But wouldn’t it be better to have good mechanics in a game that’s bound to be heavily played?
I mean, think about what you’re saying - it’s basically saying that it’s okay for Street Fighter to be full of shitty design decisions because it’s gonna sell alot anyway, which to me is ass-backwards.
On a related note, I think that this would be a bad look on Capcom and Sony’s part, considering that Microsoft’s big exclusive (KI) has had more than a few guys from the FGC involved in it (Ponder, Mike Z, Keits), a couple of who are great nitpickers who’v made it a point to tweak things and add certain mechanics that, while many players wouldn’t really notice, contribute to making KI a great game.
[quote=Alexisdabomb;10110352"
Don’t forget an online training mode.
[/quote]
To this day, Arc System Games still have the gold standard of training modes with their pages worth of options, including character specific ones.
Now with the stance/V-trigger/trait/element system, Capcom really needs to consider this level of detail on their training mode menu.
For example, since Ryu can change the number of hits on his fireballs, he should have the option to change how many hits they do on the training mode menu (without having to manually activate stance).
Another option I’d like to see, is the ability to play recordings on reversal. This makes it easier to practice blockstrings, frame traps, and offense in general.
In addition to this, I’d like to see the option to keep the recording from changing directions as soon as it gets crossed up (and instead leave it up to autocorrect). This allows people to test timings against autocorrect, allowing them to try out different timings against it to see which ones result in autocorrected stuff or not.
Finally, slow motion. Just to help people practice combos and/or check out if certain things might be possible.
And before anyone asks, all of the above are already present in other games’ training modes.