BearsAreScary
Smash Journeyman
- Joined
- Feb 22, 2007
- Messages
- 360
shouldn't he aspire to be a good player...?u guys do know that... dc WILL NOT LEAVE HIS ROOM, he will be the next heartnana or better.
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shouldn't he aspire to be a good player...?u guys do know that... dc WILL NOT LEAVE HIS ROOM, he will be the next heartnana or better.
Dude I ****ing TOLD you.OH. MY. GOD.
I CAN INSTANT BLOCK THINGS!
I CAN TECH GRABS!
I ****ing love this ****.
Wait what?360 controller is just fine to me.
I think the PS2/PS3 controller is garbage though. 360s/720s are stupid on Dualshock.
But since everyone in AL uses PS3 I have to use a stick.
Or you could think for 1 second, and immediately realize he couldnt possibly be talking about melee jiggs.Well. Lets consider the fact that I don't really acknowledge brawl as a serious game and my statement before would make more sense.
fixed it for completeness :3Attacking nvm cloop
Blocking nvm cloop
Jumping nvm cloop
cloop nvm cloop
The Wheel of Fate is Turning...
REBEL 1...ACTION!! nvm cloop
RIP Guilty Gear
I use the Control Stick. It's actually good for stuff and comfortable.Wait what?
What are you? Weird?
The 360 controller is complete garbage for fighting games. The dpad has only gates(up down left right) which makes controlling characters hard(plus its HUGE) and the buttons are MASSIVE.
PS2/PS3 controllers are nice and comfortable. ;o
Its personal preference, its just 99.9999% of everyone in the world prefers PS3/PS2 controllers at fighting games.
this is one of the saddest and most tragic posts i have ever read. i wish it weren't true...Attacking nvm cloop
Blocking nvm cloop
Jumping nvm cloop
cloop nvm cloop
RIP Guilty Gear
Thats the worst partthis is one of the saddest and most tragic posts i have ever read. i wish it weren't true...![]()
well, a lot of people stopped playing GGXX and went to BB because it's new, and a lot of new players play it, so there's a bit more money involved. but, BB is nowhere near as solid of a game. it's just sad to see something as good as GGXX start to go the way of the dinosaur in a lot of areas. i know GA GGXX is almost non-existent, short of me and a couple of people.What? Did Guilty Gear's tournament rep go from 6 down to 3 cause of BB? /not hating on the great late GG
i dunno. maybe with time, it'll get better, but i really don't like how easy BlazBlue is to pick up and be good at. i think the difficulty of GGXX, although it wasn't really that difficult IMO, really added something to the game, as i think it does with all fighting games. The added complexity really made the game special, and while BlazBlue is fun, i think Arksys should have just made another GGXX instead of BlazBlue.I agree that GG is the better game (although I truly enjoy BB as much as I liked GG), but it's just too frakking hard to be good at it. It was hard enough to convince people to play Accent Core when it came out. Add the passage of time and a new game to that, and it's not surprising that GG isn't being played anymore.
But I wouldn't be so harsh on BlazBlue so early. People disagree on which version was the best of GGXX, but we all agree that it wasn't the first. It may take a few years and a few versions, but I think most people will be satisfied eventually.
that is true. i'm very saddened by those facts.If it's any consolation, Arc Systems didn't stop making Guilty Gear by choice. There were some really wacky copyright issues and they basically lost the rights to continue making Guilty Gear games.
Yeah why reward people that put time into games.I agree that GG is the better game (although I truly enjoy BB as much as I liked GG), but it's just too frakking hard to be good at it. It was hard enough to convince people to play Accent Core when it came out. Add the passage of time and a new game to that, and it's not surprising that GG isn't being played anymore.
But I wouldn't be so harsh on BlazBlue so early. People disagree on which version was the best of GGXX, but we all agree that it wasn't the first. It may take a few years and a few versions, but I think most people will be satisfied eventually.
andI wish we could get rid of all this stuff and focus more on the gameplay itself.
not that a game being easy makes it more competitive either, but I really don't think that technical skill is the way to make a fighting game competitive. Ever.Certainly range matters. You can't have a 2d fighting game without testing the skill of getting in the right range. Nor can you really have a real-time game without testing timing of when to do a move. So certainly we have these or we wouldn't even be in this genre in the first place. As long as combos are easy to perform, they can have the decisions you mentioned. In ST, it's not hard to do jump roundhouse, low fierce, fireball. And if it was even easier somehow (bigger cancel window) then who cares? The real test was if you jumped in at the right time to do this combo. And yeah you can chose to end a combo with a knock down or more damage or a mixup opportunity or whatever. I'm lost as to what is inconsistent. Just remove things that don't need to be there...
Saying that all top players are on the same technical level is extremely ignorant. Watch Latif play Eddie and compare him to any other Eddie. No one is as technical as his Eddie, and no one (in the US btw) does the character specific combos that he can do with Eddie.The only thing technical skill does is separate the beginners from the intermediates. Simply making a game hard just to make it hard is not the way to go about doing things. Guilty Gear XX is a game that is hard because it had to be with all of the systems, tools, and extreme character designs. They didn't put FRC because it would make the game more difficult, they put it in because it would give the player more options. They didn't put in yellow blocking because it would be difficult, they put it in to give the player more options and increase the depth. You shouldn't set out to make the game difficult to play, which I don't think Guilty Gear did. At top level, it doesn't matter what kind of technical skill you have, because everyone can do everything once you get to that level. The obscene difficulty is part of the many reasons the fighting genre fell the last few years. SF4 and (much more so) Blazblue brought things down to be more approachable, and they have been a big success thanks to that. What makes a fighter competitive is not the technical skill, but the depth itself, which sometimes will lead to the difficulty and technical skill in the case of GGXX. McC2 is far more technically difficult than the Street Fighters, but that certinally doesn't make it more competitive.
In a review of Street Fighter 4, Serlin discussed the 1 frame linked moves among other things and said
and
not that a game being easy makes it more competitive either, but I really don't think that technical skill is the way to make a fighting game competitive. Ever.
I dont agree with this at all. 1 frame links ARE apart of the gameplay. People who spend time to master these deserve to be rewarded. A lack of things like 1 frame links gives you a game like brawl, where everyone can do everything....making it terrible...or BB (not to say that it doesnt have difficult links).I wish we could get rid of all this stuff and focus more on the gameplay itself.
As for that, doing the right thing at the right time is key, but people who spend time to learn harder BETTER punishments should be rewarded. Serlin thinks one should only play with his mind, which is ********. Technical skill should be equally as important as how smart both players are. If you dont have the ability to do top level combos (or havent practiced them enough to have them down 99% of the time), you shouldnt be beating someone that did.And if it was even easier somehow (bigger cancel window) then who cares? The real test was if you jumped in at the right time to do this combo.
Tell me ONE person who has done this.EDIT:
The reason brawl is so bad is because its so easy to be at top level as well, anyone can pick up any character and be playing top level with them in a month MAX.
That's an extremely simplified view of the difficulty debate.Yeah why reward people that put time into games.
A competitive game SHOULD be hard to get good at. Thats like saying its hard to get really good at a sport. Its hard to get good at ANYTHING competitively, which made GGXXAC so good because you had to put time into it, if you didnt you might as well quit.
BB is the heyimmaretard version of it, where everything is about bnbs (not that GG didnt have bnbs), ridiculous loops, and heavy offense as well.
EDIT:
The reason brawl is so bad is because its so easy to be at top level as well, anyone can pick up any character and be playing top level with them in a month MAX.
He was either exaggerating, or talking about the pure technical aspects at mastering the characters, not actually beating MEw2King and Ally.Tell me one person who has ACTUALLY gotten to top level competition in brawl within a MONTH of picking the game up.
P. good post imoBrawl is bad for reasons completely unrelated to its technical difficulty. It is bad for concrete reasons resulting from an engine that isn't conducive to entertaining competitive play.
I think, Afro, you are misinterpreting the nature of technical difficulty. Any video game, sport, business market, or other competitive environment has some kind of learning curve involved with participating successfully in that arena. This curve does little more than set a technical baseline for success. You need to understand that this baseline is completely arbitrary, and serves only to provide a filter on viable entrants into a competitive field.
So what happens when your filter is very broad? Well, you just get a lot of viable entrants. The issue here comes from game theory, which makes the accurate claim that the chances of one of these viable entrants achieving success decreases with the number of viable entrants. Case in point: Brawl. This is actually a very difficult community, because the baseline of technical ability is so low, so the chances of one player winning is also lower. But it's worth mentioning, that with the lowered chance of winning, the higher number of viable entrants also brings greater success to the winning entrant. High risk, high reward. If Brawl weren't a bad game, there would be absolutely nothing wrong with this.
What if the filter is very high, that is to say, there is a very high baseline technical ability necessary to win? Well, you can actually run into problems here. With a high baseline comes a low number of viable entrants. Of course, for those who meet the baseline, this means they have a higher chance of winning, but for those who don't, and have zero chance of winning as a result, they would only enter with the hope of gaining valuable experience. Ultimately, we reach the conclusion that this is a low risk, low reward scenario.
Add in the cost-benefit analysis, and it becomes more complex. Reaching the baseline requires a certain amount of time. When you get down to it, a game with a low baseline is low cost, high risk, high reward, and a game with a high baseline is high cost, low risk, low reward. Ultimately, it comes down to what you value.
I don't really find either to be a desirable situation. There's no balance in either of them. Certainly the technically difficult games are more fun to watch, but I don't have the time to devote to becoming a dedicated player of them. Alternately, high risk, high reward is a dangerous game, and the playing of it is really what led to the housing market crash in 2008. I'd rather seek a middle ground. Blazblue is a game with a certain technical baseline: you have to learn the mechanics of the game and learn certain character specific mechanics and combos if you want to be successful. On the other hand, you don't have to become adept at several inputs per second on a regular basis just to be a viable entrant.
Notice that nowhere in my breakdown have I made a judgment as the value of a game, or its competitiveness. The value of a game is based on its capacity to consistently bring enjoyment to its players within its stated boundaries. In many respects, Brawl is a good game, because it is not even meant to be played competitively, and it's actually really fun if you don't take it seriously. Ultimately, value judgments are the most meaningless of judgments you can give a game since they are almost purely subjective when taken on an individual basis.
The competitiveness of a game, or any field, really, is based on the number of viable entrants, and the relative viability of those entrants. It is based on nothing else. If a field has only one viable entrant, it is not competitive. Alternately, if a field has many viable entrants, but one of those entrants is many levels above the rest, the field is still not highly competitive. A field with many entrants of equal viability is competitive.
Again, note that none of what I have mentioned involves technical ability. Technical difficulty, competitivity and value are three completely unrelated judgments. There is no logical way I can think of to conflate the three meaningfully. It is increasingly vexing to me to see people trying to do so with apparently no thought given to the act.
tl;dr: stfu about competitivity, technical difficulty and value judgments if you aren't willing to think about them as long as I have here.
I can name multiple players who picked up random characters for specific people in tournament, and played them at a level in brawl. Myself, and Shaky.No I'm pretty sure he said, "anyone can pick up any character and be playing top level with them in a month MAX."
I don't think there's really any reason not to take that at face value.
I dunno about you but after that remark about being ignorant this came off as a little...hypocritical. Also a bit confusing, since he's in the Brawl BR.
keep talkin like your someone special.tl;dr: stfu about competitivity, technical difficulty and value judgments if you aren't willing to think about them as long as I have here.
Hey calm downeven puddles have a ****load of stuff inside it.
small things can grow...
I'd rather seek a middle ground. Blazblue is a game with a certain technical baseline: you have to learn the mechanics of the game and learn certain character specific mechanics and combos if you want to be successful. On the other hand, you don't have to become adept at several inputs per second on a regular basis just to be a viable entrant.
Dude its simple truth.**** this debate was looking good until you ****ed up everything Laijin.