Oh I know that's an actual con lol"Pay $40 to play video games you could play at home" is a hard sell.
I pay $40 for MTG tournaments regularly, but they've got 10K payouts spread among the top 64.
Oh I know that's an actual con lol"Pay $40 to play video games you could play at home" is a hard sell.
I pay $40 for MTG tournaments regularly, but they've got 10K payouts spread among the top 64.
I agree with most of this, but two bars for 5% damage?
I just hope they build it from the ground up with online in mind, I don't care if they add a three frames buffer for normal attacks long as the net code work.
Eh, Idk. I always have something negative to say but I'm kinda tired of just whining at this point. I'm just going to push the scene in a competitive direction and do the best I can with what I got.
I think they'll probably overflavor the game and it will suffer due to this. Kinda like what they did with the Alphas. They'll do exactly what you say they shouldn't, though I expect focus will be removed.
I would probably go SF4+ more blockstun+ ultras+ EXs+ more target combos+ fewer 1f links+ alpha counters + Mike Z approved control scheme - focus - delayed wakeup.
Alpha Counters that require 1 bar for zero damage or 2 bars for 5% damage+no kill would be sufficient to solve vortex problems, especially if you made getting hit right after wakeup give increased meter gain.
They just happen to end up in bad SF games is allWell parries aren't an inherently bad or stupid mechanic if that's what you meant.
Well parries aren't an inherently bad or stupid mechanic if that's what you meant.
As a core system mechanic, I do think they're unhealthy. (And I don't believe this is a controversial opinion.) If implemented in a Big Band/Gouken - style part of an individual characters playstyle, they're not problematic.Well parries aren't an inherently bad or stupid mechanic if that's what you meant.
I think it is in 3rd Strike, poor Remy.
You can't make people play a game super-serious if they just aren't that into it. For most folks,there comes a point where the effort to improve at a game outweighs the frustration of improving. Good game design puts that point as far away as possible.
This has like nothing to do with anything. I'm not trying to force anybody to play anything in any way lol. As far as competitive gaming goes, I'd just rather do my best to make the competition and competitors stand out, and try to improve the competitions and resources we have for them.
Edit: And I'm down for fun and the community being into anime and what not, it just sucks to see the take away from this community was more fans, less competition. I get why (it's not entirely untrue in some cases) but it's just a big sigh sometimes.
Vega drives me nuts as Blanka.
"Women are picking this game up and beating men"
Back of the box quoute right there
I agree with this wholly, TBH. When he speaks on other games: "Now I'm not sure exactly how they did it" xx "They probably have very talented people working there" xx "WTF THIS IS SO FUCKING BAD HOW DOES IT HAPPEN?"I think the issue is Mike Z has a different definition of "bad" to what really matters.
USF4 is so "bad", we had an amazing EVO played with near 2k people and... any actual problems? I can't remember any.
Even if it does have some issues, it is still an amazing fighting game to actually play. Skullgirls might not have these technical issues which is a good thing. But if his approach results in something that is dead boring to play? In my eyes he is the one who has a lot more to learn.
"If you liked this game(BBCP) you'll definitely like Persona, definitely, man"
-Spooky
This has like nothing to do with anything. I'm not trying to force anybody to play anything in any way lol. As far as competitive gaming goes, I'd just rather do my best to make the competition and competitors stand out, and try to improve the competitions and resources we have for them.
Edit: And I'm down for fun and the community being into anime and what not, it just sucks to see the take away from this community was more fans, less competition. I get why (it's not entirely untrue in some cases) but it's just a big sigh sometimes.
Mike Z obviously killed your dog.I agree with this wholly, TBH. When he speaks on other games: "Now I'm not sure exactly how they did it" xx "They probably have very talented people working there" xx "WTF THIS IS SO FUCKING BAD HOW DOES IT HAPPEN?"
It's very telling how much you miss the bigger picture when minutia is enough for you to disparage consumers that may be supporting a product for reasons other than a bug/glitch/exploit. And I find it hard to crucify devs for missing something, regardless of what QA method they use. And in the broader discussion of design, I think a game can be flawed mechanically but still be a great game, have overall great design, and give people a good reason to continue supporting a franchise. I kind of feel bad going in on dude, since he is very passionate and probably means well, but it seems like he lacks tact and has always rubbed me the wrong way since using what other games do "wrong" and what SG does "right" as a platform for pushing the game.
Only telling it how it is, brah.Mike Z obviously killed your dog.
How does it work?I love the just defend mechanic in Garou tho', i'd love to see something like that in SF5.
Mike Z obviously killed your dog.
How does it work?
There's a lot of misinformation about 3s parry system in here. Would anyone be interested and read what I type about it and correct some misconceptions?
It's intsa block from asw games pretty much. Block within a specific window, gain meter and frame advantage. K-groove in CvS2 has it.How does it work?
It's activated by blocking just before the attack hits. It's parrying, but back instead of forward, so there's little risk. You also gain a tiny bit of life back.
If we're being honest, I won't read it because I don't care for 3rd Strike.
Great idea, imo. Add a little more skill to blocking, but new players can still participate.It's intsa block from asw games pretty much. Block within a specific window, gain meter and frame advantage. K-groove in CvS2 has it.
This.Worse, he went in on a Capcom game. fall back nerd
It's not news that Mike Z doesn't filter or compromise his views on fighting game design or programming when he talks to anyone. If you talk to him and/or call him out on things he said, he'll seriously consider them. And he is harsher on Skullgirls than he will ever be on any Capcom game, even when he toots his horn on it.
When nobody can go in on what he said for the details of the interview and instead want to talk about things like his 'tone' or 'his approach to bugs may be cool but I dont like the game he made', that's telling enough. The fact is, this is the kind of criticism Capcom doesn't get enough of.
Zzz zzz.Get the life lead, and run away. That's how both characters have to play the matchup.
Zzz zzz.
Dawg, you are way too angry at a dude you have never met. I'm whatever about the guy, my only opinion about him is that his humor is too awkward and that he probably shouldn't be commentating fighting game matches.I think Persona is the only non-Xrd anime game I'd consider picking up in the future.
Only telling it how it is, brah.
Money hats confirmedoh boy guest characters hhahahahahaahahahaahahhaaaaa http://www.neogaf.com/forum/showthread.php?t=876824
Great idea, imo. Add a little more skill to blocking, but new players can still participate.
I don't have a life, so even if I'm not on ps3 I'm on my pc. If you ever want to play just hit me up and I'll jump on.Hey, Q, I've been meaning to ask you to play UNIEL again (although our connection wasn't too hot the first time). Your pressure has still been the scariest I've played, so I figure bashing myself against the bloody Carmine mountain is the best way to improve my defense! What days are you usually on?
Alright, I won't be on tonight, but lets play some tomorrow then. Will make sure to have some tequilla on deck to dull the pain of the beatings.I don't have a life, so even if I'm not on ps3 I'm on my pc. If you ever want to play just hit me up and I'll jump on.
Aesthetics!Well if you just wanna go in and push buttons, you could always play Yun.
oh boy guest characters hhahahahahaahahahaahahhaaaaa http://www.neogaf.com/forum/showthread.php?t=876824
That's just the way he is I guess(watch him talk about BB, lol), it's a shitty way to act when you're in his position, but yea, it's the criticism that matter. I agree with his USF4 criticism, but for him to say people shouldn't buy the game seems really bitter.Worse, he went in on a Capcom game. fall back nerd
It's not news that Mike Z doesn't filter or compromise his views on fighting game design or programming when he talks to anyone. If you talk to him and/or call him out on things he said, he'll seriously consider them. And he is harsher on Skullgirls than he will ever be on any Capcom game, even when he toots his horn on it.
When nobody can go in on what he said for the details of the interview and instead want to talk about things like his 'tone' or 'his approach to bugs may be cool but I dont like the game he made', that's telling enough. The fact is, this is the kind of criticism Capcom doesn't get enough of.
JWong 3-1 over ChrisG.Chris vs Justin in marvel now. Justin's going with point Storm again.
Chris vs Justin in marvel now. Justin's going with point Storm again.