Realistic changes that can save SFxT?

this game is beyond saving. let’s all stop playing it and save ourselves.

i also agree with this. the time is ok IMO.

i think the better option, assuming the other stuff stays the same, is to rethink the health regeneration

I haven’t read the whole thread, but a friend told me Floe suggested adding in snapbacks. With a reasonable meter cost that could help with the pacing a lot.
Also, smaller stage size is something I’ve been wanting since seeing it how large they are in SF4. I put up with it because I like that game overall, but I wish they would stop doing that shit.
Faster walkspeeds and taking some of the fluff out of throw/super/launcher animations to save time would be nice too.

Also, I want point out that the timer itself really isn’t the issue imo. Someone linked this video in another thread for a different reason, but you’ll notice that the timer in CVS2 is actually either the same speed or faster, but that doesn’t necessarily affect the pacing:

They’re not gonna change major stuff like stage sizes, adding a snap back or change animations on supers/throws/etc.

snapbacks in a game where one char death = k.o means is a terrible idea. period.
adjusting the health regeneration, slowing the timer (even if it’s only during cinematic animations) would be enough to prevent time outs.

If the timer just froze during the throws that could allow it to be cinematic without detracting from the gameplay too much. Whether or not it looks cool is opinion but, if it didn’t chew up 3 seconds on the clock of a time out ridden game it wouldn’t be so bad.

I’m still waiting for someone to tell me why timeouts are a bad thing. Seems like youre trying to let superficial preferences influence game design by making drastic changes to the engine. As far as pacing is concerned, ever consider the possibility that the game wasn’t meant to be fast paced? Not every game is meant to have a fast pace. Plus there are plenty of fast paced games out there with a huge playerbase anyway. Play those games if you want fast pace.

There are a of things out of peoples taste in sf x t, and people call them bad. Just because you don’t prefer something doesn’t mean its bad. There are tons of slow paced games out there like CVS2, Tekken, Samurai Showdown, etc. Nothing wrong with a game slpwing down the pace.

Because for most people significant amounts of timeouts to the point its expected all the time in high level play gives a game less integrity. Let say… Evo. When people are watching SFXT and 60% of the matches end in time outs, it just gives the feel of the fight underwhelming. Also because time outs now are starting to become a major part of the meta game, its starting to drastically affect the way people play to way that turns off most spectators.

Time outs arent bad, but too much is never good. And I dont think anyone disagrees that too many timeouts occur in high level play.

You know what? Years ago I purchased the Tekken Tag 1 Evo 2k4 DVD. Most of the matches in top 8 that year ended in timeouts.

I watched SBO Samurai Showdown 5 SP matches, a ton of timeouts

Games were still exciting for me to watch. It’s a huge matter of preference.

I remember as a young kid watching pro wrestling and Arn Anderson was villified because he always held on to the TV title via timeouts. The NWA made him look more cowardly and made it look like he could never legitimately defend the belt without forcing the match to the 20 minute time limit.

Part of timeouts is that people don’t feel they were actually beat. They feel they were better than someone, and if the time was a little longer they could win. People always hated evasive defensive boxers because they centered the match around getting to the last round.

In boxing you can win matches by KO, but people accept the fact that centering your strategy around a KO isn’t the Mark of a good technical boxer. They understand the strategy behind it, even if it isn’t everyone’s preference.

I think timer effecting the metagame is good, and I listed the reasons in this thread. Because I believe that time management is a very.cool concept and there is a lot of depth and mindgames around it. If someone knows how to work the clock its good strategic planning.

I’m for one am for the clock staying the way it is. It forces more strategy, pre planning, and creativity in high pressure situations. I like the psychology behind it.

Not every game is going to be a great spectator game. People already shit on any game that isn’t marvel on streams. It isn’t like sfiv is any more exciting to watch than this game. They want to see a game where people are hitting buttons all day. Fuck stream monsters. I have no problem with it never being streamed.

But the thing is that timeouts occured in matches where someone actually excelled in defensive spacing/zoning. Now timeouts happen all over the damn place and it just again gives an underwhelming feeling. If the grand finals of evo ended in several timeouts( especially the last round) it would jus be an underwhelming victory/loss to the spectators watching. Plus tbh Im just not a fan of, not the timeouts themselves, but the factors that often cotribute to them. (large stages, jump back being so good at running away, long cinematic supers, etc.)

Timer is pretty wack.

You know it is bad when at 60 seconds you’re wondering if you’ll finish a round, if you spent 20-30 seconds zoning and feeling out the match…

I’m confused. When people say ‘slow down the clock’ do they actually mean ‘make rounds longer! i.e. increase match from 60 to 90’? I always assumed game time was accurate; one second is one second.

The fuck is the point in having numbers if they’re arbitrary?

no, simply offsync the clock from real life seconds. it can be found in alot of games where the timer does not equal a second as a unit. say 1 unit = 1,25 seconds, meaning 99 sec ingame are 124 real life seconds.

Thanks for the answer. I understand in-game concepts like ‘ticks’ having adjusted times, but I find it odd doing that with what seems to be a normal stopwatch - which is what I considered a timer.

While I won’t hold my breath for it. A guard meter mechanic I think would be neat to have for a game like this.

Personally I cannot just… get into this game. Between the matchmaking either A taking 15mins to find a match or B. finding a lobby then getting kicked/sync errors/ unwanted team requests I honestly have only gotten like 30mins of actual play time against someone else. Took 2 weeks off from it after the first weekend and now tried again and the game is just ugh to play haha. For a game that was in development that long with a whole slew of SF4 before it, it just feels very half assed in how it plays. No one I know really is even trying when playing it just kinda going through the motions.

That and when I do find a match its just Ryu/Ken/Kazyua, literally all my matches have been against them. Seriously thinking about doing the Solder gif lol, keep looking at my copy of the game and am very close to just chucking it (to amazon that is)

Don’t know what to tell you. Ranked match takes forever, I agree… but I’ve got quite a few online and local friends that play, and usually I just set up an Endless room with a few of us , and we go to town. Generally I’m in matches pretty frequently every night after work. I think last Friday I spent like 8 hours straight playing this game after work, lol.

I haven’t done that with any fighting game in a while.

Only thing that sucks is that after 8 hours my skills didn’t take some great leap, lol.

EDIT: Seriously, eff Ranked. IMO of course.

What is it with ranked? Seriously I get so many matches where things appear to be going smooth an then suddenly they start warping all over the screen, then they are at the opposite end of the screen and then appear right next to me and i’m suddenly mid air and mid combo.

My guess? They start watching porn mid-match. Or something. At least that’s what I tell myself to keep form being salty about it. XD

That’s not my beef with it though - I just hate Capcom’s point system for online. >.>

say high to s.lp infinity block pressure :3