Got another question for y’all. I’ve seen people have discussions over various mechanics of fighting games and how they compare to each other before (i.e. this game’s walk speed vs. that game’s and how this game’s is better because etc.), and it’s usually a good way to learn about fighting game design. There’s one aspect that I’m curious about that I’ve never really seen people have a discussion about before: damage scaling. I’ve read some different games’ damage scaling systems, but nothing really jumps out to me when I read them like “oh that’s stupid they shouldn’t have it work like this it should work more like <other game>'s”. What I’m curious about is if anyone has any opinions on what game has the smartest system for damage scaling and why, or if no one has an opinion because there isn’t much to say about it?
I say it just depends on how patch happy the company is. If its NRS style knee jerk, then you probably won’t be able to come up with anything that stays that way long term. If you know they won’t patch before near a year goes by, then discuss whenever.
I’m currently transitioning from pad to stick since I keep breaking my pads. I don’t have much problem with playing my fighters on stick except for Guilty Gear where I have to relearn FRCs for the umpteenth time lol. And I’m stick-only when it comes to Virtua Fighter 5 FS (mainly because I started playing that game on stick, playing on a pad feels sort of unnatural for me).
Sticks can give me cramps at time, and in general, I’ve always been better on pad.
Random thought, I really wish someone would make an “anime” fighter with the same or similar artstyle as Gurren Lagann or Kill la Kill. I mean, sure the artstyle is still pretty anime, but at the same time, I think it’s distinct enough from the current “elegant” style that it might turn more than a few heads.
as far as i can tell, indistinctly defined borders is a bit weird to make hitboxes out of
not that i’ve ever made hitboxes out of anything
It’s not like hitbox dissonance isn’t part of the genre now isn’t it.
it totally is but it’s one thing to be hit by an invisible hitbox and it’s another for there to be large borders on characters zzz
it’s [supposed to be] pretty logical balancing of the combo system with combo length and combo damage.
So games with longer combos and/or higher base damage should have harsher scaling than games where those aren’t the case, basically.
Do any of you guys ever get the feeling that all the dudes shitting on fighting game people are the ones that couldn’t hang in arcades? Which is weird to me because I wasn’t (and still am not) great at fighting games. But I met a lot of really nice people at arcades. My experiences with this community still remain predominantly positive.
I don’t know what gives.
It depends on what the developers are trying to encourage or balance. I don’t have extreme experience in combos in a lot of games but take SF4. Link combos, limited juggles, etc. Normally this would mean shorter combos, but then there are longer combos enabled by FADCs and certain EX moves.
Gotta take that damage scaling system and think about how it applies to the game. If you do a long combo and end it with a multi hitting ultra it still does pretty small damage due to damage scaling and so SF4 long hitting combos do pretty poor damage, especially for the amount of meter you spend to extend them. They also have a stun system (dunno the scaling on that). So overall SF4 is not supposed to be played for long combos since shorter combos do more damage, and so meter is better spent elsewhere.
Marvel 3, the longer your combo is, generally the better due to a “minimum damage scaling” thing which is character specific.
Also, supers have pretty high damage even at maximum scaling, so building meter to do more supers in a combo is usually a legitimate way to design your combo goals.
SFxT I think the goal was simplicity, and it turned out to encourage more heavy attacks near the beginning of the combo as possible. It also technically requires better reactions to convert into a heavy attack sooner rather than after multiple light hits to hit confirm. Overall, not a terrible damage scaling system but the combo system itself is kind of boring. Certain chars will have unique combo options but a lot of the combos feel very sameish and even the unique ones end up doing similar damage. The most damaging combos are pretty simple in concept like a combo consisting only of EWGF and fierce punches.
Sometimes, I do get this feeling myself. But it seems to be more like people who may have hit the arcade once or twice, then played mostly at home and then are only now experiencing the kind of “hustle” and cutthroat play to win style that we used to see at arcades.
It depends. For me, I believe it is this:
Outside the FGC, yes. Arcades were popular for all Americans in the 80’s but in the 90’s only minorities tended to frequent them as more and more White Americans got into PC gaming.( Race and Videogames is such an interesting topic.) However, Arcades got such a bad reputation that is still holding on to this day because of the problems of racism and classicism. ( I don’t want those poor Blacks/Latinos/Asians playing Street Fighter in my neighborhood). Crime was also an issue and people have died over Arcade games.
Inside the FGC, no. If anything, it is the other way around for me. Online players get tons of crap for only playing online despite there being noticeable instances of online players (Cloud85, Wolfkrone, Tampa Bison) doing well in tournament. If you’re an Arcade OG in the FGC, you have much more social power than say an 09’er who goes to events or the thousands of Marvel players who only play online.
I just figured they don’t play fighting games beyond the “twirl stick and push buttons to have stuff come out” phase.
Real talk, I used to go to this small arcade spot next to the movie theater up from where I live. One side had racing games and light gun games like House of the Dead, the other side had fighting games (mostly Tekken and Capcom Vs., but it also had a couple of Neo Geo cabs and an old SFIIWW cab), and the rest in front were crappy crane and redemption games. Fighting game section was empty most of the time except for some passerby that wanted to play some Tekken (wall had Tekken 3, Tekken Tag 1, Tekken 4, and Tekken 5 DR), and the only Capcom Vs. that got any sort of regular play was Marvel Vs. Capcom 2 (CvS2 cab had some…issues, CvS1 and MvC1 no one played as much because people considered those games utter garbage). But I digress…
A friend of mine stopped by one time to play some CvS2 with me while he was on a work break. He was bragging that he could whoop my ass since he has this game on PS2 and plays it a lot (I have CvS2 on Dreamcast, as well as CvS1, MvC1 and MvC2). So we had a few matches, him running his team (Yuri, Rock, Sakura, C-Groove) vs whatever scrub team I was running with in Arcade mode (Ryo, Terry, Guile, K-Groove).
Nigga kept walking into Zanretsuken pretty much all the time, jumped in way too much even when I told him I was gonna DP him for it, rolling right into raw K-Groove supers, it was too much for him lol. Accusing me of cheating because I knew how to play besides mashing fierce and rolling. So I called him a whiny scrub for that and we both had a good laugh out of it. He said he was gonna go home and practice some more so he could beat me but I never did see him up there after that.
This is a great story because it shows that the idea of “playing a fighting game” means so many different things to different people.
For example, my idea of playing Soul Calibur 2 with friends is mashing every button with my face and throwing them every time I’m near a ledge. I know nothing about the game or any of it’s intricacies except that it’s a very defensive game at high level and that Link is a fun but weak character. But when it comes to an SF game, Garou, KOF or Breakers Revenge, playing the game for me is about punishing, frame-traps, mind games and the like.
I think part of the reason why Fighting Games get so much criticism is that most people never “play the game” in the sense of high level play but when they do find that person who knows what they are doing, they lose, get mad and want to play something else.
This is one of those things that can’t be seen in a vacuum imo, right now there are 2 school of thoughts to say it in a way to do damage scaling.
Damage Scaling like SF, where the damage of every hit is reduced by a certain percent after an X number of hits.
Proration like GG, where every hit has a value that prorates the damage of each hit that comes after it, putting it in a very simple way of course since there are other variables.
Some games go with damage scaling, others with proration, perhaps there are some that go with the combination of both, how they work is mostly seen on the context of each game.
with all the tapping motions I always assumed that VF and Tekken were easier to play with pads.
I went on a little 6 month hiatus from using my pad. when i went back to using it i couldn’t last 20 minutes without my thumb feeling like it was about to explode.
DSP made a video on it. Without arcades, we probably would be the eSports ass censored gamers like the Starcraft and Halo people.
Im sorry I made that thread about the no life bar thing. im new here, and so i posted a thread tha twasnt thread worthy as per the rules. im a noob.
You didn’t break any rules. dont worry about it.