Don’t even get me started on tennis. Jesus what a poorly designed game. Did those idiots know that if they moved tennis to a digital format that they could iron out the imbalances that allow people like Nadal and Federer to absolutely trounce “lesser” players who might know just as much about the game?
The scary part is that this is actually what you think people are saying
A poor analogy, for more reasons than I have room to post here. Quick summary: fighting game balance isn’t about making tourney players “equalized” with non-tourney players; tennis is, by nature of its design, necessarily very physical as opposed to fighting games.
A better one would involve lamenting the fact that tennis lacks L-cancelling; every racket should have a button, and this button sends a signal to a remote official. If the button is ever not pressed within 1/60th of a second of actually connecting with the tennis ball, cerebral implants administer electric shock to the offending player. I call this Tebbo Tennis.
It’s cool that you have an opinion but what about Dr. B? Anyway lol at missing the sentiment of my posts but also the idea that I’d ever put effort into a reply let alone replies to Dr. B guy and The World’s #1 Pedant
Uh, yeah guy, nobody actually thinks like that on this forum. Certainly not on the forum where users have literally written dissertations on how 3rd Strike Transcends Into The Metaphysical.
I thought tebbo tennis ws funny
You misunderstand: I got the sentiment of your post. Like, completely.
In a weirdly appropriate turn of events, mindgames is putting in a lot of work here.
See the whole thing about execution is that its all about time spent in the lab. The more time you spend practicing execution, the easier it becomes so I don’t see why we need games to be easier execution wise. Making games have easier execution requirements fucks up the game in the tournament atmosphere. Take umvc3 strider for example and its massive special buffer window which is there to make sure new players get easy specials. Strider’s animals are qcb inputs in umvc3 but if you dash back and try to throw an animal, the damn special buffer is so big that strider can dash back, qcb and trigger a shoryuken. The mechanic designed to help new players prevents the game from being better @ high level because strider has to wait sooooo long to get around the buffer window.
ANYONE can have execution. When I hear people bitch about it, its usually some argument that consists of " I don’t have time to practice nor do I want to." That’s fine, then you don’t get any execution rewards.
I guarantee you anyone bitching about execution doesn’t spend time actually practicing. Anyone can have god like execution, you just have to earn it.
shoutouts to fellow “braingamers” lol
But seriously, why should lab time be a requirement? You can fix that entirely within the game’s design.
That’s what it comes down to, people make work in a game to be some kind of positive value, when there’s very little reason it should be. There’s plenty of ways to develop skill in fighting games, and pretty much skill will always show.
And your example is again a design issue. Thats why we talk about terms like ‘arbitrary’ so much. It’s even be specifically brought up, where execution shouldn’t be so open that it interferes with move differentiation. The Strider issue is no different than the SF4 qcf/srk input shortcut issue, Capcom just fucks things like that up
It’s wrong to enjoy doing something that requires physical dexterity.
“I don’t have to practice execution nor do I want to”…
why shouldn’t lab time be a requirement? who are you to say it shouldn’t be a requirement?
execution is there to help balance out some of the power specials can provide as well as provide depth. Sentinel refly in mvc2 was such a god like technique but you had to spend YEARS practicing it. Sure, you can make this input easier to do but now you have a god like easy input? it’ll be over powered as fuck. Then if you make the technique easier and less powerful, now you’re diluting the game play in favor of new players and making a game worse so new players don’t “feel bad” isn’t a great way to make a great game. The depth comes from being able to slap that technique out @ will during any position and since no one could ever get it 10\10 for 10 years, it constantly pushed the player base to aim for the highest consistency possible.
Just like good strategy can make or break a round, good execution should also be able to make or break a round.
my opinion is unbiased, can’t say the same for yours
and the funny part about this argument is that most veterans agree with me on the execution thing and only scrubs agree that its an artificial barrier. Execution is fair because everyone has to work for it just like everyone has to work for good strategy too
Wow. That’s some real unbiased shit there.
…
This statement make no sense. Links exist when the developers make sure the frame advantage on hit, is as big as, or bigger than the startup frames of attacks.
They have full control over what can be linked and what can’t.
Frame advantage doesn’t always lead to links. It can be small enough so it’s just a frame advantage…
We know your personal “system of values” already. Come back when you’ll have an actual example of how hard execution creates actual depth, rather than just add a demand for high execution.
lol
Your essential problem is confusing difficulty with depth.
oh boy, so you think that all the links are intentional, excuse me but i have to go an laugh my ass off
He didn’t even say that. He’s saying that they could make a game with no links if they thought it would be good and if they took the time.
Hell, I’m a terrible programmer, but I could probably whip up a C program to check any character for links in an hour or less. All it takes is a list of all the recoveries and all the startups.
the problem starts at the title of this thread, “vs.” implies one excludes the other