I honestly donât think they need to dumb down the mechanics in this game that much at all, I think this game has plenty of flash to appeal to the casual player and arcsys will most likely deliver enough single player content to keep them occupied in the console release.
One thing Iâd do is loosen up some of execution on certain moves/combos, that way new players wonât get discouraged as easily and will more likely have an enjoyable experience online. Performing a difficult combo in lag just sucks.
They most likely wonât, from what I hear the ESRB seeâs EVERYTHING.
but the full experience of fighting games isnt meant to be enjoyed online, on shitty infrastructure in most places. persona 4 had so much going for it for the so called casual player, and even to the competitive audience, but it didnt catch on in the usa that strong, and even those who were really pushing it early on stopped pushing it, giving up on their local scene for it, and the game, to play worse shit.
they just need to stick to making a guilty gear game like they know the vets and admirers would love, and if others wanna come along, cool, if not, there is no saving you from your stupidity.
i mean, what the players of the usa like is almost fucking logically irrelevant at this point. weâre the lowest market to cater too for anything, but especially fighting games. they do cater to us (and those like us), because we shell out the dough, but weâre a nation of fucking knuckle draggers. theyre already showing good signs by even keeping character designs the same so far. the good ole, if it aint broke, dont fix it thing going on right now.
correct me if im wrong, but most guilty players do not want something drastically new, and i know i dont. updated graphics, maybe a new mechanic, new moves but not too many, new characters, new stages, and im still buying.
dare i say, but ggxrd is developing off of âperfectionâ. within the fighting game world, the later gg games have been flowing closer and closer to that. outside of graphics, new characters, new stages, and new moves, its hard to stay fresh, because the shit you did before was just so god damn good. unlike the sf series, which is like 80 percent miss, and 20 percent miss in the totality of the various sf games they put out. obligatory low blow there. lol
execution in gg isnt that hard unless you have a medical problem. ignoring ggac from like 2k7 to 2k12, only practicing i-no for like a total of 20 hours in those years, and then in 2k12 practicing ggac for a week, i was pulling off all the combos millia had to offer with ease, and was comfortable with her and the game in general, i would say gg isnt that hard at all execution wise. its just learning the small things and matchups that can take a bit, but thats the fun of the journey. a lot of new players have no understanding of the beauty of that journey. when it comes to newer games, as much as people hate it on the surface, they deep down love that they can xf3 vergil there way to a win, or vortex/fadc something to a win.
i loathe that at least for umvc3, putting in a lot of work into a quirky, great team can mean absolutely nothing to xf3 one character. fuck vergil, it could really be most of the cast, vergil is just the easiest and most popular currently. it was once wesker, and kbeast showed us how dumb xf3 dante can be. acid rain on incoming, mashing left and right on the joystick, get free mixup, confirm to death. lol
on the opposite of that opinion, getting into gg again from a hands on point of view, and not a spectator via youtube, i enjoy that there is much to learn, and there is no true easy way out. you either learn the game, characters, matchups, quirks, and tricks, or you eventually lose to them. no one can just mash me to death with stupidity, they have to at least be fairly competent in the game, and at the very least their character. not just, oh shit, im losing, but i have xf3 storm and 5 bars. time to xfactor and chip out two characters possibly, because he will probably save the third just to xf3 me back and win, then get lucky and get a hit on their third character and win.
IIRC, from the last test, the divekick itself has flames that come up from around it. And if you can space it correctly, they launch? and you can combo from it. Itâs also unsafe unless spaced like that as well, I guess.
Probably better looking for/through the posts for the last loketest.
So, at least according to Ogawa, Millia and Faust are the best characters in this build. Interesting to say the least since theyâre building of their #R versions.
Yo real talk? I think changing the chemical love input to 214 is one of the best changes Iâve seen so far lol. As someone who fiddles around with I-no, I absolutely love this change.
According to Dustloop: Ky loses his hairpiece if he suffers enough damage to the head (unverified) and then his hair stays like that for the rest of the fight.
So Characters are based off of #R versions? Iâm most curios how KY works in this version. Also Chipp can combo OFF 2D> 236K How so? Whats the extension after Iâm assuming it would be an FRC?
It wasnât specified, but since Itâs not like in #R I would assume its meterlessly. #R is the base, but in the current build there are wall stick and ground rolls that you can combo from, similar to ground slides in AC.