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09-15-2010, 03:12 PM | #231 |
Rocky Wrench
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The other player can burst your burst in the corner btw, and bursts put the bursted player in a juggle state so they can be combo'd off of. But still, that system kind of blew because you could build meter fast and still burst whenever. IMO Guilty Gear did it best, putting bursts on a seperate meter that took a while to recover.
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09-15-2010, 03:58 PM | #232 | |||
Blue Psychic, Programmer
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Sometimes things people think are bad ideas have just simply been done poorly previously. I can see where you'd say that it punishes you for attacking the other player, but that's not even true in all cases. We don't know if you'll be able to combo out of it yet, for one. For two, call me crazy, but from what I've seen of Dissidia, it doesn't even seem to rely that heavily on combos. This isn't a game where it boils down to who gets in the first hit and there isn't even any worry of being cornered. You have a wide, round field and the full volume of three dimensions to work with. Combos are most reliable in either 2 or a line.
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09-15-2010, 04:02 PM | #233 |
Dark-type?
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That's 'EX Force', not BRV, I think. /hasn't played the game, either.
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09-15-2010, 04:08 PM | #234 | ||
adorable
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Also, Blues, just throwing this out there, but perhaps you're not the most qualified person to talk about Dissidia, seeing as you haven't played it. Your relevant degrees don't really mean much if you haven't played the game you're talking about.
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09-15-2010, 04:18 PM | #235 | ||
Blue Psychic, Programmer
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*looks* Oh, good, I was worried there for a sec. Don't scare me like that. My point is there's little reason to think they're not making a workable system out of it. There are means by which it could be good, bad, or neutral. Obviously, if you get a full bar every five seconds, that's bad, but there are other ways to meter the points out that can add to the game. Consider Grandia's HP, MP, and SP system. SP is earned and provides you with powerful assets, but it's not just given to you so easily. If you blow it all, it can be hard to get back. MP doesn't heal at all, but you have items that refill it. Two systems for two important aspects of the series. Obviously, putting assists as an item-healed stat would be retarded, but as long as it has its own unique and balanced way of refilling, it adds a new layer to combat. None of us knows how it's going to work yet. I'm just being more optimistic that it won't ruin the whole game.
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09-15-2010, 04:28 PM | #236 |
adorable
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Yes, but Mudah has more experience with Dissidia than you do, and he has much more experience with the genre than you do. When he has a concern like this, it is safe to say it is because he has seen how other games handle similar mechanics, and how Dissidia has generally handled its mechanics. Your earlier argument about the controls was yet another example of you talking about something you didn't have personal experience with. Mudah has played the game. When he says he'd prefer it with more buttons, it is based in his experience with the game, and that he feels more buttons would fix issues he had with the controls, however slight. You have not played the game.
You cannot speak personally for how well the controls work, and arguing that the game wouldn't benefit from more buttons smacks of you going out of your way to defend the game just for the sake of doing so. If you had played the game, and were able to argue from that personal experience, it would be a different story, but you haven't played the game. You're going out of your way to be contrary, with little basis to back it up other than "Well, you don't know that," which is far from being a strong argument. I understand that you have experience with programming, yet I feel you exaggerate the perspective it gives you, and shortsell the experiences of actual game players. This can be frustrating, both from a spectators point of view, and especially when someone is arguing something with you. Your reasons are generally fairly thought out to a degree, but are missing that important element of personal experience to back them up.
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09-15-2010, 05:00 PM | #237 | |||
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I'm not going out of my way to be contrary. I'm offering a different perspective. It's not like I haven't played any games, ever, here, or even never played any fighting games, ever. I just haven't personally ever gotten my hands on Dissidia. I admitted it. It's not like I tried to pretend otherwise. See, this entire "your opinion is invalid for XYZ reason" stuff? I really take umbrage with that. Your opinion may be different from mine, but there's no need to work so hard to run mine into the ground. I'm providing an opinion with the knowledge I have, which is just weighted in different areas. I'm more on the technical thought process. In this last example, the difference between a good system and a bad system is numbers. There are only so many ways to fill a bar and any one of them could work depending on the numbers used. I'm going to go cool off now. I can understand disagreeing with my opinion, but I really do prefer if people at least respect it.
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09-15-2010, 07:09 PM | #238 | ||||
Trash Goblin
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[Note: sat on this post before throwing it for an hour. Queried internet, Blues said to go ahead, and since this post is 90% against him, I figured I may as well post it.]
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Related: I tested on Super Street Fighter II: Turbo HD Remix, so I'm clearly totally qualified to give my opinion on why cornerwhoring in these games is wrong, and why dissidia suffers from it horribly. The thing I hate most about it is when I get locked into a corner and I get stunlocked for hours. I'm glad I have such a big health bar that I can be juggled and still, if I'm lucky, get out of it! I haven't actually played THIS game, but I've played other fighting games and my roommate Shane has a copy of this game and I just asked him if he dislikes cornerwhoring while he was playing it, and he agreed with me. Quote:
Every time you walk in with "I have more experience because X", regardless of if it is valid or not, you end up looking very arrogant, and yeah, people are going to step up and knock you for it. Quote:
IN RELATION TO THIS GAME: This may be game #2 I pick up for my PSP. :/ I really need to get more for it. |
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09-15-2010, 07:54 PM | #239 | |
Blue Psychic, Programmer
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That's fair enough. I can respect that reasoning.
I'll be honest and say it'll be a cold day in Hell when I get my brain to stop thinking in design mode. Designing stuff takes up most of my time, up and down both. On the other hand, now that I've had time to chill, looking at my posts, I see I've been arguing against opinions too hard instead of considering and integrating them, which is wrong of me, especially from a design standpoint. I realize I do that more with online feedback than meatspace feedback on my own work and I guess the same applies here. So, apologies. Especially to Mudah. It's really not fair that I treated your opinion as less valuable than my brother's just because you're online, especially given your experience with the genre as a whole. Yours should actually be more valuable, or at least worth much better consideration than I gave it, regardless of it being online.
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09-15-2010, 09:31 PM | #240 | |
Argus Agony
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The only exception is Jecht, but otherwise the characters with combos just require you to mash circle until you get to the part where you have a BP-to-HP link and then you hit square at the end. There's some amount of taking advantage of some lazy coding in regard to stagger time vs. dodge time during melee combos where you can dodge cancel in the middle of one and, with no resistance whatsoever, engage another combo and THEN link to an HP move, but all that means is that you're inserting R+X in the middle of your circle-mashing, and apparently it's something they largely fixed in the Universal Tuning version (which is the balancing they'll be running on with Duodecim) so you're pretty much back to circle mashing with a square finale for most characters.
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