No I'm in my other house on the other side of the country. I am no bustah sir. I just have too much houses. :E
No I'm in my other house on the other side of the country. I am no bustah sir. I just have too much houses. :E
No I'm in my other house on the other side of the country. I am no bustah sir. I just have too much houses. :E
FGW | DaiGOAT 4 : Furry Road
You always overcomplicate things. This isn't about MOBAs. It doesn't matter, and I know all this.Ok now you have shifted the argument from "getting stunned" to "getting ganked by 2 or more players". There's really not much difference between ES stunning you and killing you vs QoP blinking in Scream + Ulti to kill you in an instant. It's a combo that instantly kill you and you have no way to avoid it especially in the early game.
Again we are back to the point of "fun". No one likes getting ganked, it's not fun getting ganked. But should ganks not be in MOBAs because it's not fun for the person ganked? Hell no.
Ganks are the reward for by passing lane experience/gold, taking advantage of map control and team work. It's an essential part of the game.
In any case, combos/set play isn't really what's keeping the casuals back. People play Hearthstone casually and that game is filled with unavoidable combos and set play. Hell some casuals at least like watching fancy combos and crazy offensive pressure.
You always overcomplicate things. This isn't about MOBAs. It doesn't matter, and I know all this.
The sole point was that losing control of your character is a universally disliked phenomenon. This is not up to personal taste. No one likes it. Fighting games make you lose control a lot. MOBAs don't. Maybe fighting games would benefit from such a change.
That is it.
I like this one because it incorporates both big events of the day, rather than the constant MK vs SF crap.
I will slay a DaiGOAT thread title like a I would a group of Drowners in the WItcher.
Fighting games are doomed. Just like competitive rts. No where to go but down.
And I already said that this particular aspect of fighting games is not what is keeping people from not playing fighting games or what differentiates good designed games from bad ones. Or else people won't be playing strategy games or card games like Hearthstone because there's a big degree of losing control or being in unavoidable situations in those games.The sole point was that losing control of your character is a universally disliked phenomenon. This is not up to personal taste. No one likes it. Fighting games make you lose control a lot. MOBAs don't. Maybe fighting games would benefit from such a change.
Pretty much this. A MOBA where you have more "control" than in standard MOBAs exist but it's a flop compared to other MOBAs. So clearly people are FINE with losing a bit of control and having some complexities in their games.removing combos from a fighting game will end up making the fighting game equivalent of heroes of the storm.
Actually you'll just make divekick, and a game like divekick while fun, has the skill ceiling of tic tac toe.
You always overcomplicate things. This isn't about MOBAs. It doesn't matter, and I know all this.
The sole point was that losing control of your character is a universally disliked phenomenon. This is not up to personal taste. No one likes it. Fighting games make you lose control a lot. MOBAs don't. Maybe fighting games would benefit from such a change.
That is it.
San Diego marvel streaming with cloud/clock/paradigm/others there too.
On the combos thing- combos can add meaningful depth (if the game is flexible enough to allow it). Having to choose between raw damage, screen position, oki, going for resets, etc. and having to weigh the options on the fly depending on the state of the match at the time adds depth imo.
I know.KI tried this lol. You can technically break every combo!
You are factually wrong. I have heard numerous people say they dropped Marvel because they got tired of getting hit into a combo that seemed to go on forever, and they hardly got to play. Losing SOME control of your character is fine. MOBAs and stuns are fine. The 120 second time out is bearable in the context of a 45 minute match.And I already said that this particular aspect of fighting games is not what is keeping people from not playing fighting games or what differentiates good designed games from bad ones. Or else people won't be playing strategy games or card games like Hearthstone because there's a big degree of losing control or being in unavoidable situations in those games.
MOBAs do in fact make you lose control. When you die, you are out of the game until the timer expires which is even worse than getting comboed (in late games you can be out for 120 seconds). So this is not a case of "fighting games have it, MOBAs don't". I know what your point is but you keep trying to bring up these examples when they aren't really solid examples to support your point.
Pretty much this. A MOBA where you have more "control" than in standard MOBAs exist but it's a flop compared to other MOBAs. So clearly people are FINE with losing a bit of control and having some complexities in their games.
Losing control of your character takes the depth to zero because you have no actions to take, and thus no active considerations to make.You are supposed to dislike losing control of your character. If you are getting combo'd that means you lost in neutral/made a mistake and are getting punished for it. Its up to your opponent to punish as hard as they can and usually going for harder, more optimal punishes is more difficult than quick and dirty bnbs.
So if your opponent doesn't want to take a big risk/can't take a big risk you aren't going to lose control of your character for very long. There is a lot of risk/reward stuff like this in fighting games that I really like. I think "losing control of character = no depth" is the wrong way to look at it.
In most fighters, though, all of these things line up unfortunately. Moreover: what depth does it add for the player getting hit?San Diego marvel streaming with cloud/clock/paradigm/others there too.
On the combos thing- combos can add meaningful depth (if the game is flexible enough to allow it). Having to choose between raw damage, screen position, oki, going for resets, etc. and having to weigh the options on the fly depending on the state of the match at the time adds depth imo.
What do people do when they are continually ganked, though, and spend more time waiting to play than playing? They quit. At least, back when I played DotA in pubs (before I joined a group), that is what happened. People just said "Fuck it, I am done". My example is perfect.
Losing control of your character takes the depth to zero because you have no actions to take, and thus no active considerations to make.
In most fighters, though, all of these things line up unfortunately. Moreover: what depth does it add for the player getting hit?
It would be advisable if fighters universally started to add something to do while getting hit.
UMvC3 H&H parry glitch.
Combo breakers.
Directional influence.
Bursts.
There are more ideas out there to make getting your ass kicked more interesting than staring at the screen. Even kicking ass in long combos gets boring to me. I want to get back to the neutral ASAP.
So SFxT, basically
I don't think I've ever seen anyone apply the VSav Dark Force mechanic to characters in hitstun (ala bursts) before. Balancing how often someone should be able to do that would be a bit tricky and a lot of people would have a lot of ideas regarding how strong or unique they should be. The latter would probably be harder to figure out than the former.It would be advisable if fighters universally started to add something to do while getting hit.
UMvC3 H&H parry glitch.
Combo breakers.
Directional influence.
Bursts.
There are more ideas out there to make getting your ass kicked more interesting than staring at the screen. Even kicking ass in long combos gets boring to me. I want to get back to the neutral ASAP.
Sounds good until you run up against situations where both players are breathing and only one of them spends 3/4ths of the match thinking "welp, I'm fucked". This was common in SG in MvC3.It gives both players an opportunity to breath and consider the overall state of the match, actually.
You are being stubborn and missing what I am trying to say. So I will put it into bullet points so you can focus on the problem:You are factually wrong. I have heard numerous people say they dropped Marvel because they got tired of getting hit into a combo that seemed to go on forever, and they hardly got to play. Losing SOME control of your character is fine. MOBAs and stuns are fine. The 120 second time out is bearable in the context of a 45 minute match.
What do people do when they are continually ganked, though, and spend more time waiting to play than playing? They quit. At least, back when I played DotA in pubs (before I joined a group), that is what happened. People just said "Fuck it, I am done". My example is perfect.
I don't play Hearthstone, but even in a game as refined and distinguished as chess, when you have lost control to the point where you cannot win, there is a common action people take: resigning.
I am not wrong on this. I agree that losing SOME control is fine. If you lose control for 50 seconds out of a 90 second match, though, that is mighty discouraging. If you can't see how that would negatively impact the player base, then I don't know what more I can say.
Sounds good until you run up against situations where both players are breathing and only one of them spends 3/4ths of the match thinking "welp, I'm fucked". This was common in SG in MvC3.
Play what you like Karsticles all anyone can do there is question your tastes. No one can change that but you.
The second you start with that "smash is deeper than anything else" nonsense however is where ppl that knoe whats up are going to take issue. Didn't hungry box say some nonsense like "melee is the best game ever It is perfect"..? Can you read this and see how ridiculous it is?
Melee is the best though
It has wavedashing
It has a lot more and a lot less than that...precisely why it has plenty of company in the "good fighting game" category. It damn sure isn't S+ like some folks want to believe tho
Nah I knew you were kidding but the sad part is some ppl actually say that shit and I just be likeI was being sarcastic, sorry
I like Melee but the diehards will die hard for it
It has a lot more and a lot less than that...precisely why it has plenty of company in the "good fighting game" category. It damn sure isn't S+ like some folks want to believe tho
I've said something to the effect of "Smash is as about perfect as a game made by humans can be". Those few games that reach that nirvana are something special. Them being that good doesn't mean other games aren't fucking awesome, though. About the only lesson Mahvel can learn from Smash is camera zoom. Superjumps in the versus games seem kind of stupid with the way cameras work in those games. Mike didn't really choose to tackle that, so they just sidestepped it in SG. Luckily for us other games in the past can do anime and versus style without taking to the sky so much (GG and VSav).Play what you like Karsticles all anyone can do there is question your tastes. No one can change that but you.
The second you start with that "smash is deeper than anything else" nonsense however is where ppl that knoe whats up are going to take issue. Didn't hungry box say some nonsense like "melee is the best game ever It is perfect"..? Can you read this and see how ridiculous it is?
It's an opinion but its a bad one (lol) and just ignorant. That's not disrespect to the game but to theplayer fyi
That first touch deciding everything (to a greater degree in mvc3 thanks to x-factor) was serious business.Yeah, that's called "Being a Bad FG Player".
AKA "Being a Marvel Player".
There are people who think SF4 is a perfect game like 801Strider. So this is hardly surprisingly to be honest.
Ultradavid said it on stream on his Ultrachen show. He was as shocked as you were.wow really?
I have high respect for 801 Strider's mind but that's a shocker...
There are people who think SF4 is a perfect game like 801Strider. So this is hardly surprisingly to be honest.
It's definitely S+. Realistically, there's not a whole lot of games to put above it.
9) Gamma Crush (beats every option because it's fully invincible but it's a waste of 1 bar and is unsafe if you miss it)
how many DaiGOAT threads have there been?
Not enough.
We also need Marvel 3 vs Skullgirls and hurt or heal 3d fighting game characters.
801strider did not say that. There's no way.
If it's S+ kimosabae then there's a few other games in that category.
FGW|Brought to you by SPONCH!
Ironically, ever since Brawl, they cut the depth on this hard. It was handled great in Melee and 64.I think Smash has a ton of depth primarily because of how aerial play works.