super art gem really
The site did update the gem section
Did no one look?
Blue Gems are Increased Meter building gems
Do “X” to get “Y”% more meter building for “Z” time
Well that settles it, Meter builds pretty quick in this game already but hell – Blue gems are for me
give me mowr meter!!
Here is the SA-gem I was thinking about – I was mistaken though its actually for Cross Arts: (Blue) Cross Arts Pack, C. Gauge
http://www.streetfighter.com/us/sfxtk/order/special-edition
I nominate that for new thread title, please.
http://www.capcom.co.jp/sfxtk_en/system.html
From the site: “Another Assist Gem is the Auto Block Gem. No matter what attack comes… You will automatically block even if you do not press anything. However, Auto Block also uses up the Cross Gauge.”
Seems clear enough to me, at least that’s mostly settled. Thanks for explaining Capcom!
I think it’s up to Capcom to get the ball rolling in regards to gems being used in tournaments, I’m sure the first few majors will ban them but if Capcom have a big enough tournament say similar to that Gamestop one… and that uses gems and if things are reasonable than gems might be used in normal majors as well.
Seth did say that gems will be used in Capcom’s official tournaments so that tells me the intent to run their own tournaments with gems allowed is there, for now anyway. I just hope Seth can use gems as justification to get us button mapping on the select screen.
Seth - We need button mapping on select screen!
Ono - No! Not Japanese way! hides blazblue case
Seth - But with gems it takes too long to do both!
Ono - Hmm… okay we be the first Japanese company to do it! hides blazblue case even more
Gem selection + button mapping on select screen would probably be quicker than button checks are now for the most part… hopefully the timer on gem selection is harsh enough so that counter picks are done quickly.
Holy shit this guys right, fuck if only this was a tag game!
I just gave an extreme example. It’ll still be inherently stupid regardless of the match-up though.
You do realize that throw ranges in this game are garbage period right? You do realize that bad matchups between characters don’t mean as much when you have a tag game right? Assuming the Dict/Guile matchup stayed the same why would you try and get it with Dict when you can tag out? (oh no got hit by 1 boom!) You might be swapping out to a character with a good matchup against Guile and whoever his partner is! Aka Hi I’m Kazuya and I can wavedash through guiles booms and be right up on his grill with 1000 high low mixups.
Exactly if your afraid of bad match up have a character to deal with it. Example i’m a yun player I own everyone accept for grapplers hmmm who should be my partner? SAGAT
And you do realize that, regardless of throw range, the threat of the throw is the reason why someone would want to press buttons while getting mixed up. That’s why it’s stupid. Like I said, Dictator vs Guile was just an extreme example since the problem is very obvious in that case. I’m well-aware that tag games makes bad match-ups less of a problem.
Hold the fuck up…
Is it true that Gems can be turned on/off now?!
no, you can play without gems if you like, but that doesnt stop your oponent to use them
Oh! I see…
Smash Bros. nigs are going to have a blast at our tournaments
That’s good, I guess. If it was completely removed, I was going to destroy SRK.
Although this game is rumored to have like, fuckin’ 50+ characters, I think the Gems is an awesome concept (that should not have money involved) and brings diversity to the game.
Hi. Today I thought about the issue of quickly selecting gems in SFxT so it’s not a time hurdle, especially in tournaments, but also in all other scenarios where you know which gems you wanna pick and just wish to get on with it.
I considered what to me would be the fastest and most intuitive gem selection method, given existing user interaction schemes in games (yeah, no suggesting “mind scanning” or anything -_-’). It would involve a keyboard. Well, using keyboards isn’t the norm in console games… But why did this catch my attention? Imagine a textfield where you type a name and search results are narrowed down on the fly, with autocomplete. Why is this an efficient method? One reason I can think of is that you’re sort of “indexing” (not exactly, but let’s not diverge) options using specific sequences of keystrokes. Aha!
So, how would it be if for each gem there was a specific sequence of button presses - like in a combo, but without the strict timing requirement? It’s not the most intuitive way of selecting gems for sure, but it sounds very fast, much more so than navigating menus/screens using a cursor (the most obvious approach, that I hope Capcom doesn’t intend to rely on), considering we’re talking about a brutally vast arsenal of available gems (supposedly 100+). I’m not saying that a more traditional approach should not exist, but it could be considered a “regular” mode for getting to know the gems, existing alongside a “tournament” gem selection mode.
Another way of viewing what I said is more straightforward: just like there are hotkeys and keyboard shortcuts in computer games and application windows (GUI), there could be a button sequence shortcut for each gem. It would take relatively little time to implement this, the way I see it. A place on the screen displaying the pressed buttons would probably be a good idea, though it would take a some more effort/time.
So, any thoughts on this? Suggestions?
If people out there agree that this would make the gem selection process less troublesome, or that this is a good starting point, spread the word. I hope this reaches all the right people at Capcom, like Seth Killian, Svensson and Ono, so they can at least consider how a pretty fast gem selection scheme that is not necessarily the one aimed at beginners is highly desirable.
A 20 second timer is lenient enough.
Having to pick 3 gems instead of 5 will certainly streamline the process.
But it’ll still be difficult to pick 6 gems amongst hundreds if the UI isn’t well designed enough. A password system could work, but like it was said in the TO problem thread, depending of the number of gems avaiable it might result in overly complicated passwords.
I don’t know about that, but even assuming such a timer, 20 seconds may require extra-efficient navigation, depending on how many gems to choose from we’re talking about. And I won’t concede that a 30-second timer is a good idea. hehe It’s like “Street Fighter X Tekken: Final Fantasy <or insert the JRPG of your choice> Edition” or something.
Maybe they should implement tabs to select the gems, as you could select your icon and title for your profile in (S)SFIV?
Well, how long would it take to navigate the tabs and select specific gems (that you already have in mind) from 100+? If it’s over half a minute or an entire minute, I’d say it’s a pain. :\ At least that’s still better than having a single screen with everything and a cursor to move around as though it were character selection.
wololo at Capcom Unity had the idea of using numbers for representing gems. At first I struggled wiith it a bit, since manipulating digits to form numbers using the controller tends to be somewhat cumbersome (moving up and down to change digits and left and right to change “columns” isn’t very efficient), but then I realized each of the 8 buttons could be associated to a digit, ranging from 0 to 7 (that is, base 8). Having gem numbers that can be input through unique button sequences sounds very fast to me. ^^
Update: he suggested a virtual number pad, where the neutral stick/pad position corresponded to 5 and the directions corresponded to 12346789. That sounds very efficient too and isn’t dependent on the amount of buttons available (e.g., there are Arcade controllers with only six buttons). Either a virtual number pad or sequences involving 6 possible buttons seem like the way to go. Capcom, where are you? ^^
I still think having a code via “save password” for Gems would be absolute great for tournaments.
It’s not like you have to put it in a certain order, right?
I really like the Gems idea, although I think it’s PERFECT for a good 10-15 roster count, but I don’t want it to be scrapped, because of time management for tournaments or DLC bullshit.