Hector_JHJ
Neo Member
Interesting read. If possible it would be nice to see a comparison between the returning characters in Xrd to their original desighs.Snib
Interesting read. If possible it would be nice to see a comparison between the returning characters in Xrd to their original desighs.Snib
Not gonna lie...shit is hype, but from a design standpoint it is incredibly fucking hard to try and balance it because it allows for soooooo much loop/infinite potential in characters. Thats not even taking into account what it does for characters in potential of footsies like mixups, crossups, and baiting opponents into the wrong action.Tridashing is something other developers just have to get enough guts to implement.
And Millia in previous GG was better designed. If you remember her idle stance, she had her arms gloved in black and they were wrapped around her body so you would not see them from her silhouette except for one that seemed to balance like a dead thing (a dead member!). This was done on purpose: to remove them from our eyes and from millia's capabilities. By "removing" Millia's arms they implied her hair was a more natural thing to her than using her hands. That was bold and very clever. In Xrd Millia's arms can be seen with her silhouette, her fingers too. Since she has long sleeves with a bright color, your eye will see them for sure and I like her new design globally, she is less a discreet character, she's assuming herself. But it goes against the "hair is a body part" thing that was the most efficient and clever decision they took when creating her. They had to make the hair bigger and sharpen it to make it stand out as the arms are now covering it.
Pic:
Not gonna lie...shit is hype, but from a design standpoint it is incredibly fucking hard to try and balance it because it allows for soooooo much loop/infinite potential in characters. Thats not even taking into account what it does for characters in potential of footsies like mixups, crossups, and baiting opponents into the wrong action.
You use tridashing and you essentially have a full plate of things to consider balance on before you even get to their normal damage let alone their specials simply because it plays hell with meter build and damage potential based entirely on range/mobility being so powerful that it mitigates most of the normal methods you can design into a move to balance it.
One of the longest talks I ever had was how on Earth you could "safely" execute such a character. I can't go into what we discussed, but lets just say tech never got so deep as when it was involving trying to balance tridashes in ANY moveset or fighting game system. It literally puts everything in question.
What makes tridashing an entry point for broken stuff like infinites? Or do you just mean 8-way airdashing in general? Even in Marvel 3 there are hardly any characters that rely heavily on tridashing. It's basically just Magneto.
8 way dash in general. Soooooo much potential to break a game when it exists.
DOA folks in particular...
Take your dick out of your mouth long enough to think from a beginner's perspective. A huge number of people who start fighting games just push buttons. Teaching a basic button flow for combos is massive for getting those people into coherent gameplay practices.Did you seriously list that you learn how to go ABC from marvel? lol
That is why I think a fighting game should experiment with a "burst" ender for combos. I mentioned it earlier, but the basics would be:Not gonna lie...shit is hype, but from a design standpoint it is incredibly fucking hard to try and balance it because it allows for soooooo much loop/infinite potential in characters. Thats not even taking into account what it does for characters in potential of footsies like mixups, crossups, and baiting opponents into the wrong action.
You use tridashing and you essentially have a full plate of things to consider balance on before you even get to their normal damage let alone their specials simply because it plays hell with meter build and damage potential based entirely on range/mobility being so powerful that it mitigates most of the normal methods you can design into a move to balance it.
One of the longest talks I ever had was how on Earth you could "safely" execute such a character. I can't go into what we discussed, but lets just say tech never got so deep as when it was involving trying to balance tridashes in ANY moveset or fighting game system. It literally puts everything in question.
I will in 30 min if you don't find someone else.PSN SF4 anyone??
Interesting read. If possible it would be nice to see a comparison between the returning characters in Xrd to their original desighs.
You should do an article series on this. I would read it.Potemkin is probably the badest of all but not for just a matter of taste. Just look:
In past games Potemkin is a slave. The red collar he has around his neck can explode if his masters want. This collar slave acts physically on Potemkin as he's leaning under the weight of it. So potemkin's physical position evokes submission to his masters and that's a great justification to both have a slow/heavy character.
In Xrd, Potemkin does not have his collar slave anymore and is wearing a soldier uniform. It means he was freed but joined the Zepp army. So there is no reason for him to keep this submissive position while not wearing that collar anymore. A character becoming free would stand straight to express it. From previous games we know that he stands straight when he's not wearing it but somehow Arc designers forgot it:
It's does not matter but it just emphasizes the fact that Arc designers didn't thought too much about all this while doing redesigns... Or didn't care at all.
You should do an article series on this. I would read it.
I will in 30 min if you don't find someone else.
It's does not matter but it just emphasizes the fact that Arc designers didn't thought too much about all this while doing redesigns... Or didn't care at all.
so they made the black character a slave
but..hes free now but still believes he's a slave
kanye warned us about this.
This basically sounds like Skullgirl's IPS system. The one real problem I have with this is that it's a system that I find to be unnecessarily stressful on the player getting hit, because you effectively have to look out for resets at pretty much any point in the combo. It's like you turned every character/team into MvC2's MSP. A system like this can also lead to homogenized combos, where you are generally trying to get from your starter into the most IPS-efficient sequence that you can, since there are no other real constraints in place. There can be other considerations in place (I know Skullgirls adjusts meter gain depending on the combo), but that can easily lead to situations where the game becomes visually unappealing (like if everyone could zoop zoop) and with fewer judgement calls being made by the player on the offensive.That is why I think a fighting game should experiment with a "burst" ender for combos. I mentioned it earlier, but the basics would be:
1) All attacks lead to potential infinites.
2) When being hit (not blocking), a burst gauge builds.
3) Bursts are the only way to get out of combos.
4) Combos end when bursted or the attacking player goes for a reset.
5) Resets reduce the burst gauge significantly.
You would have to tune the burst gauge so that it builds at the right rate, but in the end this would ensure no true infinites, allow for creative combos, and would add a burst bait meta for additional depth.
so they made the black character a slave
but..hes free now but still believes he's a slave
kanye warned us about this.
Potemkin is probably the badest of all but not for just a matter of taste. Just look:
In past games Potemkin is a slave. The red collar he has around his neck can explode if his masters want. This collar slave acts physically on Potemkin as he's leaning under the weight of it. So potemkin's physical position evokes submission to his masters and that's a great justification to both have a slow/heavy character.
In Xrd, Potemkin does not have his collar slave anymore and is wearing a soldier uniform. It means he was freed but joined the Zepp army. So there is no reason for him to keep this submissive position while not wearing that collar anymore. A character becoming free would stand straight to express it. From previous games we know that he stands straight when he's not wearing it but somehow Arc designers forgot it:
It's does not matter but it just emphasizes the fact that Arc designers didn't thought too much about all this while doing redesigns... Or didn't care at all.
Did you seriously list that you learn how to go ABC from marvel? lol
I'm pretty sure I learned that from Sesame Street. Marvel players must've missed that class.
You should do an article series on this. I would read it.
Unfortunately he's playing too much sf4 ;(
Thomasaurus do Zato my Dood. Like he's less evil/demonic looking now because he's in control instead of Eddie in AC would be the gist of it right?
To me, it looks more like they just wanted to keep his hurtbox and silhouette similar. Considering how drastically his design was changed, it makes sense to me that they'd want to keep the silhouette similar. If he were standing, his hurtbox would be way too tall (it's already large now lol). I can't say whether they forgot, didn't care about lore, or just made a tradeoff instead though, but that's how I see it.
I appreciate the thought you're putting into your analyses, but I can't agree with an opinion just because it's well considered. For instance, perhaps the latest Potemkin design is intended to reflect the reality of someone who's been freed from slavery physically but not mentally/emotionally? Like an institutionalized prisoner who never really rejoins society despite being released. Also, soldiers are in the service of the government, which could be considered another form of slavery. So Potemkin still slumps. I feel like if you dissect anything for long enough you'll find inconsistencies, but what's more important in this context is the overall feel of a character as you play them.
It's possible that he developed scoliosis after all the years of slave-dom.
If the combos are short before the burst comes up (6 hits?), then it makes the game faster paced. I think this is mostly on the developer to create resets that are reasonable and fair.This basically sounds like Skullgirl's IPS system. The one real problem I have with this is that it's a system that I find to be unnecessarily stressful on the player getting hit, because you effectively have to look out for resets at pretty much any point in the combo. It's like you turned every character/team into MvC2's MSP. A system like this can also lead to homogenized combos, where you are generally trying to get from your starter into the most IPS-efficient sequence that you can, since there are no other real constraints in place. There can be other considerations in place (I know Skullgirls adjusts meter gain depending on the combo), but that can easily lead to situations where the game becomes visually unappealing (like if everyone could zoop zoop) and with fewer judgement calls being made by the player on the offensive.
I am on now.PSN SF4 anyone??
In Xrd, Potemkin does not have his collar slave anymore and is wearing a soldier uniform. It means he was freed but joined the Zepp army. So there is no reason for him to keep this submissive position while not wearing that collar anymore. A character becoming free would stand straight to express it. From previous games we know that he stands straight when he's not wearing it but somehow Arc designers forgot it.
It's does not matter but it just emphasizes the fact that Arc designers didn't thought too much about all this while doing redesigns... Or didn't care at all.
so they made the black character a slave
but..hes free now but still believes he's a slave
kanye warned us about this.
Man some of these winstreaks in DOA are kind of crazy.
https://www.youtube.com/watch?v=Nr7Hx6Fj15w
Best I ever did was 17 which I lost to a 25 >_>
Any reason why DOA gets those huge streaks- with VF I noticed even the winningest players only were about 80% winrate on ranked.
Hey now, that's not true. Ramlethal is the black character.
I'll stop the GGXrd talk for now, I feel like I'm spaming the topic and I don't like this. ;_; Feel free to ask things about design in fighting games if you want, I love this topic!
I'll stop the GGXrd talk for now, I feel like I'm spaming the topic and I don't like this. ;_; Feel free to ask things about design in fighting games if you want, I love this topic!
OK awesome I'll send you an invite around then.
Edit:
Thomasaurus do Zato my Dood. Like he's less evil/demonic looking now because he's in control instead of Eddie in AC would be the gist of it right?
Double edit:
Heads up for FGC GAF, don't buy TellTales Game of Thrones episodes on PS3. Shit is literally unplayable. Runs at like 5 frames per second, dialogue skips and stutters, constant freezing, screen tearing you name it can't believe they actually released this shit I wasted 10 bucks.
Common knowledge to never play Telltale games on PS3
Sorry about the loss of your ten dollars though
Walking Dead Season 1 and Wolf Among Us worked just fine for me on PS3. Haven't tried the GoT game.
Your posts are the most worthwhile thing in this thread for months.I'll stop the GGXrd talk for now, I feel like I'm spaming the topic and I don't like this. ;_; Feel free to ask things about design in fighting games if you want, I love this topic!
This. Being execution heavy is a turn off to very large audiences. I'd have played a shitload more KoF 13 if it wasn't for the amount of homework it takes to perform in that game. The amount of buttons per second involved in a combo being super high and the amount of directional input per second being high is not something I see as a good thing.
Meh. Exaggerating KOF XIII's execution requirements again.
Knee is streaming some Tekken 7 right now and testing a bunch of stuff, including some things that the chat requests.
http://www.twitch.tv/holyknee
bought a pdp pad to see if it's good enough to replace the sfxt pad for marvel and i didn't like it. it's a pretty good pad for street fighter though. if anybody is interested they are 10 bucks right now.
http://www.amazon.com/gp/product/B0051MQJWU/?tag=neogaf0e-20
it also makes a good mame pad.