Master Milk
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What's your PSN?
Master Milk said:Hey . . . GAF . . . where you at?
It'd probably just be me getting slaughtered anyway, so no real loss I suppose.Prototype-03 said:Sorry... been busy with other stuff so haven't been able to play a lot of anything lately. Hopefully I can get back on track again soon.
Master Milk said:Went 25-35 against Korigama. Goog games, yo. That was a fun session. We've definitely gotta do it again.
Now, to the untrained eye, that might not seem so bad, but I can guarantee it was indeed a terrible performance by me.
Here's my perspective as someone who recently bought the game and had not played GG or any of the other "air dash-y anime fighters" before:Master Milk said:why does no one play this game? u_u
DjangoReinhardt said:Here's my perspective as someone who recently bought the game and had not played GG or any of the other "air dash-y anime fighters" before:
1. The anime style is off-putting, though not nearly as much as it is in Arcana Heart. It's somewhat more difficult for me to process all of the visual information compared to non-anime games. Not anywhere close to a deal-breaker, though. Fighting games are collectively some of the least appealing in terms of visual design to me.
2. The way inputs buffer, particularly in terms of how combos flow is awkward. I far prefer the you-press-it-you-see-it approach of SF to games that allow for more delay.
3. The number of gameplay systems is ridiculous. The mechanics are interesting and I generally get the idea of how they work together, but I'm not at all convinced that the game is better because of them. It feels like Mechanic Z is here to balance Mechanic Y which was created to balance Mechanic X, etc.
For what it's worth, I think all of these criticisms - style, inputs, systems - could be fairly made about the current Capcom fighters that I prefer or in regard to VF, MK, etc. Modern fighting games are complicated and require a large time commitment, particularly for someone new to the genre. BB is about as far from accessible as a console game gets nowadays.
This should of been established with GG that OMG LOL ANIMU FIGHTER IS BROKEN. Is simply false. Hell current CS2 balance shits all over mvc3 and ssf4AE.Prototype-03 said:I think the main problem is that a lot of people see the ANIMU FIGHTER and think it's just a broken game with a lot of fan service. BB is a legit fighter that takes a lot of time to learn.
Someone made a joke that at Evo Finals, they'll be broadcasting games in order from least to most broken.QisTopTier said:This should of been established with GG that OMG LOL ANIMU FIGHTER IS BROKEN. Is simply false. Hell current CS2 balance shits all over mvc3 and ssf4AE.
I'd say that SFIV and MvC3 are both guilty of having too many mechanics as well, many of which are wildly unintuitive.Prototype-03 said:3. To be honest, the mechanics make way more sense than SF4 and MvC3. Both the ultra and x-factor rewards you for losing. I agree it's a complicated mechanic and there's much to learn but doesn't mean that it's bad or even broken.
You know the cool thing about games? They are still around after you play them! Go back and play sf2 if you really want it that badly. SF4 has hardly any mechanics at all, it's a downgrade from the sf3 series and the alpha series as far as that is concerned. Arcsys will prob never make a stale fighter in that sense because they believe having more options available makes the fights more interesting to the players and Blazblue still isn't even as deep or complex as Guilty Gear!DjangoReinhardt said:I'd say that SFIV and MvC3 are both guilty of having too many mechanics as well, many of which are wildly unintuitive.
In that interview above, there's some musing about stripping away all of the systems in a future fighting game - that's something I'd love to see! I've said it before and still believe it to be true: I don't think it's a coincidence that fighting games were at their mainstream peak in the SFII days (WW through HF), which is when the games were far simpler. Developers have basically spent the last 15ish years differentiating their titles by becoming more and more complicated with each iteration. I don't think that's necessarily resulted in more depth or a fundamentally more interesting experience.
It would be fascinating to me if SFV or the next Arc game was no more complicated than Hyper Fighting in terms of systems and combos. Granted, I don't want to see every franchise do this, but I'd kill to see what a developer could do by combining that sort of design restraint with 20 years of knowledge about how to balance these games.
Remember where I posted that I'd like to see a new game that combined intentionally scaled-back mechanics with the accumulated years of knowledge about balance? Like, in the post you quoted? Yeah, I can't get that with SFII.QisTopTier said:You know the cool thing about games? They are still around after you play them! Go back and play sf2 if you really want it that badly.
I'll assume we're using "mechanics" and "gameplay systems" interchangeably here. SFIV has more gameplay systems than SFIII or the Alpha series! Some of them are more convoluted for no apparent reason, even. The focus attack system, for example, is way more complicated than alpha counters or parrying, albeit easier to utilize at the most basic level. Parries, in particular, are brain-dead easy to understand. You can parry any move in SFIII if you guess right and execute. Focus attacks are flat-out esoteric. There are a ton of exceptions for what's focusable and the effects of your focus change based on when you release it. Then you throw in FADCs, Ultras, a counter hit system that changes frame advantage . . . SFIV is overloaded with gameplay systems/mechanics, if anything.QisTopTier said:SF4 has hardly any mechanics at all, it's a downgrade from the sf3 series and the alpha series as far as that is concerned.
I don't see that these extra systems and additional options inherently make the fights more interesting, though. Viscant had a post that touches on this idea that those "stale" fighters were deeper than they looked and the number of gameplay systems/mechanics is not a meaningful indicator of depth (note: I'm not quoting this to take a shot at parries, rather this is an example of how the addition of a system-wide option can actually remove options):QisTopTier said:Arcsys will prob never make a stale fighter in that sense because they believe having more options available makes the fights more interesting to the players and Blazblue still isn't even as deep or complex as Guilty Gear!
Viscant from years ago on another board said:This is the huge problem with threads like this. Parry defenders are basically in this to the death and completely unable to grasp the concepts being discussed. A lot of this has to do with 2-D history. I find that the most fervent parry defenders are the people who either weren't around during the heyday of 2-D fighting or were never really upper level enough to understand the depth. The reason that 2-D fighting was such a successful genre is because it's something that seems simple on the surface and everyone can understand and learn the basics in a few minutes, but it takes a long time to truly master the intricacies. How am I supposed to argue this if people not only don't understand the advanced part of the game...but actually refuse to acknowledge it's existence! It would be funny if it weren't tragic.
Anyways, before we go any further, I want people to answer these questions. Agree or disagree.
1) Parry reduces the variety of character types available in a game.
2) Parry reduces the level of mind games.
3) Parry is a good thing for game balance. Use examples from NG, 2i, 3s and CvS2 all P groove.
4) Parry is safer than previous ways to break traps (reversals, laying down, rolling)
Answer these honestly. If you come to the correct answers and still think that parry is a good thing then I have no idea what to tell you.
You want an example of different layers of mind games that other games have that 3s can't because of the parry? All right. Let's say we're playing ST. Blanka vs. Vega (ironically, both of these characters couldn't exist in 3s anyways), both characters have charged meter. Blanka has a small lead, about 10%. There are about 30 seconds left in the match. Let's say in this situation, Blanka is walking forward and Vega reacts to that with jab roll. Blanka blocks and this pushes him about 3/4 screen from the corner. Vega does low jab xx KKK. If Blanka jumps forward or walks forward I do super and he's about 80/20 going to eat it and most of the 20 he's going to eat claw swipe. If he hops back, I do super to the far wall to break his charge and he's about 85/15 to eat the super and again most of the 15 he's going to eat claw swipe. If you do ball, I have a charge built up and will flip kick combo you. If he sits still, I can slide and push him back towards the corner in which case I'm going to corner guard him and he really has little shot at the match from this position since all my throw ticks are now in play and his reversal (blanka ball) becomes unsafe.
Now, I wrote this scenario carefully. There is a very critical mistake Blanka made in this scenario. Do you see what it was? What could he have done in this situation to avoid a very very bad position? Failing that and this played out the way it did anyways, what is your move?
This is an example of a multi-layered mind game. I did a move (jab roll) to set up a scenario many moves in advance taking into account all factors including position, time, health, meter to hopefully set up a scenario where I'd have a good chance to win the fight. Now in a situation with parry, none of this is available because Blanka could parry the low jab. If you know Vega's character design, the only high move that could reach Blanka from that position after a claw roll is a low claw poke or stand fierce. You could "guess" low and react block to high (and even if your reactions are awful and you get hit, you're still slightly leading). A multi-level game involving position is basically useless due to the parry (and this is presuming you didn't parry the jab claw roll in the first place).
I like how you consider 3s mindgames "deep" when we've already concretely established that they can go no further than "I thought you were gonna do this but you did that and I was surprised". Green Eggs and Ham for the Nobel Prize in Literature, eh?
"Point taken to an extent, but the pedestal you place parrying on is ill built. The sheer risk of a parry alot of the time makes it smarter to just ****ing block, though the number of mid level players who think they have to try and parry everything is alarming. Parry -> damage does not decide entire matches for a start. No 100% damage combos here. And as long as that's the case and the chance of ****ing up is high, fishing for random parries is risky and self defeating."
Please explain how attempting to parry is riskier than a previous avoidance option. Most of the time trying to parry is actually almost zero risk, especially when you buffer them into fast moves that combo into heavy damage like CvS2 Cammy/Kyo/Yamazaki/Sagat. Interestingly enough, those are 4 of the about 7 characters that would completely dominate a game like that were it all P groove. Imagine that!
"Clearly we don't disagree on the fact that they're dying because they don't sell, which makes me wonder about your passion for argument.
But you're saying that at the same time that people think that all fighting games are the same, while lambasting people for enjoying something different.
So saying "SF is dead because you like parrying" is an argument on the level of "Daddy drinks because you cry." "
God no. Please for the love of God, start to read!
This genre is dead because even the fans of the genre have become unable to differentiate the different levels of mindgames and thus have little need for new games since they never actually get to experience them. Or in your case, completely denying that they even exist at all! For example, why buy a Ferrari if you're only going to drive to the market for milk. In your case, you're completely denying that a car can go over 15 mph, so your Geo Metro is good enough. You can like your Geo all you want, just don't claim that it can match the Ferrari in performance, when anyone with a brain can see the inferiorities.
An example of this is CFJ, the last "majro" Capcom 2-D fighting game made. How many people actually explored that game? How many people actually figured out who dominated that game and why? Not very many. People played it for a couple weeks, saw a couple of week 1 videos and instantly claimed that Jedah broke the game and that it was "all the same as we'd seen before".
Why make any more 2-D fighting games if even the "true fans" aren't going to take the time to understand it and play it. When even these hardcore fans don't understand that it's NOT the same thing they'd seen before. If you aren't going to take the time to digest the differences (or in your case even acknowledge them) then the genre really is dead because in everyone's made up minds, there's nothing new to see.
The fact that you can't even understand this is depressing. Answer the 4 questions I wrote above anyways just for my amusement, then please try to defend parry in light of your answers.
--Jay Snyder
Viscant@aol.com
Good. It would have sucked anyway. I want another GG, not some stupid crossover._dementia said:Anyone read this recent interview with Mori? Sounds like BB vs GG won't be happening.
You took way too words to say "ANIMU" and "It's too haaaaaaaard."DjangoReinhardt said:
You do realize that all the stuff he was talking about in that article still does apply to BB and GG right? Even though they have even more little things added in to make it more complex. So the bolded part would actually be longer.DjangoReinhardt said:stuff
DjangoReinhardt said:Here's my perspective as someone who recently bought the game and had not played GG or any of the other "air dash-y anime fighters" before:
1. The anime style is off-putting, though not nearly as much as it is in Arcana Heart. It's somewhat more difficult for me to process all of the visual information compared to non-anime games. Not anywhere close to a deal-breaker, though. Fighting games are collectively some of the least appealing in terms of visual design to me.
2. The way inputs buffer, particularly in terms of how combos flow is awkward. I far prefer the you-press-it-you-see-it approach of SF to games that allow for more delay.
3. The number of gameplay systems is ridiculous. The mechanics are interesting and I generally get the idea of how they work together, but I'm not at all convinced that the game is better because of them. It feels like Mechanic Z is here to balance Mechanic Y which was created to balance Mechanic X, etc.
For what it's worth, I think all of these criticisms - style, inputs, systems - could be fairly made about the current Capcom fighters that I prefer or in regard to VF, MK, etc. Modern fighting games are complicated and require a large time commitment, particularly for someone new to the genre. BB is about as far from accessible as a console game gets nowadays.
I've got to say, I think this is a pretty poor argument and an oversimplification of the influence that parrying has on mindgames. That it makes it more difficult to control the position of an opposing player by making is not tantamount to downplaying the importance of positioning. And his argument that parrying is an intrinsically safe option because characters can option select/react into jabs or a high block is more an argument against the risk-reward proposition of fast moves than it is against parrying; it also makes a large assumption about spacing.DjangoReinhardt said:Long Article
Different strokes...Here's my perspective as someone who recently bought the game and had not played GG or any of the other "air dash-y anime fighters" before:
1. The anime style is off-putting, though not nearly as much as it is in Arcana Heart. It's somewhat more difficult for me to process all of the visual information compared to non-anime games. Not anywhere close to a deal-breaker, though. Fighting games are collectively some of the least appealing in terms of visual design to me.
...For different folks. Blazblue's input system forces muscle memory. It is sort of intentionally unnatural, which makes the accomplishment all that more significant when you realize that you've become comfortable with it.2. The way inputs buffer, particularly in terms of how combos flow is awkward. I far prefer the you-press-it-you-see-it approach of SF to games that allow for more delay.
I've heard this complaint before and I'm not sure what it means. Bursting has got to be one of the most intuitive systems that exists in a fighting games and primers, while a little weird, do start to serve a purpose once the blocking gets strong.3. The number of gameplay systems is ridiculous. The mechanics are interesting and I generally get the idea of how they work together, but I'm not at all convinced that the game is better because of them. It feels like Mechanic Z is here to balance Mechanic Y which was created to balance Mechanic X, etc.
I wasn't even thinking about stuff like this.darkblade77 said:I don't know if gameplay systems are needlessly bloated in BB or not but sure, there are a lot of them.
Purple Throws (asleep at the wheel? then your opponent can combo into throws)
Throw Reject Miss (How Tager Gave Me the Purple Nurple)
Fatal Counter (this counterhit is special)
Guard Primer (there to seperate getting GCed from using too much Barrier)
Instant Block (Just Defend to get meter, and now make a few things unsafe on block instead of a lot of things)
Barrier Block (FD but with more quirks and untied from base meter)
Air Unblockables (there solely to prevent point-blank air escaping from being dominant)
Tech system (Neutral tech is the best do it every time! completely invul for all frames!!!11)
Bursts (determine whether you can Astral and can also be used as combo extenders, you can still bait them for Maximum Salt)
Add to that the fact that you have to be near-intimate with the way a lot of characters function in order to convincingly beat them, in a game where maybe half of them at best look visually orthodox.
BB isn't an extremely difficult game once you get used to everything, but it has a steep cliff to entry because (at least IMO) you have to understand the meta a lot more than a player does in a typical FG title to achieve even moderate success.
I think focus attacks are very obscure and the segmented meter isn't plain either. SF4 looks like a lot of Greek compared to BB; it all just depends on context.darkblade77 said:There are a lot of weird specifically defined caveats that every player has to remember, was what I'm getting at. I don't know if some of them are aimed at making the process more intuitive for players (like TRM discouraging mashing grab on paper) or just vetted as a metagame-directing action(air-unblockable normals proliferating in CS2) or whatever, but if I was just walking into a FG the above seems like a lot of greek compared to SF4, which has only a few direct nods to system mechanics by name or function (i.e. EXes/Ultra/Focus Attack); the lion's share of the rest actually being user-driven.
Maybe I should have changed "BB isn't difficult" to "BB isn't complicated," but it certainly looks complicated at entry and I think that does hurt somewhat.
Purple Throws This should never be an issue it just means you are comboing a throw or tick threw wrong. I don't see how this is complex or a hassle at all, if anything it HELPS new players more than hurts as the frames to beak it is about 5000 years.darkblade77 said:Purple Throws (asleep at the wheel? then your opponent can combo into throws)
Throw Reject Miss (How Tager Gave Me the Purple Nurple)
Fatal Counter (this counterhit is special)
Guard Primer (there to seperate getting GCed from using too much Barrier)
Instant Block (Just Defend to get meter, and now make a few things unsafe on block instead of a lot of things)
Barrier Block (FD but with more quirks and untied from base meter)
Air Unblockables (there solely to prevent point-blank air escaping from being dominant)
Tech system (Neutral tech is the best do it every time! completely invul for all frames!!!11)
Bursts (determine whether you can Astral and can also be used as combo extenders, you can still bait them for Maximum Salt)
darkblade77 said:Hey, I like my games to be complex too. But I also want as many joe schmoes to buy and get into the game as possible(more comp/more money for the studio to keep going etc), so I think the ideal approach for FGs is to look as simple and approachable as possible to the average guy, regardless of how complex they really are. Like you said, the people that really want to get their hands dirty will do it period.
That's the ideal, anyway. I think both BB and SF4 tried to do this in different ways, but both games left an impression that you can't have one without sacrificing the other to some degree.
(and well, as far as balance... I just pray at this point, lol.)
Cause Cervantes can stab the ground and make the earth shake yeaaaaaahPrototype-03 said:I have no idea why SC1 is complex because... it's not... So please explain.
V_Arnold said:We get it, BlaBluze is a deeper game than SFIV, mechanic-wise. That does not change the fact that regarding character variety, SSFIVAE still shits on its competitors (excluding MVC3, but THAT is too broken for this argument), and that SSFIV has ENOUGH depth that nobody here has mastered it succesfully. Or have I been sleeping and one of the gaffers won last EVO? No, they did not. Therefore, there is ENOUGH depth in SSFIV already. Of course, if you want more, go for BlazBlue freely, but that would not make SSFIV simple. Less complex does not mean simple.
My local BB community has, pretty much word-for-word, a complete opposite view of BB.Prototype-03 said:BB is really a niche game. Yes, the game is complex. Yes, it takes a while to get used to it.
Yes, it's free.V_Arnold said:Also: fuck this, I am reinstalling BB:CS! CS2 is available freely now? What should I prepare for if I "main" Litchi?
Prototype-03 said:BB is really a niche game. Yes, the game is complex. Yes, it takes a while to get used to it. And yes, this game isn't for everyone.
SSF4 doesn't come close on how many mechanics BB has, but the mechanics used are so inconsistent that to me, it made it more complex. I'm going to give it that SF4 made me start playing 2D fighters, so it really is a good game for someone who has no prior experience in 2D fighters to jump in. But, the FA system is a parry that's inconsistent. Imagine 3S only letting you parry only certain moves. That's what FA is: an inconsistent command parry. Ultra system is still a system that rewards you for losing. You have no idea how many blanka players who pretty much manhandled me half of the match, only for them to cower once I got ultra. I got rewarded for losing... It made no sense. FADC is the only thing that made sense.
I have no idea why SC1 is complex because... it's not... So please explain.
DiscoShark said:Could I get an invite to the empty GAF chat? PSN : DiscoShark
Octorockin' said:PSN: BearsonaRoar
I bet I could learn some tactics after getting pummeled enough, so I'll still accept any matches in this thread.
darkblade77 said:Hey, I like my games to be complex too. But I also want as many joe schmoes to buy and get into the game as possible(more comp/more money for the studio to keep going etc), so I think the ideal approach for FGs is to look as simple and approachable as possible to the average guy, regardless of how complex they really are. Like you said, the people that really want to get their hands dirty will do it period.
That's the ideal, anyway. I think both BB and SF4 tried to do this in different ways, but both games left an impression that you can't have one without sacrificing the other to some degree.
(and well, as far as balance... I just pray at this point, lol.)
The depth of the mind games of any reasonably well-designed game is so extensive that the "this game has more mindgames" argument is pointless seeing as very few players will so much as scratch the surface.alstein said:Mindgames, feints, guard impacts. It doesn't have big combos as a crutch. It's not as complex as VF, but it's complex enough. Tekken is probably the least complex of the 3D fighters, since it has a ton of stuff that can be done on reaction.
FADC was the one thing I felt was stupid about SF4. Made big, risky decisions unnecessarily safe and rewarding. Ultra wasn't a bad idea, but it could have been better. I also feel SF4 would have been vastly improved by a BB-style buffer system for normals.
Honestly, I didn't like BB at all until CS2, because I felt that they fixed some of the situations that we no-brainers in the first game.
I think what this comes down to is we have vastly different perceptions of what depth is.
I think you view it as more mechanical options, whereas I look at mindgame options.
One of my dislikes about the genre is that people seem to like and want no-brainer options in their fighters these days. I'd rather see a game that avoids them.
Carl/Tao is harder? :3V_Arnold said:Also, I main Viper in SSFIV, and if anyone thinks she is "simple", I just..laugh. No hard feelings, but laughs are due
Proto didn't want me in the room and scare you guys away.Master Milk said:Ahhhhh, we actually had a room going! I can't believe it!
Good games, everyone. I'm surprised I won any matches at all. I couldn't focus on any of the matches. I felt like I was on autopilot every match. My execution also felt worse than usual. The standout moment of that was the fullscreen command grab. Oh well, it was fun having so many people to play against.
Also, why are you guys still arguing instead of playing the game? D=
Fugu said:The depth of the mind games of any reasonably well-designed game is so extensive that the "this game has more mindgames" argument is pointless seeing as very few players will so much as scratch the surface.
alstein said:That's a fair enough argument, but I think mindgames are more accessible when you have to worry less about other things, and that's what I enjoy about fighters. I don't enjoy comboing people.
People often highlight this as a specific element as to why BlazBlue is bad and I don't quite understand it other than as it serves as a detriment to those watching the game. Combos exist to force-feed character familiarity; they reward character-specific knowledge and consistency. They also expand the importance of resets in the metagame by causing the attacker's advantage to not be limited simply to the damage he can deal with a given opener. Indeed, the combo itself can be a mind game as they are frequently a rather intimidating display.alstein said:That's a fair enough argument, but I think mindgames are more accessible when you have to worry less about other things, and that's what I enjoy about fighters. I don't enjoy comboing people.
Oh, come on. This statement is dubious for a number of reasons, not the least of which being that at top-level play both games are almost entirely ruled by their mind games; SFIV is just more subtle.Prototype-03 said:There's a lot of more mind games in BB than SF4
Fugu said:People often highlight this as a specific element as to why BlazBlue is bad and I don't quite understand it other than as it serves as a detriment to those watching the game. Combos exist to force-feed character familiarity; they reward character-specific knowledge and consistency. They also expand the importance of resets in the metagame by causing the attacker's advantage to not be limited simply to the damage he can deal with a given opener. Indeed, the combo itself can be a mind game as they are frequently a rather intimidating display.
...It's amazing that I come off as a SFIV advocate in this thread because I really, truly do think that it is a dull game to play. But to argue that such a large, competitive population is playing a categorically inferior game -- an assertion that amounts to you saying that a SFIV player would have to think harder/better to achieve success in BB for reasons other than their comfort with SFIV - is fallacious.
Lossing natural cancelling into itssu from pretty much everything made it that litchi lost a lot of "safe" game as well as extra hit... opponente flying? itssu-->A, opponent almost on the ground? itsuu->C and then it's (was) frigging combo time..Fugu said:My local BB community has, pretty much word-for-word, a complete opposite view of BB.
Yes, it's free.
Whatever combo knowledge you may have from CS1 is pretty much worthless. The upside is that most of her new combos aren't that difficult, with the exceptions being the midscreen staffless combo (this isn't really hard but it's a mess online) and the proper 2D[m] opener.
There have been a lot of changes to pressure. She no longer has a safe overhead with the staff so you are far more reliant on fooling the opponent into letting you do something unsafe than 50/50s (you can no longer 50/50 off of 5C[m] at all, for example).