I gotta ask about the elephant in the room though.
What do you plan to do with the V-System?
You bitch, Rashid is RIGHT THERE.
I really don’t think there’s anything to announce with SFV. It’s done.
There might be new stuff for it, but nothing worth going ape shit over.
Probably CPT related stuff as a follow-up.
Which is probably the hypest thing they can do right now.
Get tourneys going again. I miss this game at a high level.
Edit: What’s a Doja Cat btw? I’m old, pls explain.
I shall eagerly await for a Kyoshiro figure
https://twitter.com/stormcohk/status/1265331499819102214?s=21
Of all the shit in SFV, he decides to hit the one who deserves it the least.
I hope for your sorry ass that Menat is in SFVI and is so ungodly broken that you have nightmares of her till the day you die.
Menat stole too much Fight Money on Fight chance, tricking us out of colors and costumes.
She cute and all but she will burn in hell for all eternity.
Why is she responsible for your gamble addiction?
She can see the future, could had easily told us we ain’t winning jack shit ! But she took our money, in these desperate times with diminished paychecks ( covid )
Not her fault you threw your paychecks to her patreon/onlyfans for meagre rewards
No joke, if they dont add Menat to SF6 from the get go i am not touching it at all
Yeah, but half of Rashid’s issues are characters not having proper tools. I can fix a lot of Rashid by powering up the roster more.
Menat’s wack ass stays Menating
Oh, Menat nerf incoming: gonna switch her official age to 36.
Just rename SFV into Naruto so the pussy tax nerfs her in an instant.
Let’s just hope we actually get a SF6 tbh
I would prefer Rival Schools or Darkstalkers tbh.
Let SF rest for a while.
Hell, make a Capcom All Stars Vs style game that brings light into old ips.
It will open possibilities for more interesting gameplay.
The expectations that people have for what SF should be is a burden that limits what they can offer.
Oh ffs, people still want FRC?
It was always a dumbass mechanic. YRC’s are just better.
I can understand people’s distaste of the slowdown effect though, even though I don’t necessarily agree with them.
Aerial Fafnir as a Sidewinder stand-in is cool though.
Not gonna say you have this mentality, but this is something I see with unexperienced modders tackling balance changes. And I include myself in that.
Changing stuff you see as overpowered without actually paying attention to everything that encompasses them.
Let me give you a FG example so everyone understands.
A while ago, some of you may remember that I said I wanted to do a balance patch for SFV.
Back then, I didn’t just hang around here, I was also a Discord goon.
When I mentioned I wanted to slow down dashes, Frost immediately said that I couldn’t mess with that without fucking up Oki since a lot of setups rely on dashes to kill specific amounts of frames and corner carry.
I didn’t even stopped for a second to consider that.
If I didn’t mention that in the chat, I’d murder dashes and not realize that they aren’t just a tool that people use to just get in quickly because it’s hard to check them in this game.
Eventually, I started reflecting on why people even use dashes so much.
Moving in SFV doesn’t feel good for a lot of characters. Pair that up with lackluster mid-screen games for a lot of the cast and you start to understand why people jump and dash so much.
So as someone who’s more experienced in doing balance patches for other games, I can offer this advice, and that goes double for @Pertho since he’s actively interested in modding SFV.
The first thing you should do in a balance patch is sit down and flesh out a concept of what exactly you want out of the game.
Take SFV for example. If you were interested in modding it, what would be your approach?
Do you want a modernized version of ST?
A game that plays more like 3rd Strike without the Parry bullshit?
An actual spin of SFV toning down the robbery while reinforcing each character’s uniqueness using the V-System?
All of these approaches are valid and have their own advantages and drawbacks.
The most important thing is carefully tuning your patch to make sure that the game adheres to your concept. This doesn’t mean “throw versatility out of the window”, this means that all characters follow your core idea and branch out from there.
I didn’t actually mod SFV because I recognized that I just didn’t have the knowledge to do so.
My idea fizzled out simply because I don’t understand the game enough at a high level to actually do changes that all characters actually need.
I can work out some changes to say, Ryu, Ken, Akuma, Cammy… These are characters that I understand a bit and have clear ideas of what they should and shouldn’t do.
But what would I change in say, Vega? FANG? Zeku?
I could look those characters up, but I have a shallow understanding of their gameplan, so I asked around and tried to get some actually experienced people to help me out. It didn’t work out.
Spoiler
Wall of text above.
Don’t get this reference.
Honestly, I don’t think people can handle pure 90s “hold that shit” type of gaming anymore. Maybe that was only appealing because we grew up with it and had to deal. Either way, look at how fast fizzled out. If MvC3 had been out a few years after MvC2, even with the way it is now, I think it would’ve been played for just as long.
I already know what my overall goals are with the game. It isn’t to make this that or the third, its to have a more fun version of SF5. I’m gonna strenghten things I find lacking in characters and then take it then see what goofy stuff I can add later.
Messing around with v-triggers isn’t really up there in my priorities because there’s a lot you can do to make characters more fun/rewarding to play that has fuck all to do with triggers.
You gotta address them though. Unless you want G to be a problem.
For better or worse, the V-System (as a whole) is the identity of SFV. Your concept needs to take that into account.
I disagree, FRC were an interesting mechanic.
YRC while an adequate substitute for what they wanted to do, it left everything too much open ended.
Plus there are a lot of things that are currently imposible with the current RC system, since you either lose 50% meter because they were on hitstun/blockstun, or because you miss the actual window you wanted to use the rc.
There were multiple ways that they could have opened the system and made it more accessible.
Like making the FRC into Forcebreaks, added extra input buffers for when you used a FRC, etc.
For all the flack it got (from no GG players btw), the mechanic allowed for a lot of flexibility on how you used your char.
It was also designed in a way that keeped the balance in check (or at least it tried in the case of #R and Slash, lol)
The places where you were allowed to do a FRC was by design, so you didnt have everyone defaulting to specific strategies.