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(08-10-2012, 08:26 PM)
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(08-10-2012, 08:28 PM)
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(08-10-2012, 08:32 PM)
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(08-10-2012, 08:32 PM)
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Also like said it matters even more in 2 v 2 and 1 v 1. |
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(08-10-2012, 08:36 PM)
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I felt the Quick Look came off as fairly negative, though I think that's more just Jeff not enjoying Smash Bros-styled fighters.
I'm curious if this beta will be used to make any actual gameplay improvements. From my understanding, it was sent out to test network strength. Hopefully they're listening to the feedback. The damning moment for me though was Fat Princess' Level 3. I mean. Honestly. It's Pit's final smash. Almost exactly. |
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(08-10-2012, 08:36 PM)
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(08-10-2012, 08:37 PM)
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That it really doesn't matter so much that you are getting hit. It's more than you probably should be the one doing the hitting. Even still doesn't change much if the other person can build their AP. |
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(08-10-2012, 08:37 PM)
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No one shall be brought before our LORD David Bowie without the true and secret knowledge of the Photoshop. For in that time, so shall He appear.
(08-10-2012, 08:41 PM)
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Sorry, I didn't mean to be cryptic. To be honest, I'm surprised people think this looks good (with regards to actual gameplay elements - the characters, stages, and concept are great!) But here's why I think this game looks like crap: I take a lot of issue with some of the things GiantBomb poked at in their QL. First off, there's much less of a personal gain/detriment in the actual core fighting. You just need to get hits - it doesn't really matter how you get them. This will end up with people constantly targeting the guy who sucks the most. Let's say you and I are both playing and we're great at the game. We're playing with two people who are completely awful at it. Instead of logically pairing up against each other (since we're similar skill level), it makes more sense for us to beat up on the people who suck, since it still builds meter. There's just not enough of a reward/detriment to who or how you fight, as long as you build meter. In fact, you could just sit in the corner and try to collect meter-building items the whole match. Maybe that would work. The idea that your attacks don't do anything AGAINST the specific player you're targeting is a terrible, terrible idea. There should be proper cause and effect when fighting. There are small things that irk me, too, like the lack of a proper score being displayed. Or that the only indication that someone is blocking is their personal animation, and not something more visually-apparent, like the classic "bubble" in Smash. The visual indicators in the game (tiny things that companies like Naughty Dog, Nintendo, and Valve work to perfect, and we take for granted) really freaking suck in this game. But, whatever, I'll get over small aspects like that. The next that spells doom is the fact that the levels are completely enclosed. Open levels are what made Smash possible, and anyone who makes the argument that "this isn't Smash Bros" is only kidding themselves - this IS Smash Bros, that's what it's modeled after - get over it. See, if the levels were open, then at least there could be a Smash clone mode in the game. I guess this is more of a personal opinion, but since this game is very clearly Smash Bros, it should at least have a way to play it like Smash Bros. Forcing their seemingly arbitrary ruleset just for the sake of being different seems like a terrible way to go about it. But that's not even the biggest reason why this game looks bad, or at least shouldn't be taken seriously. It's the way you actually score points - the Supers in the game. What a stupid, broken way of scoring. It causes a few glaring problems from the getgo, so let me dive right in. First off, it makes each character's vast moveset essentially pointless. Since the only way to actually score any points is the Super, you'll end up basing who you choose to play as on the character with the best Super. And, trust me, there will be definite "good Supers" and "bad Supers" in this game, and that aspect alone will cripple characters' potential. Additionally, it adds a TON of weight to the Supers - far more than is comfortable. If you blow a level three super, you lose the match. You just lose. And fighting games, especially party fighting games, are decidedly unpredictable - you'll undeservingly fail at Supers all the time, essentially being punished arbitrarily. No fighting game should place so much emphasis on ONE move - it needs to be a balance. Not to mention (and we've seen it in the QL video) that, despite invincible frames, people can essentially get spawn killed. In fact, who you kill in this game doesn't even matter, as long as you get the kills! That means that your target will always be whoever is most convenient. And the idea of one-hit-kills in general is just such an awful way to score... It'd be like a game of soccer where the goal is closed off until one team had possession of the ball for X amount of time, at which point the goal opens up, and there's no goalie to defend. I just can't stress enough how flawed the concept of scoring in this game is. It's different entirely for the sake of being different. Someone said "well, you better not make this like Smash or Street Fighter - make something new!", and then the devs just duct taped some shitty concept together and said "this has to work, because it's our only option." It's just so silly. Can you imagine playing Street Fighter where the only way to win would be to land a super? Other moves wouldn't decrease their HP, but landing a Super would be a one-hit-kill? (I know my analogies aren't perfect, but you get what I mean.) Does that mean that this game will absolutely be terrible? No. Not at all. In fact, it'll probably be a fun party game. But the depth of Smash was always that it was both a fun party game, and a legitimate, fair fighting game. Your own personal opinions aside, Smash has had one of the most active and dedicated competitive scenes of all fighting games - it's a legitimate fighting game. Can the All-Stars concept be saved with aspects of the game we've yet to see? Absolutely. There could be a slew of game modes that focus on the actual fighting, as opposed to just the Super. There could be an HP mode, which would totally change the way you play the game. There might even be some sort of "break through the wall at X amount of damage" Smash mode, which would allow the current stages to work with the Smash Bros concept. There could be TONS of different ways to play that we're not seeing. With that being said, though, everything they've shown so far looks pretty terrible from a gameplay perspective. |
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(08-10-2012, 08:41 PM)
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(08-10-2012, 08:42 PM)
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Part of the whole strategy is to avoid supers and cautiously build AP. It's better if others die as long as you don't die since it'll take points from you. You know how people control space in Street Fighter? When people have meter I pay attention to which level so I can imagine their super's hitbox and try to stay out of it as much as I can all while building my own meter.
Controlled chaos. |
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(08-10-2012, 08:43 PM)
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And neither of your responses answered why it matters if you get hit It again focuses on why it's important that you are doing the hitting. I get that it builds up your enemies AP, but like I said that can happen with or without your involvement anyhow. I'll just drop it until we get more time with 1 vs 1 or 2 vs 2 play or whatever. |
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(08-10-2012, 08:49 PM)
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Last edited by Ploid 3.0; 08-10-2012 at 08:53 PM.
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(08-10-2012, 08:53 PM)
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Stock mode won't work as well because you could get killed 3 times in a row by supers from attacks that you weren't involved with, and the guy that allowed those supers to get farmed gets off scot free. I have certainly seen it happen in the beta. You can avoid it by detecting the feeder or the feedee and focus on them yourself to gain AP, and by making sure you aren't in the situation where people usually like to use supers, always ready to escape if need be. But its not always possible to do that, especially when you have parapas sticking you down with their very long punch combo (seriously you parapas need to learn that its ok not to finish that combo if someone walks up to you with a level 1 ready while you are busy punching). Anti-stock will help in some ways. It wont help people feeding other players, but you could almost look at it as a race for who can kill the most feeders quickest. And obviously 1v1 and 2v2 solves the problem completely. |
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(08-10-2012, 08:54 PM)
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When you are getting hit, you may not lose AP normally, but your not gaining any either. And that is something you absolutely have to do in order to win. |
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(08-10-2012, 09:02 PM)
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Is the story mode confirmed to be like a fighter? As in almost like an Arcade with a few scenes and a special event with your rival?
Personally I would have preferred one big expansive mode that involved using all characters and finished up with the end boss. Something in the vein of Subspace Emissary with differences. Like how Blazblue CS Extend does it or the newest Mortal Kombat would be nice as well
Last edited by Shahed; 08-10-2012 at 09:11 PM.
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(08-10-2012, 09:03 PM)
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(08-10-2012, 09:06 PM)
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(08-10-2012, 09:08 PM)
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As far as "indicators" go, I think we were told that they are working on that.
Last edited by Dusky; 08-10-2012 at 09:11 PM.
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(08-10-2012, 09:13 PM)
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I agree with the points though, I think this game is really going to shine in 1v1 and team mode. 1v1 will be no BS, you either get hits or you don't get AP. Will be interesting. |
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(08-10-2012, 09:14 PM)
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Agree to disagree I guess. It's just strange that people see this in 2 very distinct ways. |
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(08-10-2012, 09:16 PM)
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(08-10-2012, 09:16 PM)
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When playing, I try to do everything in my skill set to keep you from building meter. I will stun, throw, barrage, and grapple you to keep you from hitting me, and anyone else that will help you build meter. By doing this, I'm building my OWN meter, at which point I will then switch up, and try to take you out when my super is ready. Getting hit does indeed matter. You know how, in a MOBA, when you die, you are feeding that player that killed you, allowing them to get stronger and access to better skills? Well, in this game, getting hit is feeding your opponent, allowing them to get stronger to the point where they can K.O. you. Your goal in a PBR match is twofold: 1) Build your meter so you can kill your opponents. 2) Stop your opponents from doing the same. THAT'S the painfully simple dichotomy at work in this game. I think people over-complicate it in their heads, when it's very straight forward. If you are just sitting there allowing the other players to gain meter, well, you deserve to be K.O'd by their supers. They've clearly earned it. The very first Goomba in Super Mario Bros. can kill you if you don't avoid him and attack first. If you just sit there and let him kill you, well, that's on you. Believe me, when I die in PBR, it's not for a lack of trying to stay alive. Lol. The Quick Look was ok, but the idea of people that aren't really big into a genre doing reviews or quick looks about games in that genre they aren't fans of rubs me the wrong way. It's like the guy at IGN that didn't like combo based action games like God of War and DMC reviewing Heavenly Sword and trashing it (I think it was IGN). Jeff and the other guy didn't seem big into Smash, so I can see why PBR wouldn't hold them in rapt attention. It would be like me doing a Quick Look of Madden (I hate football, by the way). It could be informative, but not very helpful. Enthusiasm, just like negativity, is infectious. Just look at the comments on the QL page.
Last edited by Figboy79; 08-10-2012 at 09:20 PM.
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(08-10-2012, 09:16 PM)
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Yeah 1v1 and 2v2 is what I'm most interested in. Especially 2v2. |
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(08-10-2012, 09:34 PM)
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Alright! Finally a person negative on the game giving reasons for why.
And I don't just run in spamming my favorite attack on them. I block and wait for an opening. If two people run at each other mashing buttons, one of them is going to get the first hit and the other is going to be on the ground so you get AP 50% of the time. But if you just take a little more time, block, and look for an opening, you are going to get the hit and the AP 100% of the time. Maybe getting hit isn't as bad in this game as it is in most fighting games. But getting hit is still NEVER good. Not just for their AP, but for your AP and your positioning as well. You realize this and you are going to be winning tons more games and be having tons more fun to boot.
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It seems throughout the whole argument you are forgetting that regular attacks and regular fighting is still a huge part of this game. In most cases you cannot win unless you have good fighting basics to build up your super. Its like complaining that launchers are the ONLY attacks in Smash Bros that ever matter because its the ONLY way to ever kill your opponent. Yeah its true, but its missing the whole part where you build up to that point.
Last edited by thepotatoman; 08-10-2012 at 09:46 PM.
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(08-10-2012, 09:50 PM)
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potatoman, you responded to his post better than I ever could! Everything you said sums up my thoughts on the game perfectly.
Sometimes it's a little annoying reading some of the negative drive by posts by people that have already made up their minds about the game, but it's nice to see somebody at least explain WHY they feel the way they do. It's a shame that this game will probably never get out from under Smash's shadow. I think both series are great fun, and I'm all for more games in this genre. I like that they share some similarities, but also have their own core gameplay mechanics that set them apart. I actually agree with SuperBot that people need to approach this game with an open mind, and stop treating it like Smash. No matter how many times you say it, it doesn't make it true. THIS GAME IS NOT SMASH BROS. Inspired by Smash? Yeah, of course it is, but people that go into it thinking that it will be a 1:1 copy of it will be very disappointed (although some will be very pleased that it's NOT like Smash, like me. Lol). |
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No one shall be brought before our LORD David Bowie without the true and secret knowledge of the Photoshop. For in that time, so shall He appear.
(08-10-2012, 09:51 PM)
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Even if that's not true, it seems like you've agreed with most of what I've mentioned, but you happen to like those aspects, as opposed to how I dislike them. That might be how this game unfolds - there might just be a split in opinion on whether or not their unique choices are enjoyable or unenjoyable, and that might only be able to be determined by the individual once they've played it. I'm a very, very open-minded individual, and I can't wait to try this to see what I actually think about it. I just don't think that it looks good at this point. I hope I'm wrong, though! |
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(08-10-2012, 09:58 PM)
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(08-10-2012, 10:02 PM)
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Ergo the attacks you choose are relavent. As a matter of fact i would say that the attacks you choose are more important than smash, up to the until the point you need/have the ability to knock them off. Same principal applies in PSAS. But I understand if you don't like it though. |
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(08-10-2012, 10:02 PM)
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(08-10-2012, 10:11 PM)
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That's not to say the review will be good, just that it's too early to judge that now. |
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(08-10-2012, 10:15 PM)
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They did it on Littlebig kart racing and a few others. It's alot of satire and some truth. Not worth taking seriously. |
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(08-10-2012, 10:16 PM)
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You people should get prepared for Smash comparisons when the reviews hit, it's only natural for them to compare the game with the source, there's need to get angry about it. I think Giant Bomb's quick look was fairly positive and it made me interested in the game a little more than before.
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(08-10-2012, 10:19 PM)
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They probably wont even review it. At this point their jobs are to play an hour or two of some game, and then make a quick look or feature of it, and move on to the next one and people like it because they don't usually play games with a bunch of facts and preparation before they jump in, and it has the bonus of giving them tons of content.
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