Persona 4: The Ultimate in Mayonaka Arena

lol.
it’s a rule. you don’t like the rule.
ok. then don’t play.

pawns can only capture front diagonal? fuck chess!

There’s no tip-toeing about it, the game explicitly punishes you for avoiding contact with you opponent. If the correct play at that moment is to toss stunedges and run away with multiple backdashes and iad back to run out the last 10 seconds when you’ve got a slight life lead on potempkin, the game will take away your meter if you incur negative penalty.

every mechanic has its good share of detracters
guard bars, alpha counters, parries, etc
every hater likes to point how said mechanic punish/detracts a certain type of gameplay, even though in the long run, its proven to be false the major part of the time

oh boy, classic stupid retarded kids, you cant counter the argument, put down their skill with the language

if you are making your space throwing stunedges with ky against potemkin, in no way in hell the negative penalty would kick in, do you even play the game or you are just hating the mechanic based on ignorance? because it surely looks like the later

every game has its rules about how you need to play the game
the negative penalty is not different than ultras, parries, guard bars, tech throws, the ips, alpha counters, etc
every mechanic shapes in a way or other how you need to play the game and how do you need to aproach your gamestyle/gameplan, you are never playing the game how you like, but how you can based on the rules of the game

It stopped being about persona negative penalty specifically about 30+ posts back. Its now about personal gameplay ethics/philosophy and spider-man

http://t2.gstatic.com/images?q=tbn:ANd9GcRk7qKVm-H9Bp7-yPrzSOBMbaPszc2iww7UKLO9OuncXMgwnGaQ4r_qUjdN

That’s a rule that adds strategy to the game considering the rest of the game.

I fail to see what negative penalty actually adds to any game it’s ever been in and why it needs to be there in the first place. It’s also less of a rule and more of a ‘fail safe’ for the lack of a better term.

no you dont fail to see it, you just dont want to accept the explanations already given to you :stuck_out_tongue:
we are not telling you to like it, we only explained it (already) why and how it works adds on the context, here on srk and dl already
many people can argue that guard bars dont add anything to the games that have it, that doesnt mean that its true, the same for the negative penalty

keep away its potentially very strong due all the defensive mechanics on the game and all the mobility options, add all the strong options of the zoning characters and its very evident
its only natural that you need some sort of risk to it, so the negative penalty is there as a risk, but at the same time its designed to allow that kind of gameplay, with the difference that instead of being pure passively, you need to be passive agresive

Since we getting into game analogies now…reminds me of Uno. I should not have a negative penalty of drawing cards for forgetting to say Uno. I mean Why should I have to draw cards for deciding not to say a single word when i have one card left and about to win the game? Yet it exists. I doubt it adds any depth into the game. Yet thats a small part of the game that makes the game Uno. Consider Game “rules/fail-safes” (whichever term you prefer) a piece of the puzzle that makes each game THAT game.

lol

Next time I’ll try and find people who can understand why I feel the way I do while still being able to disagree with me, won’t lead me into comparing negative penalty with fucking guard bars (seriously?). I’ll save the thread any more nonsense.

if you don’t like it don’t play it.
is that more difficult than complaining?

Hi, I’m hecatom, I don’t understand how a mechanic that’s designed to dole out an arbitrary punishment for playing the game a certain way is different on both a mechanics and design point from various player-controlled mechanics which allow one player to interact with my play in a way which allows said player to punish me for playing in a way he knows how to counter.

Negative Penalty isn’t one player using mechanics in a way to punish the other, it’s a set of arbitrary conditions built into the game specifically to punish a certain style of play. It’s not ‘he keeps tossing out fireballs so I’ll parry them and gain meter’ and it’s not ‘he literally only does [1] so he comes the guard break combo’ and it’s not ‘he keeps throwing so imma tech them’.

Negative penalty is “player B has backdashed X times / not moved forward for Y seconds / not hit the other player for Z seconds; we will now dole out an arbitrary punishment”.

Negative penalty is not my opponent punishing me or a mechanical impossibility in the game, it’s an arbitrary punishment for using a specific style of play which is entirely valid. I disagree with punishing players for playing the game how they like to play because from a design standpoint that’s retarded. Let the other player punish them by countering their tactics.

It’s easy to complain though, and I’ll be enjoying the game regardless.

Just always hated the mechanic lol

yes yes we’re all being punished(!) by arc sys.
holy fuck. :confused:

lmao

So if you had to press a button to hit them with negative penalty, it would be okay?

Maybe because this was the wrong thread to begin with to discuss about the ethics of gameplay mechanic penalties being a good/bad thing based on an individual perspective? I mean i think we all agreed awhile back that the specific negative “penalty” (temp. defense decrease, everyone go panic) in Persona 4 Arena won’t affect on the efficiency/game plan of a keep-away player.

Like I said earlier, this got into an argument for the sake of argument regardless of what was brought to the table. Similar to those Atheists vs Religion debates on youtube videos that has little/no relevance on that said video

I, for one, support negative penalty.

Because I’m going to play Kanji.

Stop running away from me.

Why would you want to run away from a pure dude like him xd?

http://www.gameland.ru/filestorage/000168/efs167403/persona-4-(ps2)_02.h450.jpg

It would be a silly mechanic to have a button that drains meter from people running from you, but it would be a lot better from a layer interaction perspective as it would be your opponent countering your playstyle instead of the game designer not liking how you play.

I play HOS in GGAC, when my opponent wants to stay fullscreen I charge up to and then he has to deal with the terror of eating lvl 3 BRP off any cancellable normals I toss out. That’s a much more interesting and compelling way for me to stay “come over here and fight me” than the game taking away his meter for not running at me constantly.

Hi, I’m hecatom, and since I’ve no way of logically arguing with my opponent’s concise points after he pointed out the flaws in my arguement, I’ll devolve into ad hominem attacks because I debate like a child.

Negative Penalty isn’t going away and it won’t even be affecting this game much, so can we just drop this issue now?

Will there be an option to change the music during matches to the arranged versions? I like some of them more than the originals.

Yes, because using the generic “Hi I’m *insert debate opponent” constantly ploy is far less stupid I’m sure :rofl:

This would be lovely if this nonsense got dropped, and yes I also enjoy the arranged tracks as well, but i doubt they would be in-game because it would decrease the value of the pre-order cd. I would personally use Yukiko arranged theme as my default lab training theme xd