Fighting Games Weekly | July 22-28 | Life's A Beech

What does cross-game have to do with F2P? They're entirely different things. F2P doesn't work because you won't get enough return on your investment.

Capcom can make it so you pay to unlock more characters. (Or pay $40/$15 with AE). F2P brings in a massive amount of new players.

They could also release more costumes
 
I am 100% okay if this is Combofiend's team from now on.

I love how it plays. Annoy, annoy, annoy, gain a meter and THC when your opponent calls assist and your safe even if they avoid it. Potentially dead assist. XF for mixup if you want.
The hilarious part is that this was Yipes day 1 team in Vanilla. It was like Cable/Storm/Captain Commando with Chris being Cable and Dante being CapCom.
 
Capcom can make it so you pay to unlock more characters. (Or pay $40/$15 with AE). F2P brings in a massive amount of new players.

They could also release more costumes
Yes, but the goal of F2P is to get people to spend real money. (You're hunting for Whales.) It just falls completely apart due to the development costs.
 
Yes, but the goal of F2P is to get people to spend real money. (You're hunting for Whales.) It just falls completely apart due to the development costs.
I think you could get that to work, but then you would need to make either more outfits or have customization items like VF and Tekken do. (I know they just added additional outfits to Tekken Revolution, but for whatever reason you can't customize them? When that function has been in every Tekken since 5?) Or you could do what Valve does with TF2 and open the item marketplace up to nearly anyone and just skim some money off the top of every transaction. Both could work, but would probably require a prohibitively large/dedicated playerbase. Who is up for over 9,000 hats in Street Fighter?
 
lol

It's nice to see Storm resurrected.

I always felt that one thing which had always limited Storm is how the Storm players kept building bad teams for her. Against someone with Spencer or Chris on point and the threat of a Hail Storm DHC calling assists can be a nightmare.
 
That's because it doesn't cost them $100-200K+ to add a new character.
It probably costs more than that for Riot.

I'm pretty sure a F2P USF4 would bring in more revenue than what they plan on doing now. Most SF fans will still pay the $15 for the upgrade, but now you'll get a revenue from a whole new set of players who may very well pay $40 once they play enough to unlock the full game.
 
"Pokeyman"

Bill-Cosby-Sandwich-GIF.gif
 
[QUOTE="God's Beard!";72497501]Devil May Cry is not a hard game to do awesome looking things in.[/QUOTE]
Right, but it is difficult. It's not like the game is some God of War QTE fest. My BIL was stuck on a GoW: Ascension level, and all I did was mash cooldowns and do QTEs and I won the fights. So bad.
 
WTF @ rolling Devil May Cry in with Call of Duty as a game developed to make people feel good at games with minimal effort.
Applies to the new DmC. Its extremely easy to do flashy stuff and feel good about it plus the game drops SSS ranks like candy.

DMC3 and DMC4 you had to work hard to look and feel like a bad ass while attaining and maintaining SSS.
 
[QUOTE="God's Beard!";72498576]Well it's not like you have to be one or the other.[/QUOTE]
His point was about difficulty and losing, though.
 
Right, but it is difficult. It's not like the game is some God of War QTE fest. My BIL was stuck on a GoW: Ascension level, and all I did was mash cooldowns and do QTEs and I won the fights. So bad.
Not really that difficult. I mean, it's not Ninja Gaiden where the enemies actually have rudimentary AI or anything. It's not really about difficulty as much as it about creating the illusion that you are more skilled than you are, which DMC gives you with even most basic skillset. The game is about style, and it makes it known, giving you ample opportunities to show off (mashing guns alone probably delights people) without the fear of enemy #2 tickling you. And every game has it's difficulty curve that kicks in later anyways.

In other news, SRK got a new layout that is 50% less ass. Still a ton of head-scratching white space though.
 
In other news, SRK got a new layout that is 50% less ass. Still a ton of head-scratching white space though.

I was just about to ask you folks for feedback on that. The appropriate people are still making tweaks here and there, so feel free to let me know what you think and I'll be sure to pass along any constructive criticism I receive.
 
I was just about to ask you folks for feedback on that. The appropriate people are still making tweaks here and there, so feel free to let me know what you think and I'll pass along any constructive criticism I receive.
A lot of jarring space above/below the Domination 101 banner, Tournaments Calendar area, and the RSS/Twitter/FB area. Looks bloated. Also the white block above the "Don't Miss" Banner appears to be useless. I feel like that should just be moved up.

Other than that, I kinda like it. Mostly because it's much faster than the old website.
 
It probably costs more than that for Riot.

I'm pretty sure a F2P USF4 would bring in more revenue than what they plan on doing now. Most SF fans will still pay the $15 for the upgrade, but now you'll get a revenue from a whole new set of players who may very well pay $40 once they play enough to unlock the full game.
So, you're both essentially pulling figures out of thin air regarding Riot's dev costs and then conjecturing that in Fighting Games, a genre that tends to involve loyal dedication to a small number of deep characters, that people are going to be willing to pay to unlock characters they'll likely never use?

Please do yourself a favor and look into the economics of this genre.
 
I was going through some of my old game magazines and found a section called Tournament Report in Tips & Tricks magazine. I think you'll notice a few familiar names here.


Amazing that years ago, I had no idea who any of these people were, or even cared.
 
A lot of jarring space above/below the Domination 101 banner, Tournaments Calendar area, and the RSS/Twitter/FB area. Looks bloated. Also the white block above the "Don't Miss" Banner appears to be useless. I feel like that should just be moved up.

Other than that, I kinda like it. Mostly because it's much faster than the old website.

Noted. Thank you!

I was going through some of my old game magazines and found a section called Tournament Report in Tips & Tricks magazine. I think you'll notice a few familiar names here.

Amazing that years ago, I had no idea who any of these people were, or even cared

Yeah, I have a huge stack of those myself. The old pictures are great. That section usually came with a second page that detailed the top ten or so players for the major games at the time.
 
I was going through some of my old game magazines and found a section called Tournament Report in Tips & Tricks magazine. I think you'll notice a few familiar names here.



Amazing that years ago, I had no idea who any of these people were, or even cared.

Proof that Viscant is OG. Take that, CDjr
 
I was just about to ask you folks for feedback on that. The appropriate people are still making tweaks here and there, so feel free to let me know what you think and I'll be sure to pass along any constructive criticism I receive.
The front page looks much better, but it's really the forums and widgets that kill me. And my guide being ruined twice for no reason at all.

Bid on eBay to get into the tournament LOL
To play top JP MvC2 players. ;-)
 
The front page looks much better, but it's really the forums and widgets that kill me. And my guide being ruined twice for no reason at all.

While I can't offer anything concrete on that end as I'm not personally involved with any of the design decisions, I'm pretty sure the forums are going to be looked into.
 
He actually tried to say that sfiv is an easier game for beginners than p4a. Lol
It definitely is. P4A has a lot of mechanics, and the characters are complex. I can hold my own in SFIV against people who have been playing it for years just with fundamentals. SFIV is a very simple, yet deep game. That makes it perfect for beginners, like Smash Bros.
 
He actually tried to say that sfiv is an easier game for beginners than p4a. Lol
I'd definitely agree with it, too.

I have the same problem with P4A as I've had with the other ArcSys games I've played: too many goddamn rules/subsystems/meters/etc. By the time I was done browsing the tutorials I had lost almost all motivation to play the game. It just feels like I'm spending all of my time learning rules instead of characters, and I don't get that feeling from other fighting games.
 
It definitely is. P4A has a lot of mechanics, and the characters are complex. I can hold my own in SFIV against people who have been playing it for years just with fundamentals. SFIV is a very simple, yet deep game. That makes it perfect for beginners, like Smash Bros.

Coming in as a beginner last year, I really don't think so. P4a was infinitely easier to understand and get good at than sfiv, which I still suck at even though I've spent more time practicing it. Sfivs mechanics seem simple at first but are pretty complicated one you get into the meta aspect of it(setups, vortexes, plinking, safe jumps, etc.) With p4a, the game is simple on its surface and it's simple beneath its surface as well. There are no hidden mechanics that you need to scour the internet for to find, everything you need is right in front of you. People keep sqying that the game has many rules, which confuses me. Only real thing a beginner needs to know about the game thats different from regular fighters is that you can dash in the air.Characters have pretty clearly defined goals(with the exception of maybe aigis or teddy)It's not link dependent. Not to mention AAAAA.
 
Coming in as a beginner last year, I really don't think so. P4a was infinitely easier to understand and get good at than sfiv, which I still suck at even though I've spent more time practicing it. Sfivs mechanics seem simple at first but are pretty complicated one you get into the meta aspect of it(setups, vortexes, plinking, safe jumps, etc.) With p4a, the game is simple on its surface and it's simple beneath its surface as well. There are no hidden mechanics that you need to scour the internet for to find, everything you need is right in front of you. Characters have pretty clearly defined goals(with the exception of maybe aigis or teddy)It's not link dependent. Not to mention AAAAA.
That's just it, though, most players aren't progressing to setups/vortexes/pinks/safe jumps.
 
Coming in as a beginner last year, I really don't think so. P4a was infinitely easier to understand and get good at than sfiv, which I still suck at even though I've spent more time practicing it. Sfivs mechanics seem simple at first but are pretty complicated one you get into the meta aspect of it(setups, vortexes, plinking, safe jumps, etc.) With p4a, the game is simple on its surface and it's simple beneath its surface as well. There are no hidden mechanics that you need to scour the internet for to find, everything you need is right in front of you. Characters have pretty clearly defined goals(with the exception of maybe aigis or teddy)It's not link dependent. Not to mention AAAAA.

All the things you mention about SFIV are emergent.
Optimal ways to play characters, easing execution etc.
As far as universal mechanics go, P4A has much more things you need to wrap your head around and more mobility options.
Only easier aspect is inputs, really
 
P4A system can get overblown. For me it was never an issue.

Burst = simple
Meter = simple
Persona card = simple

There were a lot of subsystems but nothing was really complicated. A lot of it isn't unique and has been used in other games (KOF, BB/GG etc).

I can see how people can say p4a's subsystem was overwhelming but to me its rather simple. I do think its widely exaggeration when people say "I don't know what I'm suppose to look at".

SF4 is simpler just looking at it. The only thing obtuse (lol?) is the FADC mechanic. For a new person, FADC is going to be hard as shit compared to any of P4A subsystems. But outside that? SF4 can be played just like SF2 at a beginner level.

SF4 is simpler overall to a new person. P4A has so many options in comparison and can simply overwhelm people.
 
I was going through some of my old game magazines and found a section called Tournament Report in Tips & Tricks magazine. I think you'll notice a few familiar names here.



Amazing that years ago, I had no idea who any of these people were, or even cared.

Team Glitter | Sabin
 
I was going through some of my old game magazines and found a section called Tournament Report in Tips & Tricks magazine. I think you'll notice a few familiar names here.



Amazing that years ago, I had no idea who any of these people were, or even cared.
Didn't know 8 on the Break has been around that long.
 
I was going through some of my old game magazines and found a section called Tournament Report in Tips & Tricks magazine. I think you'll notice a few familiar names here.



Amazing that years ago, I had no idea who any of these people were, or even cared.

WOO FOLSOM, CA REPRESENT

kinda sorta i guess
 
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