That’s my chief complaint with damage scaling. Long combo = Big damage; its intuitive, it makes sense. Scaling has its merits, but you have to admit its not exactly the greatest thing ever.
damn you completely missed his point
extreme damage scaling
ie
if there is an infinite, it will simply time up instead of killing, which is worse
Damage should scale up during combos. Everyone will just die before the second rep completes and no one will be sure if it can go on forever or not.
SBX is a bad example, I mean an infinite is either gonna be an 100% damage combo or time killer, and considering the game’s loaded with infinites, players who dislike either avenue are screwed either way.
Then I see Blaz Blue’s damage scaling ( which let’s be honest is clearly in beta stages ), and it’s the complete opposite, matches would be over too quickly and big damage would be too damn easy to achieve.
With SBX, there’s an emphasis on quick strings because after a small amount of hits, damage will scale so badly that you just won’t be doing any damage anymore and it’d be more lucrative to reset offensive pressure…unless you put em up in an infinite.
In the case of Blaz Blue…“keep on swingin” would be the attitude if this scaling makes it to the finished product.
That’s what these loketests are for, the game won’t even be out until winter so if there’s something wrong they have plenty of time to tweak it.
IMO, KOF XI has a commendable damage scaling system. The longest combos are worthwhile, but not overpowered (with the possible exceptions of instant-dizzy combos), and are rarely seen more than once or twice a match (as they require Skill bars and at least two team members, and can be Saving Shifted out of). The only issue I have with it is that some attacks (notably throw-based (L)DMs) are subject to harsh proration when the opponent is low on energy, whereas others are not.
So nobody here favours gravity increase as prime stopper to infinites?
That’s great if your combo system is juggle-heavy. This is how GG avoids many infinites. However, this does nothing to deter ground-based infinites, which GG has some of (IAD loops/infinites on larger characters like Potemkin).
So do you guys think this game is gonna have a “Perfect OTG” type combo continuation in it? I think it would be awesome if it did.
Example. So say I do an air combo and I end it with a move where I fall faster than you fall, and you can’t recover from the move. I would be able to pick you up right when you hit the ground if you don’t ground recover/roll or whatever. So this type of combo would force the other person to have to recover the instant they hit the ground.
Its posible… and that would make a lot of people think faster
points to Hokuto no Ken
No, I think it’s been proven to be the least effective method thus far. It took Arc two goes at it (HNK > SBX) and they still haven’t got it right. While in theory it might sound like it will work, it causes far too many unpredictabilities at higher hits. So instead of having a solid, stable combo/juggle/gravity system, you have a slightly predictable, yet totally random system floating characters about all over the place. Why Arc didn’t test SBX’s system at high hits, I do not know…
I think the best way will always be to have a good recovery system with combo heavy games, as you don’t rely on gravity to stop the combo and it gives the opponent more control. You don’t need to have an overly complex gravity system as long as the opponent can escape the combo. Guilty Gear XX is a prime example of that. Even without recovery, the gravity is effected at such a slow rate, it leaves no room for inconcistancies.
GG has increased gravity, lowered untechable time per hit, AND at least three kinds of scaling. Proration, guard bar and guts. Maybe a raw number-of-hits scaling too. OTGs should reset the combometer in this kind of system; imagine if, in Tekken, you OTGed your opponent because he didn’t roll. Why should your combo damage stay scaled? It’s a similar mind game to standard 2D Okizeme. I assume they’ll keep the gravity/untechability modifiers from GG, but I hope they put in a new, interesting scaling system. For a combo-heavy game to not turn into Marvel, you need these safeguards. It’s odd that they kept teching, though. Seems like the Oki system won’t be invoked all that often if air combos usually don’t knock down. And I’d probably rather launch than do a ground knockdown. But we’ll see.
Marvel’s infinite prevention by virtue of the dizzy system is pretty good actually. It’s pretty arbitrary but less annoying than GG’s systems which introduce way too many unintuitive variables into equation imo
Strangely, 3D games, namely Tekken which is pretty combo heavy have run into infinite problems. I wonder why?
the problem is not using the gravity as a stopper of infinities, is the way you use it, no one wants the problems that you see in hnk, or in sbx
maybe is because they are 3d games
posted by AtTheGates of dustloop
a short rachel and taokaka vid, showing off the demo
where he found it
http://gamenyarth.blog67.fc2.com/
The most curious thing about that videos is that Blaz Blue still looks good at 4:3
3th local test announced,
2008/6/20?23??? (World Games, in Shinjuku)
source :
is this game in hd? or is it the same res as ggxx?