No man, you started to bring the game into the conversation with
And I was explaining why anyone of these, the way the are made in the game, don’t make it worse at all. Why does it matter that in some cases AA gives you special and a super? It really doesn’t change anything and allowing you to do stuff could not do without it. (unlike, say, the new DP motion in SF4.)
I said earlier in the thread that someone’s personal preference on Strategy/Execution having nothing to do with the quality of a game.
I’m not saying anything about the quality P4A as a game. I’m pointing out that features that many people dislike are being heralded as part of the game’s appeal. Whether or not you believe or agree this doesn’t matter. Those features exist in this game and chances are that people who don’t like the ideas behind them will stay play and enjoy the game.
I don’t know, I don’t like how everyone in P4U has some ‘wacky gimmick meter’ or that I can’t shake off the feeling that the game’s ‘complexity’ feels forced or convoluted at times.
ah. you just said brainless combos. not brainless auto-combos.
yeah the auto-combo portion is just hit A repeatedly. but really you will rarely ever see someone decent at the game use more than 2-3 of the auto-combo hit (which basically are just chained normals specific to that sequence).
if it encourages someone enough to stick with the game i think that’s fine. because other than that the game requires plenty of dexterity and thought.
Execution in fighting games does not have diminishing returns because a person’s execution is forever fluctuating. Execution has no ceiling or cap because no matter how good your execution is, it could turn to total shit the next round or match. That’s why “clutch” and “choking” exist.
I’m pretty sure you’ve experienced good and bad days. You know, one day you could be playing really well and your execution is on point. You’re hitting all your shit and you are racking up a streak. On the flip side, you could be having a bad day where you play like total shit and you’re missing/dropping stuff a lot more frequently.
I’ve experienced good and bad days for everything. I ran competitively for years until injury did me in… and just like with FG executions, some days you’re feeling good and fast, and some days you just can’t produce, and can’t go quite as fast, or tire more quickly.
No matter what, despite those fluctuations, it took more work to improve your best the better you were. So again, I don’t know why FGs would be different.
What I feel like you should be challenging is my statment that execution curves harder, faster than everything else. I totally have an answer to that though; ‘everything else’ is a whole school of skills you’re essentially practicing all at once, whereas execution practice is drilling down to one skill (or a much much smaller school of skills maybe) and hitting it as hard as possible in isolation. That’s a key difference.
The trick here is that people like the game, therefore the accessibility features and options must not be really that big (and naturally we know better than the developers do). It’s classic post-hoc logic.
I never liked Arcsys’s fascination with loads of bars. HP, SP, Persona Gauge, Burst Gauge, character-specific gauges, and the useless – USELESS – score counter; it’s a bit much to take in. Props to them for making the interface, and overall game, look SO visually appealing regardless.
Skullgirls does it right when it comes to bars, I think. My only real complaint there is the wasted screen real estate on the top in a 1v1 match, which is where the round counter should have gone. Otherwise, pro.
Actually I kinda like the occasional “this character has their own type of meter” thing from time to time. Like Phoenix Wright’s.
Bars are sexy. I want more bars instead of having no bars of things you should be measuring, like stun (how close you are to dizzy).
In GGXXACR they made the character’s pic flash red when you are close to getting dizzy. Better than nothing at least.
I just want to play a character with normal shit, having an entire game full of “HEY PAY ATTENTION TO ME YOURE NOT BROKEN ENOUGH TO DO THAT YET METER” is annoying lol
You made it sound like if having a meter that tels you how much of your resources is available is a bad thing.
Its more annoying not being able to know why i cant do a move or not being able to know how much time do i have of a buff because i don’t have a way to measure it
Kanji, Yu, Shadow Labrys, Chie, Yosuke, Elizabeth, Mitsuru and Teddie, neither of them have extra bars, maybe outside a buff super
Fuck that shit.
Having different type of resources opens the possibilities of more diverse type of gameplays, which at end is a good thing; plus it helps to keep the balance of the tools, since you can go nuts if you want with them according on how much easy is to get access to them or how many times can be them available during the match due cool downs or charge time, which in the end adds more strategy value.
And since when some part of the cast having a personal meter is 1.5 billion different bars?
Are you telling me that your brain is so weak that you cant handle the information?
Life bar, super bar, persona bar/ barrier bar on blaz, character specific bar, 4 fucking bars is to much for you to handle???
How do you mange to drive your car i wonder?
To tie it back in with the whole execution/practice mode thing, I'd rather fight the opponent than fight against the game, tracking 3 different unique resources..
Or to put it another way, I'd rather have excellent core gameplay rather than a bunch of gimmicks.
(In before the reductio absurdem "SO YOU DON'T LIKE ANY SUPERS AT ALL?!")
It's super easy to get it right too. Both MK and Marvel3, for their flaws, have very good, streamlined resource management/super bar systems.
It comes down to **being as complex as you need to and not a bit more**,
Look it up, implying that there is an hyperbole where in reality there is no one :rolleyes:
The best part is that you are ignoring purposely that the kind of resources that use meter on the games that i mention work differently or simply don’t exist on mk/umvc3 neither the archetypes of characters that do use those resources.
There are not cool downs attached to some moves, there are not characters that are 2 at the same time, umvc3 adds a bar for every buff super pretty much like blaz and p4a does, and it also has characters that have a bar that they need to fill to get access to a move/mode so your point is?