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Trykt posted:The ranking system in this game doesn't make any sense at all and I don't like it. Seems like it's basically just PP. It's not there to be an accurate indicator of skill, but it does give mediocre players something easy to understand and latch onto. It also tickles the part of your lizard brain that likes to see numbers go up. However, the game should absolutely 100% show you your elo. Overall, one of the things I'm most unhappy with is how the game seems to like to hide information from you. Not being able to see your opponent's meters seems unnecessarily opaque, especially for a game touting itself on simplicity and approachability.
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# ¿ Aug 17, 2015 05:46 |
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# ¿ May 22, 2024 10:55 |
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NecroMonster posted:Rankings exist so This is more or less all I was trying to say earlier, just put more succinctly
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# ¿ Aug 18, 2015 07:00 |
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Lavender Philtrum posted:Hahahaha what the gently caress. Just to be clear, the combo indicator came up and said 29 hits after this was done, right?
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# ¿ Aug 20, 2015 20:46 |
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Since they took away chel's good (for this game) buttons, they should let her keep 1.0 speed fireballs, what the gently caress. Giving her worse normals and less damage but an amazing fireball game would basically make her ST Guile, which is loving fine by me. I've been playing relatively immobile characters with good-but-not-great buttons but an incredibly solid fireball game for years. Guess I'll play dauntless now so I can press cr.M a lot.
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# ¿ Aug 27, 2015 03:35 |
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I"m gonna give you the benefit of the doubt by not assuming that you're trolling us: Combos add additional design space, both visually and mechanically. Mechanically: I hit you with a move. I can choose to do any of several combos depending on screen position: maybe I have a combo that maxes out on damage but doesn't give me good positioning for followups. Maybe I have a combo that carries the opponent to the corner, but doesn't do as much damage. Maybe I have a combo that doesn't do as much damage, but knocks down, leaving me in a good position to attempt a maneuver on my opponent's wakeup. Characters do more damage in the corner because juggles are easier, owing to the fact that your opponent, if their back is to the corner, cannot be pushed back any further. This rewards good positioning because now you don't want to be in the corner because not only is it tactically significant (you can't run away, opponent has more offensive options) you will eat half your life bar if you get hit while cornered. Balance: Combos allow for more knobs for the designers to tune balance-wise. Small tweaks to frame data allow designers to allow or disallow combos at will, meaning abusive tactics can be eliminated without completely gutting characters. In no-combo land, if a character does too much damage, you make all his moves do less damage. In real fighting game combos-matter land, if a character is doing too much damage overall one or two moves can have their damage tweaked or frame data adjusted so as not to allow followups in as many situations. Combos raise the skill ceiling, usually a good idea for a competitive game. Competitive games with low skill ceilings get figured out and dropped quickly. Games like this need to have longevity in the extreme to stay viable. Combos add a level of mastery which rewards spending time with your character. The game can be accessible, but accessible doesn't mean you deserve to be amazing while putting no work in. Combos allow for more creativity in playstyle as well as more emergent gameplay, as some players of a given character will favor certain combo options in certain situations over others. More aggressive players will want to maximize their damage at every opportunity, while more tactical players will nearly always go for optimal positioning. These are decisions players would not get to make if there were no combos. Design: Having combos is cooler and more stylish than not having combos, helps to give characters a sense of identity and keeps the characters from feeling identical in a game where all special move inputs are already identical. Is this enough reasons to keep combos, Lavender? I could go on for way longer than this.
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# ¿ Sep 16, 2015 07:13 |
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Lavender Philtrum posted:OK, so, I'm not actually trolling, these are just my actual opinions, let's get that out of the way. You are right that this genre tends to stagnate for years at a time, and innovation is something that's badly needed. The guys behind RT are smart, too; I feel like they'll probably pull a playable game out of their collective butts at some point. But the people in this thread who criticize the game aren't thinking about what it might be or what it will be, they're thinking about what it is. Rising Thunder is not fit for competitive play in its current state.
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# ¿ Sep 17, 2015 03:32 |
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# ¿ May 22, 2024 10:55 |
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Draynar posted:drat this thread is dead. Another update. Can spectate lobbies now. Game needs a lot more than just lobbies to survive.
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# ¿ Oct 14, 2015 15:38 |