Features you do NOT want to see in modern fighting games

Well, 3SO did, but people are too busy blasting it into oblivion to notice.

Please tell me you’re joking. 360, PS3 and Arcade are different architecture. Different hardware handles things differently.

Say it to faust in GGreload.
I don’t like slashbacks. Improved FD+IB imho would fit more than totally new mechanic.

I can appreciate audio/visual differences. But there’s no reason for one game to lag more on one system than another (for example). Case in point: SSFIV lags more on PS3; T6 lags more on 360. The obvious reason is that the games were designed on one system and ported to another, but this is not an acceptable excuse because it’s something that actually affects gameplay, and it’s something they can fix if they want to. I don’t really care that the 360 has better anti-aliasing, or that the PS3 has better bass effects. What I do care about is that if I do a move on one system it should work the same on another. I remember Seth Killian talking about how they tested input lag in 3SOE with a debug kit and confirmed that it was the same as the arcade version. Stuff like that should be standard practice for all games.

X-Fucking-Factor.

All of those can be overlooked quite easily (especially if you make 10 palettes for each character).
Edit: My example will be Vampire Savior

Keit’s nightmare(from Vampire Hunter)

because it wasnt made by capcom (capcom japan to be precise), otherwise they would reused the same code again :stuck_out_tongue_winking_eye:

I could be wrong here, but i think they make the training stage static for training and challenges for 2 reasons.

  1. because you really do need those grids, especially when starting out. they helped me a lot with determining the true difference between using L/M/H on punches and kicks with different specials to determine the distance it would carry my character. Same thing with dashing, forward/backward jumping, etc… its just a really good tool to use when practicing and i think they didnt want people to pass it up to go play on a “pretty” level, which negates its benefit entirely. rather just lock it down to what you need, and leave the “beauty” for when you are actually in game putting all your hard earned training hours to use.

  2. after all the time you spend in training, would you really give a damn about the backgrounds anymore once you have been stuck staring at them for hours on end at a time? after a while i think it might kill the game for some people.

but, i could be wrong…

Capcom’s current button config menus

inability to select music and stage independently

lack of 2-player training mode

games that don’t have Dr Doom in them

  • Online point ranking systems. As much as many people like to hustle on the grind for that BP, I’d rather not have a system that encourages RQing, boosting, and excessive online play. A simple win/loss record is fine; not only does this reflect the amount of time spent playing online but it also shows what part of that time is spent winning. Mathematically, A player with 1000 wins and 500 losses is equivalent to a player with 100 wins and 50 losses.

  • Simple Mode. I keep hearing how Simple Mode isn’t very useful cause you can’t extend your combos and you lose a lot of tools; like those are good deterrents to using it. I don’t need all my tools to be effective, just a couple really good ones made better due to not having to do the commands for them, along with a few other additives like auto collision confirm. I also don’t buy the “Accessible to Beginners” argument either. If you’re trying to learn to play a fighting game, why would you use a mode that’s plays differently from the norm? It doesn’t help players level up or evolve, and people have said this, so why is it there? Instead of taking execution away from a game that uses it, why not make a game centered around not having it?

  • Customization Costumes. Man, I can’t stand it. Sega had no idea what kind of monster they were putting into the FG world when they implemented it in VF4Evo. Now players can take well-designed characters from a FG and redesign them to completely contradict their original concept, Falcoon style. I don’t mind it much in a game like VF since everyone’s a little goofy and generic in that game, but it’s looks silly in a game like Tekken, where character designs are a huge part of the appeal. The new Soul Calibur custom mode will be genderless so you can pretty much put anything on anybody. Talk about features you do not want to see…

Capcom’s button config in SF4/MvC3: Seriously Capcom, stop this shit, grow the fuck up, get out of the stone age. Make the game convenient for the player and not for your stupid time schedule set by your inept business suits. Nobody give a shit about them. In fact I think everybody hates them.

  1. You’d wanna get used to the boundaries of EVERY STAGE anyway.
  2. Easier job for combo video makers, who don’t have to start messing around with VS mode. (Extremely annoying when you are doing combos by hand)
  3. Why force training stage? What good does it do?

ROFL I can see it now… Akuma wearing Juri’s little femme domme/catwoman outfit lol

Once again i could be wrong, so someone more informed than i am please feel free to jump in to correct me if i am, but I believe the boundaries of all stages are identical. I think the training stage could be perceived to be what a regular stage really is if you took out all the “extras” in the background and made the arena a perfect cube instead. I think making the stages different in parameters would create strengths and weaknesses between the stages which would eventually lead to a specific set of stages that people would actually play, leaving the others to rot. Granted, this COULD in fact be how things are… but i certainly hope not. Reality is, in this game, the only variable in the stages actual function would possibly be the width from far left to far right. so its not like there is much room to play with in terms of imagination and creativity in making the levels different in actual gameplay. and having one stage shorter than the other would just complicate things IMO.

But, as stated, i could be wrong. perhaps SF4 really does have varying stage sizes. that would suck lol

but what do you mean about “doing combos by hand”? im not sure how the background affects the persons ability to pull off a combo. However, varying backgrounds WOULD possibly pose a problem with being able to easily read and view your input and damage data. There are ways around that too, but once again i really think the training area is the best place for videos as well as training. its grids allow for so much precision its unreal. try it sometime. take ryu into the training stage and move as far back as you can go, then do a LK tatsu… then go back and do a MK, then a HK, and u will be able to see the true difference in blocks. as far as ive noticed, each bold square represents approximately 1 whole character space. like 2 empty blocks between you and your opponent would be 2 character spaces apart. like “car lengths” so-to-speak.

and as for why force it? i assume its to try and push its benefits on people who dont already see its benefits. through spending time in it you get creative and start noticing its benefits and playing with how to use it to optimum advantage. its so boring that if you didnt have to use it, would you really? I mean i would, but thats just me. Not everyone would. and they would be missing out on a great training opportunity.

Why is my simple post so hard to understand?
I meant you need to learn to recognize how close you are to the corner using the background.
SF4 combo videos always have the same training stage background because it’s too much work for most people to do those combos in a versus match. (You need to charge super and ultra, and then you screw up cuz you do the combos by hand and you need to finish the round and restart again. In other games it’s easier since you can do it in training mode and still pick many different backgrounds and have a prettier combo vid)
They forced it because they made the menu and other UI stuff w/o giving it thought at all, because they don’t care much.

Auto correcting inputs, shit is annoying yo.

I think thats a little narrow minded. Identifying where the corner in a stage is, is only as difficult as playing the stage a few times. Generally the camera stops moving before reaching a corner unless u are so far apart, hitting the corner wont be as detrimental anyways, and u have time to move forward again. but i suppose knowing where the center of the map is and being mindful of your own movements is more important to learn than the exact scenery near the corner of the map.

Its all in preference really, and yea it is definitely not a liberal use of resources on the developers part by not just tossing the option in there, but I think there is a possibility that THAT in itself speaks volumes. they could have easily just made all those maps available. SSFIVAE is the third installment in the SFIV series. they have had plenty of time to tweak that option if they wanted to. I think them leaving it how it is, is a strong statement from them saying “use this… we want this here” you know what i mean? Try not to concern yourself with the backgrounds when training. focus on the characters and what you are intending to do with them. I think this might be another reason they do it this way.

The backgrounds can be very distracting. Hippos coming out of the woodworks and getting right up in your face… construction workers hanging off wires like they are going to fall off the platform. stupid looking spectators doing stupid shit that u never notice in a real fight. Its all a distraction from what the core game is supposed to be… “the fight”. its great to have and certainly necessary to keep the game fun and less bland, but while training i think the only thing anyone should be focusing on is their training. its such a difficult thing as it is, people really dont need any more opposition working against their progress, and i think thats something everyone can agree on, no?

If the game allow it than who are we to say so.

Are you serous? you do realize these thing cost time and money? and let net get started on technical issue.

Personally I find the tactic in effective.

Certain game are just like that, its by product to system or character design. If your aware of something and choose to ignore it and expect the reality to change for you than its again user error.

Invincible backdash

it’s a plague affecting all modern fighting games. It’s super stupid, it makes for an easy and often safe cop-out in many situations, dampering many kinds of character design and strategy. On wakeup situations it can partially dealt with using option selects, but that means you basically have to limit your options to OS-able ones (thus, much less creativity); but the worse is backdashing out of any non frame-tight blockstrings. All of this leads to being quite limited in what you can do to mantain pressure with most characters. It makes for a quite dull upclose game.

Character Creator.