The Gem System Thread

I’m trying to equip all gems that do HP regain to nullify the pandora HP drail.

I win.

Show me something worth reading and I’ll happily do so.

You choose your character, you don’t equip gems, round starts.

Where is the problem, again?

I have a even better idea: You stop trolling in this thread or you start getting infractions.

I honestly don’t understand what everyone’s problem is with a gem system we barely know anything about yet. Sure, I’ve read the article, and I understand where Keits is coming from with his concerns (in theory). However, they are still concerns based off of the minimal information we have been given. Consider this: out of all the things we have seen from the game so far, one thing we have not seen yet is the gem selection interface. Think about it; if we had to pick each individual gem, it’s pretty obvious that unless both players knew straight away what gems they wanted, it would take a while to pick your gems, which would seemingly destroy online play. Correct me if I’m wrong here, but didn’t Ono say something about preloaded gem loadouts? Tournament organizers could conceivably make it manditory to just use one of those (akin to selecting a groove), and it could turn out that the individual gem selection feature is better tailored for home and online play.

And that’s just the tip of the iceberg. We still don’t know much about the attributes for each individual gem that would warrant such a high number, for starters. Plus, after November 15, Capcom will only be marketing one game to the fighting community, so there will likely be a more concentrated effort on their part for SFxT.

There’s still a lot of reasonable doubt to go around for this game, but can we at least agree that talking about banning mechanics none of us have even touched yet almost a half-year before the game’s release might just be a bit too early?

Read.

I don’t think we should even think about banning gems TBH.

The game should be played the way it is designed, if it’s not good enough for tournaments for X reason, let’s not play it competitively, simple as that. Not every game must be played on tournaments, I don’t even know if there are any Assassin’s Creed tournaments and I haven’t ever played the multiplayer, but that doesn’t make the game any less fun to me. If the game is good enough to be played even if it’s not competitive, what’s so bad about it? Let’s just ignore it on tournaments.

Or if Capcom wants it to be competitive they can address the concerns TOs have.

Pandora doesn’t drain HP, it has its own timer independant to health and instant kills you when it’s over (consider it like a Destroyer or an Astral Finish applied on yourself). But I wouldn’t be surprised if there are ways to make it last longer through gems. Now I wonder if even with more time it would be worthwile…

Gem loadouts would require not only require you to only be restricted in the amount of gems you use, but ALSO in which set of gems out of the gems you are allowed to use. Now how do you decide across EVERY tournament what is going to be standard? And what about when more gems are added? Do you add more sets?

You’re right in the sense we need more information, however it’s quite easy to see where Capcom stands with Gems, thus the early predictions to how it will affect tournaments.

Over half the roster is entirely new models. Even the SF side has Hugo, Poison and Rolento as entirely new models.

I know but c’mon they could have done a completely new graphic style to begin with, or just new models for returning members. Did they really think that SFIV models were so great people wanted to see them return? I mean I love the game and everything but the graphics are not really eye candy. 2 cents…

To be straightforward ; that sounds like “Well at least we did half of the work we were supposed to do”

Work takes time.

it’s not a big deal because they are doing it in a really similar style anyway, it wouldn’t affect the outcome much, except for delaying the game by a heap. They have a HUGE roster for the game already, there has to be a compromise somewhere.

Still reserving judgement on the gem system until the details are known, though I understand it could easily be a Tournament Organizer’s nightmare of a game,

You know how the roster is so big? Well that’s because Capcom is cutting corners. Every single time a fighting game has anything approaching 50 fully fleshed out characters, it’s because there are corners being cut somewhere.

Either you can have your brand new graphic style, or you can have your 50 characters. MVC2 is a good example. There were like 5 or so characters out of a roster of over 50 that had all-new graphics made just for the game. Did it matter in the end? Nope.

Just how many years and games did they get out of the Morrigan sprites?

Sent from my MOTWX435KT using Tapatalk

Ya, I got sick of seeing that sprite when I was growing up lol. It got so bad in some games since they literally never updated it. Gotta save money. I’m not against reusing characters so long as the games they are in and the mechanics are solid.

Sent from my PC using a Keyboard.

taken from: Shoryuken News

oh man, who called that one?

Who said that the gems are the last new mechanic in the game ?
Maybe there are 2 or 3 additional on top of that lol

oh Capcom…

This is the same reason why I didn’t buy Super Street Fighter 4. Capcom is so lazy.

I think the gem system shows a fundamental lack of understanding of the target consumers. The fighting games market seem to be broken into casual/beginner and hardcore/tournament players, and the gem system is bad for both groups. I try to get friends into fighting games all the time so I play with a lot of casuals and beginners. They don’t like having to pick an assist so riffling through some 200+ gems will not be appealing. I think the problem with the gem system for people that want to play seriously are apparent.
Honestly try to think of as many power-ups as you can. Something like +2 frames on fireball recovery. How many can you think of before those powers-ups start to get really silly. I just hope that if the game tanks the higher-ups at Capcom will not think “oh well I guess fighters have run their course for now, maybe we will revisit Darkstalkers in 15 years.”

Crosspost from a blog post I wrote, just because I felt like adding to the discussion:

[LEFT]So some people are pretty angry about the whole gems thing, which I guess is kind of understandable since most fighters usually have a big debate about balance and adding more customization (whether its moves, super gauges, weapons, characters, whatever) usually makes it much harder to properly balance a game. This balancing is pretty important because most people want to feel like the game is a contest of player skill, and a poorly balanced fighter often has people feel like they’re fighting against the game itself rather than other players.[/LEFT]
[LEFT]But there’s a few things I think we’re all forgetting about our favourite genre.[/LEFT]
[LEFT]1. The flavor in customization is what draws us in the first place.[/LEFT]
[LEFT]This is the big one I think people are overlooking. If we were ONLY considering player skill, we’d be playing one game with one character, and wouldn’t care about the myriad of games with tons of different character options, gameplay functions, pace of battle, art style - you name it. Anything that a game does differently from another game either attracts us or repels us from it, because we as humans crave the ability to “do things our own way (or come as close to it as possible)”. The Gems system in SFxT is just another set of variables along these lines, and I’m personally excited for it! Deep down people often want to be able to do things differently, or attempt to do similar things *better *than the other players.[/LEFT]
[LEFT]2. Promoting easier play for newer players to be able to compete better.[/LEFT]
[LEFT]Hands down in this day - absolutely necessary. Things have changed since the early days of fighters, and there is a bigger group of players than the hardcore now. Simply put, if we want to have a bigger audience of players, we need to be able to teach those newer players effectively and quickly. There are a ton of things happening in these games, and equally there are a ton of people who need time to realize the strategic importance of each element. Alleviating a small portion of things to have to think about helps by:[/LEFT]

[LEFT]A) Letting the player focus more on other aspects, which in turn helps him improve those aspects quicker. If a guy gets 4 seconds where he doesn’t have to worry about teching throws, he can focus on his anti-airs a little bit more, etc.[/LEFT]

[LEFT]B) Releasing a bit of frustration that is placed on the new player. Lets face it - new players to the fighter genre have one very important thing to learn to deal with before they can be “good”: They’re going to get rocked. A lot. The amount of losing you need to do before you can get to a competitive level is pretty extreme in some cases. Nobody likes to lose…but some are willing to put up with it because they love competition.[/LEFT]
[LEFT]3. The “noob-friendly” gems aren’t even going to be the good ones.[/LEFT]
[LEFT]A few key points:[/LEFT]
[LEFT]A) Gems must be “activated” in game, by various sequences. They are also timed buffs. Most activations seem to involve the same area that they buff - i.e: landing a string of normals to activate the 10% damage gem, which lasts for a short time to be effective but not overbearing. So while we don’t actually know what the requirements are on the noob-gems, It wouldn’t be too far off to speculate that maybe the throw-tech gem activates after you get thrown 2-3 times in a row.[/LEFT]

[LEFT]Considering the previously mentioned functions of Activation and Timed buff, to avoid “losing damage” to the gem all you need to do as the better player is to not throw your opponent for a short period of time. There are so many ways to accomplish this from switching up your playstyle (running away for a bit, switching from throws to pokes, etc) that all you really need to do is continue being the better player, which is most likely not a problem for experienced players.[/LEFT]

[LEFT]B) Picking that noob-friendly gem removes the possibility of stacking other, more powerful gems.[/LEFT]
[LEFT]If you’re good at the game, then you’ll be able to tech throws already. You’ll know when you need to block. So why would you forgo a huge increase to damage, meter gain, defense, speed or team-ability? If you can properly perform the basic functions of the game when you need to, then you’ll have no use for the game helping you out there. Its clearly more beneficial at that point to take a 10% increase in damage during a combo.[/LEFT]

Now the game has months until it is released, but I feel like everyone is being too quick to be negative about new features. Capcom is trying to give us something both new and familiar, and I feel like they’re doing a pretty good job so far. Lets go SFxT!


Just read Keits new article about gems and possible issues. This brought to my attention multiple things I hadn’t yet thought of.

  1. Having a major part of the game balance being pre-order or special edition only is a huge slap in the communities face.
  2. Functions of the game that take lots of time that aren’t actually PLAYING the game are frustrating to deal with. (Button checks, Gameplay selections, Unlocks)
  3. A game can only be competitive when people are playing the same version. Having different gem packs available at different times segregates the community, and without the community there is no game. This issue is also apparent with DLC characters and other similar things.
  4. Capcom (and other companies) shouldn’t rely on us using our wallets constantly to achieve the game we want to play. Just having to “piece together” the actual game over buying a disc, dlc, and other forms of content is both frustrating, and often feels insulting.

More than enough.