You could give the loser the prerogative of going for a BO3 or just take the loss and move on. And if ranked is working as intended then playing someone who’s OBVIOUSLY better or worse than you should not be possible.
Completely disagree that people will be “pissed off”. I just don’t see how that follows. Besides, Rising Thunder has it and no one complains as far as I know. In fact, quite the opposite.
A BO3 is not that big of a time investment.
Let’s not divide the community when it’s just been unified through cross platform play.
That’s only valid if there’s a significant waiting time. Obviously we won’t know for sure how that will turn out until after launch. I’m not in the beta so you have to tell me how it is right now.
They have the opportunity to do things like this though, because the pool should be larger than it’s ever been. Everything consolidated into one pool, and you can encourage ranked over endless with fight money. Drop some of the silly extra modes that nobody played to avoid splitting the community at all, don’t let people specify the whole 1 round/30 seconds thing in ranked, just have one massive pot of all the console and PC players doing Bo3s with each other. The benefits in terms of skill based matchmaking and reduced waiting times would be significant.
A larger pool of players means nothing if majority are in matches. The better solution is too keep it so that people are in and out of matches quickly.
Once you get in a game though you’re in it longer so that evens out. Besides, I don’t think there’s any reason to believe we will have trouble finding matches. In Rising Thunder I never wait more than a minute tops, generally much less, and I assume that community will be absolutely eclipsed by SFV’s, for the reasons TeoH listed in addition to it just being a bigger name.
Although to be fair I get a lot of players outside my skillrange in RT.
I was thinking about the throw break animation, I wonder if it was a bit shorter if it would open up more situations for the close game. It’s about the same as SF4 isn’t it?
It’d be cool if you could extract a sequence from a replay and put it in as a recording in training mode. Say someone is blowing you up with a funky block string, and you want to know if you can squeeze in a normal somewhere, or what your options are at the spacing the string leaves you at, or whatever. You watch the replay from that game, and when the sequence comes up, you press a button and you’re now in training mode, with the dummy performing that very block string on you.
Obviously, just recording the dummy to do whatever isn’t much of a hassle, but it’d really speed up learning if you could just pop back and forth between a replay and training mode to try out options, without having to go through all the menus. I can’t imagine that it’d be too too hard implement as replays are just recorded inputs anyways.
Basically every other competitive game has matches that are 5-10 times longer than fighting games, without it being a problem finding games. Even with BO3s, it’d still have the shortest matches out of any of the popular competitive games.
That would be really helpful for learning. Everyone would love that.
I assume they won’t do that because even though it sounds super obvious and simple (hey it’s just inputs) the reality is usually a terrifying sequence of initialization that wouldn’t make switching like that possible.
To riff on your idea:
It would be great if we could just record inputs and then send them to someone else. Along with this, the ability to record inputs and save them and load them again whenever we want (hdd saved, not just temp). That way people could share exactly what they did with each other instead of using external video and stuff like that.
Yeah, it probably wouldn’t be possible to do it THAT snappy, but to be able pause the replay and have a “send inputs to training mode” option should work. And then in training mode have a “return to replay” option.
Sharing and saving recordings would be great too. There’s so much cool next level shit they could do with training mode, they should have a team dedicated to only that. If that tutorial thing is any indication of the quality of the story mode, they should’ve just spent those resources on training mode instead.
I usually ask the dude next to me “yo you keep bopping me with that frame trap, what should I do” or "is it possible for me to punish that move spaced like that? "
And they offer advice because they don’t want to win with the same game plan over and over, they want the yomi layers to increase so both of us improve
It’s the people, not the environment.
People form online communities just like offline ones so they don’t have to play against a bunch of randoms whose intentions are unknown.
Especially after that lowered the damn damage. You have to time just right to get the full damage. While to CC you barely have to react to it and still get it.
Is it only me who thinks that this grey damage from normals looks so Mortal Kombactish?
They could bring back that Guard Break Gauge if they would like to reward offense and force one in defence do something (use alpha counters , play actively to take risks etc).
They could seperate while taking chip damage to do not reduce guard break gauge right?