the auto blocking is to stop noobs from being put off by being juggled to death you stupid idiots, talk about something more interesting
the game was built around the gem system so good luck finding things to moan about :tup:
the auto blocking is to stop noobs from being put off by being juggled to death you stupid idiots, talk about something more interesting
the game was built around the gem system so good luck finding things to moan about :tup:
really? Cause they didn’t even mention the gem system in the past months since the announcement. To me it looks more like they built the gem system around this game.
And what I don’t like about it is that it’s confirmed that there’s gonna be, once again, dumb stuff where you get hit -> you get rewarded with the activation of a gem.
I really don’t understand why so many games recently (and i’m not talking about fg only) like to frustrate the better player and make him lose to less skilled players thanks to those bullshit mechanics.
In real life the better player is the one who can adapt to change, there’s no logic in the arguement, gem activation is NOT random.
He never said it was random, he’s talking about comeback mechanics. Speaking of comebacks, since Pandora doesn’t seem to be by far as effective as things like X-Factor or Ultras maybe the real comeback mechanic in the game may come from some specific gem setups -and before the next 5 pages start ranting about this, I don’t mean “random activation” but “the player who is losing gets the advantage”. Let’s remember one of the activation triggers that have already been revealed in the dev blog:
…or “Take damage X number of times”.
I didn’t say it’s random, I said that some mechanics reward you for getting your ass kicked, in this case the gems that activate when you do stuff that should only get you closer to lose the game, like getting hit.
Imagine if in a race you can use a shortcut when you are last, or if in a soccer match you get a free penalty kick if the other team scores two goals.
Other than that, there’s also no strategy at all in a gem like that:
If I need to land a few specials to activate a gem, I will play according to this: trying to activate the gem asap or building my strategy on the fact that my opponent will want to avoid that.
But if I need to get hit, then whatever, I’ll keep playing as I usually do. if I get hit then the gem will activate to save my ass, if I don’t get hit then it means I’m probably playing right and saving my life bar. One thing is sure, I will definitely not get hit on purpose just to activate the gem.
Yea, the better player adapts and blah blah blah, we all know that. But if the difference in skill between the 2 players is not so wide, the worse one may actually random out more than a few undeserved victories thanks to that…I don’t believe you never lost or seen anyone losing to a worse player in SF4, T6 or MvC3 thanks to their “comeback mechanisms”
edit: @DarSic: that’s exactly what I think and I’m afraid of. I wasn’t much scared of Pandora too, cause so far it seemed like a “fair” and very situational comeback mechanic.
Skill is what gets you wins. Full stop. Any other definition is just there to make you feel better about losing.
Where did you get this line from? I’m impressed :
Ok, so I’m making all those comeback mechanics up in my mind, they’re actually “skill enhancers” I guess.
Vanilla Sagat with his 70% HP from a safe and invicible move was pure skill right? Not to mention the things I saw in mvc3 thanks to x-factor.
Sure, the better player can overcome this bullshit easier than others thanks to his skill, but said bullshit shouldn’t even be there in the first place to make his life harder.
I honestly can’t remember if it’s from anywhere.
I don’t think you’re understanding my point. Those mechanics are mechanics. The player who uses them better has more skill, and thus wins. That’s sort of what a game is. It’s not like getting hit on purpose so you have an ultra is a viable strategy, anyway.
More importantly, gems that activate when you’re at low health sounds like a terrible choice. It’s like x-factor, but you don’t have the choice to use it when you have an early opportunity, which is what almost everyone uses x-factor for.
Dark Phoenix waves you “hi”.
Anyway, another thing I’m worried about the system is what happens if many casual fighters actually get interested into the system, DLC gems included, and they decide to spend a lot of money into this. Don’t forget Ono himself said in the NYCC interviews that he’s promoting the game as a “party” or “festival” game so be aware of the real public they’re aiming with this (and actually have been aiming for a while if you look closer). To me this system and the card system in UMvC3 (“curiously” both systems appear at the same time) actually look like an effort to bring microtransactions from MMOs into fighting games for more profit (and considering the ammount of online games that are changing the subscription mode for a f2p system with microtransactions… yeah, that’s money indeed). This could very well expand and be considered “normal” in fighting games in the same way DLC characters are normal now. To me that looks way more scary than dealing with specific gems right now. Instead of discussing about “OMG THIS GEM IS BROKEN / IT’S USELESS EVEN IF I DON’T KNOW WHAT OTHER 40 GEMS DO” what if we talk about how much this may change the fighting game scene if it marks a trend?
Some dumb mfers in here.
Off topic:
Yo, im stealing that, shit is to pimp , Mr.Freeze
I remember the old days, when people would say that specials (not supers, normal hadoukens) and meters where the end of fighting games. Today they are widely accepted.
I think what I want to say is that I have nothing against the gem system itself (all other competitive genres allow a degree of customization, with few problems).
Of course, it all depends on how Capcom implements it. In fact, I think the major problem is the DLC/exclusive gems. If they had just said that all gems are in the game, no extra cost, people would be more willing to accept it.
But the system itself is not broken. When someone says that it “frustrate the better player and make him lose to less skilled players”, I can’t help but think this person is insane.The same system and advantages are available to both players, how can the better one lose? Ultra, X-factor, Gems, they might have some problems, but the more skilled player always wins, because he has the same tools. Simple as that.
It is my opinion, yes, but I feel it will become a** fact** once SF5 is out. There is nothing in SF4 that makes it stand out, and even some of the better players dislike it. I had a long chat with Snake Eyez last week, he randomly messaged me about SF4 while I was playing something else. He himself said that the game is lacking too much, but he plays it because its Street Fighter (that’s why I also play it). And hey, he’s a very good SF4 Zangief (we don’t need to touch on his HDR accomplishments, they’re already known). I would not be surprised at all if that’s the growing consensus among some of the top players.
there is no point in speculating in gems
it will end up just like Dissidia’s accessory system, pick the one that puts you in the best state. And knowing the japanese mind set, the lower hp you have the more damage you should be doing derp.
expect to see xfactor esque gems that boost damage and speed a little too much
Forgot the part in which characters like Makoto Nanaya, Skarlet or Darth Vader / Yoda are from Capcom games. I also forgot it’s not like in the videogame industry when something is successful it gets replicated many times. And how could I forget there’s no such thing as a boom of games aimed towards casual gamers?
Yes, I’m overthinking things. I should chill out because I know that even if Capcom is succesful at making profit from giving gameplay advantages to players who pay more for the game then no other fighting game developer will want to exploit that gold mine for the sake of things so important to shareholders like competitive fairness. Yes, the fighting game genre will forever be immune to commercial models already succesful in other genres like MMORPGs or FPSs!
Yo Capcom already said that if the community doesn’t like gems they are willing to change them. So yeah, chill out lol.
except the same player doesnt have the same tools, a player with 3 characters doesnt have x-factor level 3, a player in sf4 perfecting somebody doesnt have ultra, and with the gem system a person beating up someone with their “time to comeback” gems dont have the same powerup or even level of powerups.
they dont have the same tools in that the better player is slowly putting themselves at a disadvantage, especially in lenient “10 more chances” games capcom is making. Why should it make sense when I have full life, you could even it up with 1 move just because you were losing?
Yeah, and for them to lose, they have to get hit. And then they will have those things.
Also, you build the same amount of revenge for focusing an attack as you do for being hit. So, there’s that.
This Ono interview is probably pretty significant if you want to understand what they are trying to do with this game: