The Gem System Thread

Nothing I was responding to the post above me.

This gem system is looking really cool as long as there are no “true” exclusive gems.

Like someone said earlier, the game seemed great pre-pandora announcement. i really hate to say this but at this point the game appears to be really unbalanced with all the different game mechanics that there will most likely be a “super” version to balance them (for example, the focus attack in sf4 --> ssf4). I will still get the game because it will be fun and probably a lot of fun. However, I really don’t know what to expect from a competitive stand point.

Spoiler

I agree with these parts in particular, I think people are misinterpreting what this game is “supposed” to be. This game looked boring when it was just a Street Fighter IV vs. Tekken LMH-Launcher-juggle fest. People are being blinded by the recognizable roster and forming expectations for gameplay based on previous titles, while if this was just a new IP (or Power Stone) it would be given a fair shake. Remember that Ono just recently dropped a hint about Capcom vs. SNK 3, so Street Fighter X Tekken would do well to distance itself from that series as much as possible.

It’s far too early to say an entire mechanic is ruining the game, especially when we only know about like 6 gems out of dozens and they’re always subject to change. I’m on board with gems and giving them the benefit of the doubt for now, as long as their effects don’t get too out of hand. As I said here, players need to know what they’re getting into at the versus screen. It’s just stupid if there’s, say, a Dark Phoenix gem that makes you automatically activate Pandora when you reach the appropriate life, even if your opponent has you in a combo, and they have no hint other than a little crimson gem over your cross gauge. It’s an exaggeration (I hope), but you get the idea. My gripes are pretty much with indiscernible/ridiculous gems as mentioned, and DLC/unlockable gems (which is a discussion for the other thread).


I’m actually getting a Garou T.O.P. feel from this, gems just expand further upon that idea.

Spoiler

From what I understand, auto-block/tech gems will actually have a “glow” that activates like the other gems and they only work during that time. People haven’t clarified yet, but I think the auto-block also only “starts” to block a string of attacks for one bar and any addition hits while they’re in block stun can be blocked manually for free; if you do an unsafe block string, “reset” as it were, they lose another bar for each separate string that started while they weren’t in block stun. If so, getting your opponent to activate it would actually be an opportunity for antics that force them to blow all their meter. Not only that, they may also get scared and hold jump to avoid losing more meter, opening them up. Not to mention that any time you throw a projectile from any distance while they have auto-block activated with meter, they’re probably going to do anything except block it. That sounds like a more-than-fair trade-off to me, but mind you, this is all just conjecture.

The gems killed any anticipation I had left for this game.

I liked the sound of the gem idea when I first heard of it. Thinking of assignable gems for altering appearance and practical ones making subtle property changes that would actually affect your tools and your approach; so you can have a fireball-based Ryu, or affecting knockdown properties so you can have an oki centric leaning. A better jump-in, faster walk speed, a more damaging super, enhanced pandora or a TU that can’t be safe-jumped etc.

I’m not impressed with what’s been revealed of them at this point. In-game ‘activation requirements’ for blinky, generic time-restricted power-ups is not real character customization. It smacks of what they had in Soul Calibur with the special weapons.

Well as long as it is balance IDGAF, 40% damage boost? Great. As long as damage output isn’t the same as the TGS build.

40% damage boost is gonna be annoying if your name is Akuma.

The gem system doesn’t look so bad, but the fact that you have to buy/unlock them seem like a terrible greedy idea. So cheap even that I might reconsider buying this game if I actually have to spend more money for some game breaking gems, just to have them all.

Agreed. I am hesitantly excited for the system. I hope it works and is fun. The real draw back is not allowing ALL players access to something that effects the very games mechanics.

Like I said, the situation would be like CvS2 except only some players were able to use certain grooves due to them being exclusive…which is exactly as you say, horseshit.

people just don’t like new ideas. they’re like fighting game conservatives…too scared of innovation.
i like the idea of gems. they’ll help mitigate a teams (and players) weaknesses in addition to adding to their strengths while adding an interesting ''pick whats more valuable to you" element to the matchups, leaving it up to the player to decide.

and smh at people complaining about the auto-block/auto tech gem. isn’t that gem designed to aid you with cross assault (? whatever the 2 vs 1 mechanic is called)? seems obvious. if your opponent uses that gem at any other point during a match, then they run the risk of getting outright owned when they’re being sandwiched and mixed up/unblockabled till they’re cold. i’m pretty sure capcom dev team has played the game enough to understand how that particular situation can be difficult to deal with and extremely powerful and extremely FREQUENT.

as for the other powerups, i personally haven’t heard/read enough about them, so i can’t specifically comment on them. but at least it seems like they’ve covered all the important bases (damage, speed, defense, meter, and your partner). i’ll say this though, it doesn’t seem like you’re in complete control of WHEN the gems activate, but rather they have their own activation subsystem. i don’t prefer setting the gems in anticipation of a match as opposed to choosing when they get used DURING the match…or did i misunderstand how they work?

in any case, this will be a capcom game first iteration title, so you gotta expect new juice to keep the new game feeling…NEW. unfortunately, historically new mechanics in capcom games come along with at least some kinks before they’re perfected (re:improved), regarless, i’d rather have fresh concepts instead of the same cookie-cutter systems we’re used to over and over again. so i’m optimistic. can’t wait to hear more.

edit:“assist” gem is autoblock. i thought that would be defense gem. so what does defense gem do exactly? less damage taken? armor on moves?

All I want to know is how the hell did Ryu steal Thanos’ Infinity Gauntlet from the Marvel Super Heroes game?!?

We still don’t have too much of a basis to judge the Gem system in how it will affect Street Fighter X Tekken as an overall product in a positive or negative manner as we still have not seen a lot of information on how the gem system is implemented, so we still don’t know a lot of things about how the Gems will affect online and competitive gameplay entertainment value and balance.

While I’m not a fan of how people will be forced to buy these gems, I doubt Capcom would be too stupid as to make them game breakingly good so perhaps these gems may also carry a negative effect in order to stop them from being too powerful.

What I would personally like to see done is for Capcom to keep the gem system as it looks like it can actually add a lot to the game’s fun and to the depth of the gameplay but each gem should carry a minor passive negative effect to your characters in order to make the amount of power you can gain from the gems balanced with the amount you could potentially lose, this way the gems will be much more balanced from a competitive standpoint, whilst retaining their fun power up attributes and allowing people who cannot afford the gems to be able to play competitively against those who have paid for the gems.
This is just an idea though and I doubt this is how they would actually implement it but hey it shows that the gems can be seen as a potentially good gameplay enhancer rather than the end of all that is good and pure in this world.

I’d like a Gem system that allows me to tweak the design team that will be behind the next Street Fighter.

Top tier Gem = no Ono for the next 20 years (GDLK)

Hidden Gem = a design team that actually cares about game basics like normal attacks and intuitive controls that are not mash-friendly

Reality Gem = all future DLC is completely free, and there will only be one “Super” version of the game a year later

Please make it happen Ono, thanks a bunch pal.

I’m just gonna try and put on paper why I think stuff like Pandora and Gems are bullshit.

A lot of people are just claiming the skeptics are resilient to change and whiny about “innovation.” When we’re conditioned to shit like X-Factor (which I don’t actually hate, but totally see why lots of people do) being in our fighting games, what else are we supposed to expect from additions like this? Besides, these additions to SFxT violate one very, VERY integral rule for almost any form of entertainment media: less is more. Video games are constantly trying to strike a balance of satisfaction to appeal to the player; to instill just the right amount of depth to keep them engaged and active without boring them or overwhelming them. It’s why RPGs are padded with tons and tons of customizable details about specific party members, pieces of equipment, summons, magic spells, whatever; the actual gameplay is usually more slow paced and the player needs to derive mental stimulation and satisfaction from other sources. Shooters might accomplish this by constantly throwing the player in dozens of different explosive set pieces moments by the hour, so that even while the gameplay is linear and simple, there’s a lot of peripheral momentum going on that urges the player forward. Call of Duty and Uncharted don’t deal with the perks and class systems in the single player portions of their games simply because the single player stories already have the necessary balance of player engagement to keep folks fighting till they complete the game. RPG elements would seem frivolous, and it’s become increasingly obvious how many action games are throwing in leveling up/upgrading mechanics and end up feeling almost totally unnecessary (I feel like this is a trend established by Resident Evil 4, which pulled it off beautifully).

What I’m getting at is that if Street Fighter x Tekken was a strong enough fighting game, it wouldn’t need GIMMICKS like Pandora and the Gems. I don’t want to play a shallow game that’s made artificially deeper because of stat-compounding shit thrown on top of it. What would a Gem system accomplish for a game like BlazBlue? Nothing. The most beautiful fighting game is the one with the least amount of “additions,” or at least mechanics that are seamlessly integrated into the gameplay (3s parrying for example, and I’m also a big fan of the SF4 focus attack). If Street Fighter x Tekken is a sufficiently deep game, it doesn’t need stuff like Pandora or the Gems at all. If the game DOES need those features to supply that optimal amount of satisfaction to the player, then it’s simply a bad fighting game anyway.

Gems are ass (so is Pandora) and this game looks dead before release. Good job Capcom in alienating all potential customers. I still have some hope, as i haven´t played it so far, but it really doesn´t look great :[

SFxT wants to get on that Smash Bros swag, real men play with items/gems.

You should read your avatar.

auto block gems?

:open_mouth:

Oh, i am calm. Hope is dwindling though.

Winning requires you to think, not goofy mechanics.

This shit sounds wack!

Theres a difference between input leniency and what the poster you quoted was talking about