We’re getting sidetracked with all this technical talk. The point is that generally, 3rd Strike doesn’t require as much execution as IV yet at the same time, has held the attention of the core players for longer, which counters the point someone made about 1 frame links (or hard execution in general) being needed as a way to keep the hardcore players interested.
Different one. Can’t remember it now, but I recall seeing it somewhere after the game’s launch.
That said, you can see it in the game itself, where the slight flash on he lifebar in a combo is supposed to indicate the timing for a link.
I’ve always liked and wanted the Alpha Counters/Alpha Counter Reversals to return. It’s the C-C-C-Combo Breaker of street fighter. I don’t much care for how it was implemented in SFxTk, didn’t “feel” right.
I for one couldn’t Parry to save my butt in 3rd Strike and I gave it another go with 3SOE, which I did better - guess because I’m a older and have a better understanding of fighting games, but I still didn’t feel like I was good at it.
That was disproven soon after the game was launched. The flash was supposed to indicate when someone was taking damage. That’s why it even flashes when you take chip damage.
Ugh @ custom combos. They almost always break the game and/or end up being the main meta if it’s a system mechanic. Think about how dominate Vism and A-groove are. Think about how dominate CCs were and Valle CCs were in A2. Think about how strong Genei Jin is in 3S and was in SF4 until Red Focus. Think about how strong FSE would be if you could cancel into it, even without it the mechanic is still quite strong. Without FADCs you’d probably see a lot more Seiei Enbus from Yang.
If anything I almost expect Capcom to lock mod-ability down at this point.
The very things you mention strike me as their target revenue spinners once SF5 drops. Its easier to make money selling cosmetic nonsense for existing titles than it is to commit to real updates or even a new title. If you open this up to modders for free (via Steam’s official channels or otherwise) you dull the incentive for people to pay for Capcom’s ‘official’ offerings.
It’s possible a middle ground (which given Capcom’s technical deficiencies actually translates to ‘incompetence driven oversights’) might be found however, which is what I’m personally hoping for. I’m just thankful Capcom hasn’t wrapped their thick skulls around Steam’s checksum functions for Ultra, otherwise the modding community which consistently releases far superior content wouldn’t thrive near as much.
I think you’re right in terms of the reasoning behind it that Capcom may use BUT there is two things to think about:
A LOT of the content you see out there from modders for SF4 is actually ripping files from other games and tweaking them to work in SF4. Not just talking about like the “X character in SF4” mods but little things too. Many objects you see are ripped from DoA or Tekken costumes for instance rather than creating whole new assets.
There is proven examples of selling cosmetics in games that have modding and having them work out perfectly fine. The thing to remember is that most games your modding only affects YOUR game. SF4 if you are using custom costumes online nobody else sees your custom outfit, it just looks normal to them unless they have it too. Official costumes are distributed to everyone. Here are some great examples:
Team Fortress 2 has tons of hats/cosmetics but also has massive steam workshop integration. This is a F2P game but the cosmetics were introduced long before it went F2P.
Killing Floor has tons of cosmetics for sale TONS and is also very open to modding. They don’t have a problem.
Dungeon Defenders also has about a bazillion cosmetic only DLC items and supports modding and has steam workshop integration.
There are also games that support gameplay mods or map making but still manage to sell map pack type DLC like Serious Sam, arma 3, Elder Scrolls, ect. It’s perfectly possible to allow modding and still have successful DLC releases.
Also there is new evidence of Capcom softening up on their views in regards to modding. The new DmC update actually has many changes that they stated came about after seeing fan mods and that game doesn’t actually officially support modding.
Unreal Engine games can be locked to be difficult to mod. It’s a matter of how tightly they choose to lock up the game. For example, Borderlands 1 moddability vs Borderlands 2 moddability. BL1 allows for A LOT more mods than BL2 because it is less locked up.
Borderlands 1 has custom maps, custom weapons, custom special effects and custom skins. Borderlands 2 has a 3rd person mode mod (also in BL1) and texture mods done through the TexMod tool.
There is how much they choose to encrypt, as well as how many files are cooked into the exe file, and lastly if there is unique changes to the tools and engine that make it not easily compatible with the official tools.
Steam workshop doesn’t make or cost money on it’s own. It’s simply a nexus for easily downloading and installing mods. It’s entirely a free service that steam provides if your game integrates it AFAIK. None of the indie devs I’ve talked to who’ve done steam workshop mention it costing anything. The only time money changes hands is when Valve takes a workshop item and adds it officially to TF2 and integrates it into the game. Then a % of the sales from the MannCo store go to the original creator, or a % of the sales of map stamps goes to the map maker.
If Capcom chose to contact a designer from steam workshop and integrate their work into SFV as paid DLC then they’d own the item and pay a % of sales to the designer unless a different deal is worked out. There is no contract in terms of how workshop works that is just how Valve handles it with their own games. Capcom could also just buy the work for a flat amount and then sell it or something else.
That’s something I hated about 3rd strike is some players force you to chase them while they build meter just whiffing normals. I’d rather see you have to get a knockdown then do a “Thor mighty taunt” while a player is down so you can build meter at the cost of an oki opportunity. I was also thinking it’d be interesting if you could convert ultra meter into super meter or vice versa. So like you do a combo that could lead to ultra, but you don’t have ultra yet, so during the combo you burn an EX stock to boost your ultra just enough so you can enable it.
none of those auto tracking moves are very good though, and would only be worse if they had one angle, direction, and destination. I don’t think there are any auto tracking moves that don’t cost meter, so it’s fair in my opinion.
Kind of happy Capcom went with Unreal Engine 4, SFV would have taken ages to make, and would have probably been broken out of the box (based on Capcom’s latest track record) if they used their new recently built in house “Panta Rhei Engine.”
Perhaps implement a system where they select the best fan made customs? I doubt it will happen because Capcom loves to nickle and dime with costume DLC.
Nah’ Capcom’s never been THAT close with fans. Them taking fan suggestions when it came to USF4’s first balance was probably the biggest thing they’ve done.