That sounds like exactly what you would want to do. That is, make new players feel like they could have won, even if it wasn’t really close at all. That feeling is how you suck people into the game.
I’m glad to hear something out of Ono that isn’t straight up trolling all day errday, but I guess what we’ll find out is if the design team can actually make it happen.
I was going to give a long answer to that, but Reruns said it perfectly. You don’t even it up in one move, since now the skilled player has the ultra/x-factor/whatever while the other one doesn’t. You may not like a mechanic, I get that, but if it is not based on luck (thank God fighting games doesn’t have critical hits) then the most skilled person will win.
To be absolutely honest, this game doesn’t feel like it’s going to achieve this. Not with all of those systems in there. It’s just going to be confusing. SFxT is certainly not “pick up and play”. Even gems are something most casual players will find convoluted.
Yes I was being sarcastic because you have no privileged information. You are a liar. You don’t have any “inside” information. I am officially writing off everything you say. Don’t bother with a response.
Even if it is true, there is no way you could know. Among other things,* the game is still in development.*
Honestly I think that’s what Ono and what some of the people who like this want out of the system: random dodge, crit, traps and escape from traps and all MMO type of stats to your character that you can enhance.
There’s a reason I said counter-pick with the auto-block gem because there will be hilarious ways of making somebody waste their meter through footsies. If they keep the wonky jumping and anti-airing like it is in SF4 then cross ups will eat meter as opposed to net you damage. Auto-block is only going to be helpful to those that already have really good defense; and then only depending on how fast you build meter in the game.
It is such a strange game. They are going to have to produce a detailed tutorial that people are actually going to want to go through. They have shown no ability to do this so far but they must be aware that non-hardcore players need it.
They could create predefined sets of gems to help people get used to the system.
Meaning that the gem will only auto block for you if your stick is either in neutral, down, or down-forward. Not when you’re holding back, not when you’re holding forward. Won’t take away damage from footsies or basic hit/throw mix-up, but will at least have some use in blocking ambiguous cross-ups and high/lows. Not to mention there’s apparently unblockables in the game, and I don’t think auto block would help you in that scenario either.
Doesn’t matter if the throw range sucks. The fact that you can throw someone is the whole reason someone would want to press buttons while getting mixed up. If you could just sit there all day without having to tech yourself, you’re practically invincible against anyone with a command throw, overhead, or unblockable setup.
I still don’t get how these gems activate… Can i activate them on my own or do they just activate on their own because i wouldn’t like to lose meter just because a gem activated…
exactly, it is not free…u lose ALL of ur meter if the noob doesn’t want to block…heavy consequences amerge…so this particular gem does not encourage to NOT block at all, it does the opposite…it is an assist gem to whine the noob into blocking better
And re: accessibility. Fighting games need an in-depth tutorial system explaining that getting to a competitive level of play isn’t as difficult as most people make it seem, in terms of understanding fundamentals and the engine in question. There would be a lot less scrubby players and even Average Joe would be able to understand concepts like, ‘jumping in is bad’, ‘blocking is good’, ‘i can tick throw!’, ‘projectiles are an extension of footsies’, etc.
It’s something that RTS, RPG, FPS’s, and every other genre under the sun have done for ages… that explain the basic concepts in a fashion that people can understand and use said foundation of knowledge to play with intelligence. Not having this pushes many who are foreign to the scene to cry foul and ‘cheap’, ‘OP’, ‘i’m dropping this crappy game’.
Adding gimmicks such as comeback mechanics, and now built-in customised ‘system direction’ has the potential to ‘dumb it down’ to use these mechanics to compensate for bad fundamentals and poor strategy. Those who are accustomed to said fundamentals will still play it and maximise the potential of these mechanics, but it still leaves the casual players in the dust. The only thing gained is more eye candy to look at and a list of ‘omg features’ that seem to make the game more than it is.
Wow guy, I regret thinking that was ever a good idea… none of my points are based on information other than what is released except one side-post just telling you something you wondered about? But okay everything I said gets written off because you’re heated.
Right, I completely misunderstood you. Sorry. However, apparently in the latest build throw range was quite exceptionally bad and may not have even been a tool you can consider in the high/low/throw or walk-up-throw footsie game. You wouldn’t have to not-worry about techs because the defender doesn’t have the ability to reasonably throw. Of course this might be changed, and your point is valid anyway.
well its not like we could trust them to balance it last time. i think overall, this is a better idea. tiers will always be tiers, but now you at least have an out.
That may be the intent but since when does a developer’s intent decide how a gameplay element ends up being effective? Alpha 1’s autoguard was meant for weaker players but it’s the strong players who got the most mileage out of it. Similarly X-Factor, Ultras etc.