Simplified controls, diverse cast, cute graphics, huge single player modes
basicaly, Smash bros
Then they just have to figure out how to get the nintendo characters.
Simplified controls, diverse cast, cute graphics, huge single player modes
basicaly, Smash bros
I've always wondered what it would be like if a fighting game made special moves easy to perform but added cooldown timers to them?
That way it might be more about positioning and reading the opponent instead of mechanical execution...
Sfv has a story mode, granted it could use more offline stuff but offline stuff it does have. Capcom say they are looking into arcade mode but have been silent about it thus far.
Perhaps, and this may sound a bit radical, some gamers just aren't good enough. Perhaps, some don't have the time to improve enough.
Easy mode in no way cheapens the accomplishments of gamers playing on normal or hard.
Do people really think older characters will help sales of the game as much as it did at launch? I doubt it. I would rather have new characters with new play styles that new players could potentially like rather than old ones with a re-tuned move set that certain players might not like anyway. You're right that it needs to be refreshed and rebranded but it needs to be done with casual modes, UI, DLC pricing and other QoL updates. If this game can win the award for the best fighting game of 2016 then that does indicate the popularity and likeness of the is game there, it's just that Capcom need to capitalise on that further.
The story mode is still one round matches and is also completely awful, aside from cameos.
The thing is Capcom needs to INVEST in this game's future. Aside from adding a whole slew of features and upgrades, just relaunching the game wouldn't be cheap (and they had a really stupid marketing campaign at launch to be honest, focused entirely on the FGC and esports).
I don't think they're going to spend a dime beyond new characters.
automatic combos
Sfv has a story mode, granted it could use more offline stuff but offline stuff it does have. Capcom say they are looking into arcade mode but have been silent about it thus far.
I don't even think story modes in fighting games make sense unless you do it like Xrd where it's one giant visual novel. At least then you don't have to cram stupid filler fights with dumb excuses.
I really do think they should wrap up season 2 with the new chars and possible arcade mode and then move on to SF6 (and give it some time, at least 3-4 years).
Sure you can mash srk but actually doing it as a reaction to a jump is not as trivial because of the time it takes to input it. People are complaining jab antiairs are too easy to do and the guaranteed damage is piddly compared to DP.
Why would simplifying the DP to down+punch not be oversimplified while the Rising Thunder model of doing them is? It's the same thing but at least RT comes with a cooldown so they're not completely stupid.
Because the game's balance is based on certain inputs being relatively difficult to perform. If I can anti air someone without risking getting hit because I'm not inputting a forward motion that breaks my guard then suddenly that anti air needs to be a lot weaker. It's the same issue SF43D had where you could just play Guile and set Flash Kick to a button so you were basically unbeatable because you had all of his frame data advantages from being a charge character without any of the drawbacks that allowed him to be have such strong moves, as well as stuff like autoguard and autotech gems in SFxT that people hated.You don't understand. Casuals struggle immensely to produce a srk, for example. I've been playing these all my life and love them as they are, but they need to drop the execution barrier drastically, as an optional feature. Chess analogy posted here is great. Mastering execution in fighting games was harder than learning to play guitar, personally. Can't captivate outsiders as is.
Up+punch = srk
Forward+punch = hdk
Back+kick = ts
So on and so forth. Optional.
Story mode is garbage.
Well, you know, I would like the game to be a success and not just abandoned (I also would like the game I paid full price for to not feel like an early access title ).
Let's get real, execution being an issue adds nothing to the strategy. Hell, the games only reach their true potential once you get past the execution barrier. High level play is NEVER down to execution and you know it.
Again, avid fg player here.
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I mean, what exactly do you want out of the game? Free wins? Being able to beat people who are better at it than you?I agree wholeheartedly with Z.. and Sir_Stoo. I put zero value on high execution skills. When you need to spend dozens of hours on training mode (like I have) just to be able to move around the bronze~utlrabronze level, your game has failed for mainstream gamers. There's a seriously elitist attitude going around this thread.
UNIEL has auto-combos(mash A) and I don't see people playing it.
Indeed - it's barely better than SC5's story mode, which is embarrassing. It's also full of cloth glitches and should not have been released in the state it was in.
I 100% agree the game needs a re-launch.
I mean, what exactly do you want out of the game? Free wins? Being able to beat people who are better at it than you?
It's not really a matter of elitism.
They should, didnt alpha1 suffer with similar problems and they released alpha 2 to fix it?
Who is Ultra David?
By adding to the single player content 8 levels of difficulty and number of rounds selector, adding more single player content like the Arcade Mode, more characters and stages and a good matchmaking where you are matched with people of your same level.How are you even supposed to make a 1 v 1 skill based game appeal to casuals?
Because the game's balance is based on certain inputs being relatively difficult to perform. If I can anti air someone without risking getting hit because I'm not inputting a forward motion that breaks my guard then suddenly that anti air needs to be a lot weaker. It's the same issue SF43D had where you could just play Guile and set Flash Kick to a button so you were basically unbeatable because you had all of his frame data advantages from being a charge character without any of the drawbacks that allowed him to be have such strong moves, as well as stuff like autoguard and autotech gems in SFxT that people hated.
Introduce easy mode inputs all you want, just give me an option to completely weed people that use it from my online matches otherwise I won't even bother playing the game.
Sfv has a story mode, granted it could use more offline stuff but offline stuff it does have. Capcom say they are looking into arcade mode but have been silent about it thus far.
How are you even supposed to make a 1 v 1 skill based game appeal to casuals?
Dumb comparison. Equatting a macro to a normal directional input is nonsensical.
And as previously stated, appropriate concessions would be applied to keep things balanced. Ever so slight delays or windups where necessary, corresponding periods of susceptibility and so forth.
I feel deep down this anxiety towards streamlined inputs just comes from a false sense of superiority derived from having mastered some arbitrary physical barrier. Like we have to justify all the time we wasted to ourselves or something. I can execute quite effortlessly but if I could take back the time I certainly would, there's no inherent meaning to this skill, it is completely pointless in any real sense. I love the games, but if I could have had them without all this stuff I happilly would've. Only prosperous buffoons like us first worlders could ever value arbitrary time consuming barriers that don't actually equate to any real skill. The real skill people like Infiltration and Momochi possess lies in their instincts and perspicaciousness during confrontation, not their ability to trigger a digital response by inputting a random physical combination which was only implemented out of necessity in the first place...
NO!Can we get the dlc pricing more in line with reality?
Sadly, you only get ONE first impression.
It's too late for this game. Maybe years from now, when/if they make SF6.
Except that every other fighting game in the world doesn't have a problem doing this. Nobody would care if some random new fighting series came out and didn't support casual players, but street fighter is THE fighting game series. Everyone has touched it and understands it that plays videogames. It has always been a friend of casuals. There weren't even pro scenes when this series hit it big. So get off the high horse, the fighting game genre wouldn't EXIST without 'some of us'This thread and others make me fear for the future of gaming.... holy shit. You guys may be the very reason games have simplified to the very same level yall often complain about.... I never want to hear people whine about handholding again.
Look I hate hard games, I have a bad temper and never could stand frustration....but I also understand that some things just aren't for me. It's rather clear that the fighting genre just isn't for some of y'all. Now also look sfv could use some more single player content , better tutorials, and just better qol stuff... but changing the way the series has played for 25 years? Naw.
It's funny that the same people who feel alienated by Capcoms pro only mentality and call people elitists for now agreeing are often in favor of flipping the script and pushing away the very same pros that have "ruined" the series.... weird double standard
It's cheaper than competitors.Can we get the dlc pricing more in line with reality?
This thread and others make me fear for the future of gaming.... holy shit. You guys may be the very reason games have simplified to the very same level yall often complain about.... I never want to hear people whine about handholding again.
Look I hate hard games, I have a bad temper and never could stand frustration....but I also understand that some things just aren't for me. It's rather clear that the fighting genre just isn't for some of y'all. Now also look sfv could use some more single player content , better tutorials, and just better qol stuff... but changing the way the series has played for 25 years? Naw.
It's funny that the same people who feel alienated by Capcoms pro only mentality and call people elitists for now agreeing are often in favor of flipping the script and pushing away the very same pros that have "ruined" the series.... weird double standard
I won't deny that I'm sure that there are people that feel that they have to validate the time they put in the game. Believe me, I really don't care about execution per se - I veehemently defended SFV's easier links - specially since these days I no longer have the time nor the drive to put in the effort I used to.Dumb comparison. Equatting a macro to a normal directional input is nonsensical.
And as previously stated, appropriate concessions would be applied to keep things balanced. Ever so slight delays or windups where necessary, corresponding periods of susceptibility and so forth.
I feel deep down this anxiety towards streamlined inputs just comes from a false sense of superiority derived from having mastered some arbitrary physical barrier. Like we have to justify all the time we wasted to ourselves or something. I can execute quite effortlessly but if I could take back the time I certainly would, there's no inherent meaning to this skill, it is completely pointless in any real sense. I love the games, but if I could have had them without all this stuff I happilly would've. Only prosperous buffoons like us first worlders could ever value arbitrary time consuming barriers that don't actually equate to any real skill. The real skill people like Infiltration and Momochi possess lies in their instincts and perspicaciousness during confrontation, not their ability to trigger a digital response by inputting a random physical combination which was only implemented out of necessity in the first place...
I think I find SFV's story mode to be one of the saddest things I've seen in a Street Fighter game. Clearly a lot of effort has been put into it, it has several hours of fully animated and voiced cut-scenes, and they're all terrible. It's all garbage.
This thread and others make me fear for the future of gaming.... holy shit. You guys may be the very reason games have simplified to the very same level yall often complain about.... I never want to hear people whine about handholding again.
Look I hate hard games, I have a bad temper and never could stand frustration....but I also understand that some things just aren't for me. It's rather clear that the fighting genre just isn't for some of y'all. Now also look sfv could use some more single player content , better tutorials, and just better qol stuff... but changing the way the series has played for 25 years? Naw.
It's funny that the same people who feel alienated by Capcoms pro only mentality and call people elitists for now agreeing are often in favor of flipping the script and pushing away the very same pros that have "ruined" the series.... weird double standard
Then why would you want it to become easier than it ever has been?Except that every other fighting game in the world doesn't have a problem doing this. Nobody would care if some random new fighting series came out and didn't support casual players, but street fighter is THE fighting game series. Everyone has touched it and understands it that plays videogames. It has always been a friend of casuals. There weren't even pro scenes when this series hit it big. So get off the high horse, the fighting game genre wouldn't EXIST without 'some of us'
If there is any series that SHOULD be at the forefront of people's consciousness as casual fans of fighting games, it should be street fighter. Instead it's Mortal Kombat. That's a little sad (and I say that as a longtime Mortal Kombat fan too, from way back in the local arcades, just like SF2).
There is no execution, that's the whole point. It's an unnecessary arbitrary barrier with no intrinsic value. I like it too, but it has no actual value, it is hard for the sake of being hard without actually equating to a real skill. It's fictitious in nature and brings nothing to the game.Yes its their instinct and perspicaciousness...
And the hours they've put into training mode, mastering their execution.
Then why would you want it to become easier than it ever has been?
Uhm, this thread is full of exactly that demand. And that was what that poster was refering to.I don't? What does it take for some SF5 apologists to understand that casual players don't want the game to be 'easier'? Or if someone wants an 'easy' mode, which has been offered in COUNTLESS street fighter games before, why do you give a fuck?
How are you even supposed to make a 1 v 1 skill based game appeal to casuals?
Actually, the sales for KOF XIV have been increasing as of lately, not decreasing.
I agree wholeheartedly with Z.. and Sir_Stoo. I put zero value on high execution skills. When you need to spend dozens of hours on training mode (like I have) just to be able to move around the bronze~utlrabronze level, your game has failed for mainstream gamers. There's a seriously elitist attitude going around this thread.
And do you know why exactly is this such a big deal with SFV? Precisely because the only worthwhile mode for a really long time was online play. I'd say it's still the only worthwhile mode in the game. Everything else is trash. Survival? Trash. Character stories? Trash. Story mode? Trash. None of those modes are even remotely fun. If I want to play SFV, but I don't want to play online, I literally have no options that are of any worth.