashi making this to spite you. Because that's not what's happening at all.

I was just about to post this, but speaking of personal attacks.

Quote from: "Clayton"
If you like Class Based Modification better than Justified Classes with no reasoning but "I just think it feels better" or "JC is extremely bland" than I have absolutely nothing to follow up with since there is no changing such ignorant mindsets.

As I said, generally this topic are people's opinions on what class they like better. Except the end of this calling it "ignorant mindsets" clearly states that people who prefer CBM to Justified are ignorant and wrong, which is outright ridiculous. You are saying that this topic is Musashi's goal to make himself feel better about CBM when it's incredibly open, but Clayton here is jumping in saying that if you think CBM is better that you have an "ignorant mindset" and thus are wrong and there's nothing else to say.

Which is absolutely ridiculous and not the way anyone should act.
Title: moderator senpai pls don't notice me
Post by: Orange juice :l on September 07, 2014, 02:24:14 AM
You know, I love it when people post in these kinds of threads because maybe, someday, people will realize that there's more tension and saltiness in Cutstuff than just a handful of people the biggest buddy circle at the time decides they don't like.

Quote from: "Magnet Dood"
Stop saying that CBM sucks because "all you have to do" is pick a certain class to win. ... Every game that has such an overload of characters is going to have a couple of Akumas and Dan Hibikis in it. There's simply no possible way to balance something of this scope perfectly without making everything completely boring.

Not taking sides here, because both are egregiously guilty, but this is absolutely a non-valid argument. If you want to release a game with 80 characters, you need to put forth the effort to ensure that there are no "bad apples." But wait, this effort grows exponentially, so the only plausible solution is to homogenize the classes, some may say, but perhaps you simply shouldn't make that many classes. Nintendo's modern flagship, Smash Brothers, doesn't have half of what CBM does in terms of roster (I'm assuming here without checking, so as a safety net, the same goes for Justified  :cool: ), so it's a bit ambitious to claim you can do the same. For free. In a different game's engine. As a mod of another mod.

Right, rambling, sorry.

Anyways, an overpowered class is much, MUCH more offputting than an underpowered class. Let's look at Punk and Cutman. Cutman used to be good, now he's not. Who suffers? Cutman mains (and in this mod, where you switch classes all the time and have a learning curve that ends about 25 minutes in, you can get around stuff like that). Punk, well, he was always good, so who suffers? Everyone who isn't a Punk main. Especially Cutman mains.

#wewantourmeleeback2014

Also

>justified isn't fun and my friends think the same
>show some evidence or your post carries no weight
>fun is now to be debated
>mfw
Title: Re: Class Based Modification vs. Justified Classes
Post by: Clayton on September 07, 2014, 02:27:03 AM
Quote from: "Dr. Freeman"
Quote from: "Clayton"
If you like Class Based Modification better than Justified Classes with no reasoning but "I just think it feels better" or "JC is extremely bland" than I have absolutely nothing to follow up with since there is no changing such ignorant mindsets.

As I said, generally this topic are people's opinions on what class they like better. Except the end of this calling it "ignorant mindsets" clearly states that people who prefer CBM to Justified are ignorant and wrong, which is outright ridiculous. You are saying that this topic is Musashi's goal to make himself feel better about CBM when it's incredibly open, but Clayton here is jumping in saying that if you think CBM is better that you have an "ignorant mindset" and thus are wrong and there's nothing else to say.

Which is absolutely ridiculous and not the way anyone should act.

You are again like before reading my post completely wrong, I never said that thinking Class Based Modification is better than Justified Classes is ignorant and wrong. What I said was that giving no explanation or evidence behind such a claim is ignorant and wrong.

If you like Class Based Modification more than Justified Classes that is completely fine and your opinion.
Title: SHUT UP KD I FUCKING FIXED IT
Post by: Bikdark on September 07, 2014, 02:29:20 AM
Quote from: "Clayton"
You are again like before reading my post completely wrong, I never said that thinking Class Based Modification is better than Justified Classes is ignorant and wrong. What I said was that giving no explanation or evidence behind such a claim is ignorant and wrong.

If you like Class Based Modification more than Justified Classes that is completely fine and your opinion.
dude you make no sense.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Dr. Freeman on September 07, 2014, 02:30:06 AM
Quote from: "Clayton"
Quote from: "Dr. Freeman"
Quote from: "Clayton"
If you like Class Based Modification better than Justified Classes with no reasoning but "I just think it feels better" or "JC is extremely bland" than I have absolutely nothing to follow up with since there is no changing such ignorant mindsets.

As I said, generally this topic are people's opinions on what class they like better. Except the end of this calling it "ignorant mindsets" clearly states that people who prefer CBM to Justified are ignorant and wrong, which is outright ridiculous. You are saying that this topic is Musashi's goal to make himself feel better about CBM when it's incredibly open, but Clayton here is jumping in saying that if you think CBM is better that you have an "ignorant mindset" and thus are wrong and there's nothing else to say.

Which is absolutely ridiculous and not the way anyone should act.

You are again like before reading my post completely wrong, I never said that thinking Class Based Modification is better than Justified Classes is ignorant and wrong. What I said was that giving no explanation or evidence behind such a claim is ignorant and wrong.

My claim is I have more fun with CBM. There's no evidence to back this up. Like I don't know what you want. I have more fun with one than the other, because I find CBM more exciting. I prefer its style of classes more. Personal. Preference.
OJ's previous statement is completely right in the fact that you can't debate fun.
And yet, you keep on going up demanding evidence to WHY people have more fun, when there's nothing to discuss.
So I think we're good here.
Title: Re: Apples vs. Oranges
Post by: Shmeckie on September 07, 2014, 02:34:45 AM
Quote from: "Dr. Freeman"
Quote from: "Shmeckie"
Lot's of words that I don't need to show that I'm quoting you.

I really don't know if we're reading the same topic here. Musashi is indeed part of the CBM dev team to my knowledge, but in no way is this a personal attack. In fact, in his opening posts he said what CBM did right, what JC did right, and what both did wrong as well. That seemed pretty anti bias. In fact, generally this whole topic is running smoothly with people saying which they prefer (which is the point of the topic) and except for Clayton butting in every time someone has a negative opinion on Justified, (and Rozark's brief yet unnecessary stuff against Dan) the opinions have been well formed, and people seem to be taking them with some semblance of respect.

The fact you you honestly believe this is a "pissing contest" is outstanding. Musashi's first post didn't consist of him saying, "CBM IS REALLY GOOD AND JUSTIFIED SUCKS" instead he talked about pros and cons with both class mods and asked what people think. When Dan came in saying he preferred Justified, and everyone took it fine. (except previously mentioned Rozark)

Bik is accurate that these are indeed two different classes mods, but no one is attacking JC and no one is attacking CBM. So at the same time I see no reason to call the cops and close this topic on grounds of Musashi making this to spite you. Because that's not what's happening at all.
What makes this a pissing contest is the whole point of the thread was to start another pointless, toxic pissing contest over which class mod is better, and for Musashi to go on an extended shpiel about everything he thinks is wrong with Justified. If he doesn't like the approach, fine, but this was all kinds of the wrong way to go about it. What was this supposed to accomplish? What was the endgame of this thread?

If you think Justified's slipping somewhere, that's what the Justified thread is for. What does page after page of "I prefer ____" supposed to achieve? Why is there even a "vs." going on, here? What was the point of this extended original post, and thread, of Musashi saying "this is why what I think you're doing is wrong." Where we supposed to change our whole approach? Was that the goal of this thread?  'Cause our approach seems to be working out pretty well for us. So if the goal isn't to make us make classes more like CBM's, then what was the point? For us to explain our approach? Because we've done that a bajillion times in the Justified thread. So I ask, again; what was the point?

Also I think what Clay is saying is the ignorance he refers to is when people make a more specific comments against Justified they don't back up (i.e. "the classes feel the same").
Title: Re: Class Based Modification vs. Justified Classes
Post by: Knux on September 07, 2014, 02:37:37 AM
Quote from: "Shmeckie"
Musashi, this was foolish, this was childish, and I'm damn disappointed that this thread got this big.
Quote from: "Shmeckie"
There's a lot of drama-loving younger players around these parts that just cannot live with the notion that people play this game the way they don't like to play it. And boy howdy do the folks at Cutstuff love to bicker. So of course people flock to this thread to do just that! Because rather than just not play the mod you don't like, and focus on the ones you do, let's throw a hissy fit!
So you're taking the whole debate with people's elaborate responses, labeling it bickering and calling out the whole community on it? Hypocrisy at its finest. You shouldn't cry wolf when you're the first one to bite.
Quote from: "Shmeckie"
pointless, toxic pissing contest
You're the only one being toxic here. There were no shots fired until this shit right here.
Title: I thiiiink this means calculus is fun?
Post by: Orange juice :l on September 07, 2014, 02:41:33 AM
So we've determined that fun is indiscussible.
We've made 66 posts of discussion on Class mods in this thread over the last 28 hours.
Ergo, Class mods have been traveling at a velocity of 2.36 unfuns/hour over said time.

If somebody were to get me a definite function of posts versus time, I could get us some more important information such as whether we're becoming more or less unfun at any point in time, ergo determining whose posts contribute the least to this discussion.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Shmeckie on September 07, 2014, 02:43:33 AM
Quote from: "Knux"
Quote from: "Shmeckie"
Musashi, this was foolish, this was childish, and I'm damn disappointed that this thread got this big.
Quote from: "Shmeckie"
There's a lot of drama-loving younger players around these parts that just cannot live with the notion that people play this game the way they don't like to play it. And boy howdy do the folks at Cutstuff love to bicker. So of course people flock to this thread to do just that! Because rather than just not play the mod you don't like, and focus on the ones you do, let's throw a hissy fit!
So you're taking the whole debate with people's elaborate responses, labeling it bickering and calling out the whole community on it? Hypocrisy at its finest. You shouldn't cry wolf when you're the first one to bite.
Foregoing the fact the one-liner at the end there doesn't really make sense, how do responses being elaborate give them some kind of instant merit?
Quote
Quote from: "Shmeckie"
pointless, toxic pissing contest
You're the only one being toxic here. There were no shots fired until this shit right here.
How is that even toxic? I'm kinda befuddled, here. "Toxic" doesn't mean "not being nice," it means this only hurts things, sets us back, gets us nowhere, etc. How is one long thread that's no better than kids on GameFAQs arguing which console is better helpful or productive in any way?
Title: jk oj ily
Post by: Mendez on September 07, 2014, 02:51:43 AM
GOTTA GET MY POST IN BEFORE MODS LOCK THIS TOPIC.
MENDEZ WAS HERE, OJ IS A LOSER
Title: Re: Class Based Modification vs. Justified Classes
Post by: Korby on September 07, 2014, 02:52:17 AM
Quote from: "Shmeckie"
How is one long thread that's no better than kids on GameFAQs arguing which console is better helpful or productive in any way?
Because through it, players can express their actual feelings about the mods, and developers can look at the feelings from an objective standpoint and see if any action is required.
Judging by earlier comments, the Justified developers don't seem to value the opinions stated in this thread very highly.
Title: ilu2bb
Post by: Orange juice :l on September 07, 2014, 02:52:39 AM
Last post for Mendez being at most 96% as cool as I am
Title: Re: Class Based Modification vs. Justified Classes
Post by: Lighjing on September 07, 2014, 02:53:54 AM
You know, for my money, I think the best class mod isn't even a class mod, it's really a skin. I put my money on Rave Balloon
Title: Make peace, not war
Post by: Kapus on September 07, 2014, 02:58:51 AM
Quote from: "Korby"
Quote from: "Shmeckie"
How is one long thread that's no better than kids on GameFAQs arguing which console is better helpful or productive in any way?
Because through it, players can express their actual feelings about the mods, and developers can look at the feelings from an objective standpoint and see if any action is required.
Judging by earlier comments, the Justified developers don't seem to value the opinions stated in this thread very highly.
Criticisms towards the different mods can go into their respective topics though, right? Like Bik said, they are different mods made for different people, and there's not really much reason to compare them. I don't really play either, but from my understanding, some people enjoy the balanced and level feeling of Justified Classes while some people like the diversity and whackiness of YD classes. And that's...fine? If people have specific issues with the different mods, they can discuss them in the respective topics. Clearly, the main thing really happening in this topic is fighting over needless comparisons.

If I were a mod, I'd lock this topic.
Title: Re: Class Based Modification vs. Justified Classes
Post by: Ivory on September 07, 2014, 03:01:57 AM

I'm just going to leave this here and do everyone a favor and defuse this ticking time bomb of a thread.