If you have a better way of getting notified of when people reply to threads without having having notifications flood up, I would love to hear it. So far as I can tell, replying to a thread won’t automatically notify you of future responses, so you have to bookmark them.
I do the same thing with the star icon, and I still get notifications. I’m assuming you changed the options in your profile?
What is much more important than number of characters, is number of different characters. Now let me define different…this means no recurring special moves, normals, models, etc. This means every character is very different from each other, and no character is similar to another.
The problem comes when a large cast is paired with unintuitive mechanics.
That’s why it’s a bigger problem in 3d games than 2d games since in most 2d games that are well designed
you can learn the basics of how a character works by playing the match once or twice.
This is due to a limited move pool with easily understood punishment.
This is less of a thing in newer 2d games like SF4 with very frame specific punishment but that’s more of a flaw in that games
design than indicative of 2d games.
By contrast 3d games have large move pools with hard to understand punishment.
This is also why people have a hard time playing it at hard level since you can’t naturally get better by simply playing
and rather have to take a lot time not playing the game to improve.
The posterchild for that problem is Tag2 which is to the point where people are saying new people shouldn’t even try
to play it.
Learning a game passively is fun because you get to actually play while you learn.
Learning a game actively is not so fun because you don’t actually get to play all that much.
One 3d game that manages to have a good balance of easy to learn mechanics in terms of passively learning them is
VF5FS but at the same time VF5FS gets derided for being a much more simplified game in comparison to VF5 ver.c and R
by veterans of the series so there is an obvious tradeoff to making that change.
I still get a bit confused with the VF series cause despite having 3 buttons, with only two of them designated for attacking, it still manages to have a ton of moves and stances for every character.
now mix those with directional inputs and you can get quite a bit.
P+K+G = Stance Switches (for the characters that have them), or something of the sort.
On VF5:FS, they streamlined (not gonna say simplified) some things, but in return brought back old strategies from pre-VF5 that were really welcome (Reverse Nitaku) and put judgement and conditioning back at the forefront. It’s still there in VF5/5R, but not to the extent that FS and pre-VF5 had it. VF5 was a case keeping old things for the hardcore(MTE and it’s OS from it), and bringing in “n00b” mechanics like Throw Clash, while good intentioned, just made for a sloppy game compared to the other VFs. A lot of vets welcomed the change, but guys starting out with VF5 were thrown for a loop in the beginning.
ON TOPIC:
I think in the case of SFIV, yeah there are a lot of characters but you gotta find a way to generalize aspects of the game, and then tweak it for that specific character. I remember a few years back someone in the SFIV forums, posted how they group types into Shotos, Grappler, Strikers, Mix-ups and played the matchups accordingly. Now people gave him shit(Ryu and Ken aren’t the same!!1~!), but he approached the game with the right idea. Group your shotos into one strategy about how to deal with them, and make note of the differences between Ryu, Ken, Akuma. This way you aren’t thinking of it case by case right of the bat, but you have an overall strategy for it (never jumb in shotos, keep grapplers at a distance etc.) and you can make it easier on yourself.
VF keeps it’s gameplay nice and tidy by laying out what’s punishable and when, which makes it easy to cherry pick moves and strings for your strategy/gameplan instead of trying to memorize a whole list of stuff you might not even use, yet still makes it open so it’s not so black and white when you get to higher levels.
Games with large rosters are good when well designed though games with like 25-30 characters max are my perfect limit.
However, what you tend to get with large roster games are tons of universal options and the character archtypes tend to overlap. That is a complaint I hear about Tekken where people say on a grand scale all the characters more or less play the same. I don’t play Tekken enough to agree or disagree to be honest.
While Ryu, Ken, Akuma, Oni, Dan and all of the shoto’s don’t play the same, going on XBL and fighting nothing but dudes wearing Karate Gi’s can get a little interesting to say the least.
Roster size is important. The larger it is, the more matchups you have to learn, and the harder it is for devs to balance it. I like the VF5 roster because it doesn’t have a huge cast, yet the cast is varied and viable.
You could take every shoto and put them together… none of them play alike…
MvC2: Cable, Cyclops, Sonson… You got a DP and a fireball, you’re a shoto, end of story.
I think someone else complained about ninjas from MK some time ago? They might be pallette swaps… But no fucking person on earth will convince me that Sub/Scorp/Reptile (save MK1)/Ermac/Rain/Noob/etc… Play ANYTHING alike…
In the old days, it was complaining they were pallette swaps. Now people turned that shit somehow into complaining that they’re “clones”? GTFO… It’s a character archetype. “shoto clones” is a stupid fucking expression.
Only if you don’t count SF II Koryu Ken/Ryu. Nothing like doing a DP that opens a portal to fireball hell (while at the same time, preventing the other guy from throwing their own fireballs).