So basically, because you had to spend years just to be able to play, everyone else should?
Sounds like jealousy to me.
So basically, because you had to spend years just to be able to play, everyone else should?
Sounds like jealousy to me.
i just quoted this so you know why i liked your post XD
You act like a) Everyone plays Wolverine, and b) Wolverine is unbeatable.
I agree that he takes very little work, but if you fight enough of them, you can learn how to beat him.
Yeah they’re making new games that more so cater to that approach any way. Specfically Skullgirls is not throwing in anything like SFIV/MVC3 that instantly makes average players good but they’re throwing in robust tutorials that teach you why and how to think and react like a competitive player to different situations. Making it more likely you’ll run into competitive players online than people falling back on mashing DP or pressing 4 buttons in trouble situations.
I see where you’re coming from, but I don’t get how Ultras or X-Factor make average players into gods overnight. The better players will still beat them. Neither of those things are instant win buttons (Well, unless you’re using Phoenix, but even that’s not an automatic win.).
I’m not trying to argue or anything. I just don’t understand why these things get so much hate.
it kind of baffles me, the idea that making airdashes (well the few that you could block out of already, which weren’t many) force commitment instead of being block-safe somehow dumbs down the game.
and… also, dumbing down by removing things that were never there? Am I misunderstanding somehow?
Seriously, you can't say high-low rushdown was't pretty dominant in MvC2. That was the key to play for just about all of the top tiers.
This makes playing with Iron Man since day one justified. Ammy’s would be funny; the length of the stem is essentially a marker of her dash. You see green, you see punish, easy stuff. And I CANNOT wait to see more Arthur play.
You know what’s funny about Shoultzulla’s post? Is that this game has a harder mixup to block than hi/lo.
At this point way too many people are trying to get this game to what it should be instead of understand and taking it for what it is. Not calling you out with this Shoult, but too much of the MvC3 community is still at the stage somebody is the first time they get hit with Balrog’s throw loops.
They’re coming from the designers and analytics not internet whining.
sweet now I can probably win easier
This. Dude needs to realize that it isn’t 1999 anymore, and the FGC is not as insular and underground as it used to be. Stop trying to keep casuals out.
It just gives average players a lazy mentality. It’s not so much how good it is or how good it makes them…it’s how lazy it makes them. You can expect most of the people you play online to be a bunch of dive kick mashing, XF desperation activating scrubs. Which once they get used to how easy it is to win that way…they’re not going to care to learn any other way by watching vids or reading shit on SRK. Especially with lag on vanilla mvc3 online any way. Once people get used to something they get for nothing…they tend to stick with it and don’t see the value in expanding their knowledge with reactions and hit confirming more the way a competitive player does. It’s just incentive to get average players to play balls to the wall all the time and never do anything creative.
It just unnecessarily reduces the chances that you’ll fight someone who actually knows what they’re doing because these systems make them feel like they know what they’re doing. Plus Skullgirls will have completely better netcode with GGPO so when you play online you’ll be able to do what you want and have it react online around the same time it would offline. I’m just tired of playing games where the only way to practice is to go offline and find other like minded old heads that play offline. GGPO + a game that actually teaches you how to react like a strong player should help towards being able to practice high level play outside of having to run away from online play.
Well it makes no difference for online play. I cant count how many full screen shinku hadoukens that hit my while I air dashed. Even after the animation was finished, I’d still get hit.
I’d say its more ‘needs to quit thinking Capcom is actually listening to fans’
I’m at least average, and I look on here and YouTube all the time. Granted, there are lazy people out there, but not every average player has that mentality.
And it’s only easy to win that way against bad players.
But to be fair, that’s kind of human nature. Everybody wants maximum reward for minimal effort. But there has to be a balance in everything. Make it too easy, you turn off the competitive crowd, and your game doesn’t get that “respect” in the FGC. Make it too hard, you’re stuck with maybe 20-30 people playing each other, the game makes no money, you make no money.
The issue I have with Shoutzula’s posts is that he seems to look down on casual players. Not many people want to spend years just to get decent at a fighting game. It’s an elitist mentality that tends to be poisonous to a community, especially one that’s growing so fast.
Fixed. And now I agree. A lot of people have no idea about the foolishness that abides on Unity. Even GameFAQS gets crazy from time to time.
I don’t understand why people call this game scrub friendly.
Scrub with Phoenix and Wolverine = still a scrub
Top player with Phoenix and Wolverine= still a top player
Also, notice how the last 2 majors (T12, Devastation) had zero phoenixes and maybe 1 wolverine in top 3?
It’s not like they’re unbeatable or anything.
You don’t have to spend years to get decent to good at a fighting game. It should really only take 6 months to a year it’s just fighting games don’t have proper in game training that teaches you how and why you should react to things. If you’re not taught what you’re supposed to look for and how to react to it…then you’re just gonna look for the durp and stay with the durp.
Fighting games have been out way too long now for games to not have tutorials that teach people where to space themselves, hot to hit confirm, how to react to typical throw and high/low situations, when to block and when to attack…things like that. Things that can be put together so the average player can compete with me and think on a level at least somewhat similar to mine within months to a year. These new games where it would only take a bit of teaching to get people on the up and up just have everyone playing like garbage online because they give you garbage to mash on instead of teaching you how to play.
The game is more scrub friendly than other older fighting games. Can’t really argue that. You have to respect an average player more than you do in other fighting games and they can do random things that can threaten your entire team rather easily. Not that it can’t be overcome…but it’s really silly and makes them lazy. Fighting games should get past that and put in tutorials that teach people how to play better than that and add more to their gameplan so majors can be less 15 percent good people and 85 percent mashing scrubs and/or people who just generally don’t know how to react to basic situations. Maybe then people would actually block Noah and maybe he wouldn’t have made top 48 or whatever the fuck. Not that he doesn’t have promise to be really good in the future but it’s kinda people’s fault for not having enough Marvel basics to beat a kid who doesn’t call assists and mashes on armor normals.
A game that teaches Noah how to react to things and utilize more tools than armor + XF activate would make for a better game for everyone.
scrub friendly is one of those handy insults for some element you don’t like.
Its weird how it gets applied to opposing things, sometimes. Like I’ve seen both sides of the ‘block in airdash’ thing called scrub friendly.
Edit: Sho’nuff, I really think that they listen to the communities (any of them) very very little. Certainly way less than they let on.
Thing is, its important to let fans feel involved, but fans have absolutely no idea of how to make a game good.
This. IMO, there’s no such thing as “scrub friendly” because scrubs will always find something to complain about.
You can add all the comeback mechanics you want. If they lose to it, they’re going to bitch and call for a nerf or an overhaul. Plain and simple.