crimzonflame
Member
$20 is a bit pricey tbh.
I don't think it's overpriced though, It is 12 characters. I would prefer it to be $15.$20 is a bit pricey tbh.
I don't think it's overpriced though, It is 12 characters. I would prefer it to be $15.
For this game I think it is pricey. Will jilted fans fork over $20 for a game that they are weary about? They should have apologized said "We are sorry, here is free DLC for all our fans". Of course that would never happen, but Im still salty over this game.
Jilted fans aren't going to fork over any amount anyway since they already traded it in or snapped the disc in half.
Sorry, Im singling you out or anything, but I have a serious question. How well do you think the DLC will sell?
Not a clue on the acutal numbers, but relatively speaking? Far worse than UMvC3. Possibly even worse than AE.
Am I the only one that still likes the core idea of the Tekken characters in a 2D game enough that I really WANT this game to end up good, and am glad to see continued support?
I'm not going to go back to SSFIV to play a good 2D fighter because its been out so long and gotten stale to me, and I won't play a Tekken game because I don't play 3D fighters.
I really want to like this game :/
Am I the only one that still likes the core idea of the Tekken characters in a 2D game enough that I really WANT this game to end up good, and am glad to see continued support?
I'm not going to go back to SSFIV to play a good 2D fighter because its been out so long and gotten stale to me, and I won't play a Tekken game because I don't play 3D fighters.
I really want to like this game :/
It's pretty sad but I wonder how much money they have lost from pissing off the fans instead of doing the right thing and releasing the content for free like it was suppose to. It seems people have voted with their wallets on this, is the DLC enough to cover the lost sales? Lets assume it isn't, was it worth it Capcom?
I have nothing against 3d fighters so I won't miss the Tekken cast. I do hope that future SF additions more closely resemble Julia, Lili and Marduk and less Viper/Seth/Fuerte/Abel in play style though.
$20 is a bit pricey tbh.
They're not "supporting" it because it was successful. They're supporting it because they have a DLC package coming out, and the best shot they have at even coming close to reaching those projected DLC sales is to patch shit and hopefully convince some of the people who stopped playing to give it another shot.
Am I the only one that still likes the core idea of the Tekken characters in a 2D game enough that I really WANT this game to end up good, and am glad to see continued support?
It's pretty sad but I wonder how much money they have lost from pissing off the fans instead of doing the right thing and releasing the content for free like it was suppose to. It seems people have voted with their wallets on this, is the DLC enough to cover the lost sales? Lets assume it isn't, was it worth it Capcom?
Am I the only one that still likes the core idea of the Tekken characters in a 2D game enough that I really WANT this game to end up good, and am glad to see continued support?
storafötter;39820915 said:I didn't think people hated this game that much. I was looking forward to getting it on the VITA but I guess best to wait and see how this patch goes.
Am I the only one that still likes the core idea of the Tekken characters in a 2D game enough that I really WANT this game to end up good, and am glad to see continued support?
I'm not going to go back to SSFIV to play a good 2D fighter because its been out so long and gotten stale to me, and I won't play a Tekken game because I don't play 3D fighters.
I really want to like this game :/
I really hope the game gets some fresh new air with the new chars and patch, I'm tired of people trowing shit at this game.
Let's look at the "problems" that those haters like to talk about
Jabs: people seems to pretend they don't know about alpha counter! If you have 1 bar, you can alpha counter the scrub and start your game. If you have 2 bars, you alpha counter and tag the other char, having a full combo possibility. And in this game you build bar doing anything, so it's not that big deal in my opinion, I mean, it's annoying, but it's very "deable".
Timer: the biggest problem is that people are playing SFIV with this game! This game is not meant to be played as you play SFIV.
SFIV is a game very passed, very positional. SFxT is way more like Tekken than SFIV, in the game's passe aspect.
You can't be at the corner, trowing fireballs, zoning and etc all the time. You need to go in to do damage, and you can do lots of damage going in. You need to take more risks. Of course, you can be severely punished, but you can be well rewarded, both way more than SFIV, because IT'S A DIFFERENT GAME, design to be played differently!
I wonder what the tekken team feels about SFxT's huge backlash. I mean, after Tag2, they're gonna work of Tekken x Street Fighter. And I could see a lot of people confusing it as a release of this game.
That said, TxSF has barely started development, so it's probably still a year or three out.
I'll post here something I've posted in the SfXT community thread
I agree with lots of bad thing people say about the game, like pandora it's almost useless right now (let's hope they can fix it) and the giant stages without a reason, but every game has problems, and they are fun anyways, because there's a lot of good stuff in it, and I think that's the case.
And to people that are afraid to pick up this game now because there's a LOT of people talking shit about it, I know some people that hates MvC3, and there's people that don't like SFIV as well, and the games aren't dead or anything like it, SfxT has a lot of online players, and I know even some top players like the game.
SfXT ISN'T DEAD! And it's fucking fun ^^
$20 is a bit pricey tbh.
The issue w/ walk speed is the introduction of dashes.I don't think they'll ever fix the slow walk speed since they've gone through 4 revisions of SF4 and it still feels like moving in molasses compared to sprite-based games.
CAPCPOM PLS ;_;
You can have a lot of fun in 3d fighters at a low level. In the case of Tekken there are easy chains, launches which the CPU hardly ever punishes which lead to nice damage and it's pretty damn flashy.
The satisfaction of doing cool looking shit requires a lot more time investment in Capcom games that aren't Marvel
The problem with the timer is that they probably realized during the development of the game that most players would likely play this game the way SF4 is played; slow and steady, because it has a very similar style and overall speed. So they figure "Hey, let's make the timer very fast, so players will understand they shouldn't be zoning!" but the problem is the game's zoning tools are pretty powerful. Some characters are incredibly effective at keeping the rest of the cast out, and this encourages zoning - if you can't get in, you have to force them to make a mistake.
It's okay to have more defensive characters who have good defensive options, but the normal effective way to take those out is to zone them. In SFxT, you can't, because if you zone and turtle, you'll lose due to the timer.
And as the UltraDavid post pointed out, the super fast timer also brings in another problem: the time cost of certain actions. Time is a resource in every fighter, but this is one of the very few where many actions take much too long, therefore draining the resource like crazy. 10 seconds off the timer for a combo that doesn't do much damage is patently stupid, because that's 1/10th of the total time for the entire ROUND dedicated to low damage stuff. It also makes it much easier for players to abuse; the jab shit, even with alpha counters, is ridiculous, because it eats up SO MUCH of the timer that it's a new form of turtling.
If this game was played instead at SF4's pace in regards to the timer and damage (because seriously, long combos that do no damage is stupid, but it's SF4's scaling system in full effect - change that scaling so that single hits do not hit as hard but lower the aggressive scaling to put more emphasis on combos) it probably would be much more interesting. But as it stands, it's broken.
The timer is broken because it's too fast and too easy to abuse.
The gems are idiotic - they are an obvious cash grab that do not make much sense - the gem system could've been much more interesting if it was a groove-like system instead of showering players with gem packs and "customization" which isn't true customization and you could have a much better system.
The scaling plainly doesn't work. Capcom seems to have no idea how to handle long combos (Marvel is a pure example of that - everything is front-loaded with a get out of jail-free card that almost removes the scaling), especially in a SF4-like system.
There's a lot more problems: auto-combos which you can't turn off, the chain system that is supposed to help new players into combos which they seeminly can't even do (I've yet to make a newbie understand how those combos work), the Tekken characters who walk like they're in molasses all the time, not to mention are mostly useless: if you look at EVO, most of the teams had 2 Capcom characters, with the only Tekken character I saw being Julia, who is one of the strongest Tekken characters, etc.
A simple balance patch is not going to solve all these problems. Fixing the timer is one thing, but it won't fix the entire game. Hitbox and frame data changes isn't going to fix the game either.
They need to acknowledge that it's just broken and fix everything in one fell swoop, starting with their gem system, but that won't happen because they're convinced that "offering more gem packs and more gem possibilities will bring in more money", which is false; if they had gone with a groove-like system (or maybe a system similar to Arcana Heart 3, which has an insane number of "grooves") players would most likely buy a ton of grooves because they offer different gameplay options and make some characters more effective than others in specific grooves. But as it stands right now, it's never going to happen because they're much to far in with their system.
2 star game according to amazon japan.
This is not actually always the case; some retailers (such as GAME) have a "pay only for what was sold" policy, so any stock they didn't manage to sell, they don't pay the publisher for (and return it). This is why retailers sometimes order the minimum amount required and run out of stock.No need to get all excited champ, from Capcom's perspective (and commercially) shipped = sold. The publisher delivers the product to the retailer, the retailer pays for that product - ergo the product has sold. Obviously it benefits Capcom in terms of building their IP for the sell-through figure to match the shipped figure - but doesnt actually affect the profitability of the game. The figure for UMvsC3 was also shipped not sold.
$20 is a bit pricey tbh.
I'd buy a patched game with a complete roster in a second. But only at retail, on a disc I can take to a friend's house. If I buy the game and the DLC at this point I'll still be paying the equivalent of a brand new release game, only I'm doing it 6 months after launch and with half the utility of being able to carry it around.
Super Street Fighter X Tekken or bust for me.
I agree that gems are stupid, but I don't think it's a big factor (unless assist gems, that's broken), but combos don't do damage?! Magic series/launcher/two strongs+special do about 300 at least, that's almost the Super Combo damage of SF4, and combos with tags or simply using bar to do a EX do more than 350 damage, so the damage isn't low at all, because, even with damage scaling being the same as the SFIV, the combos are way longer.
First fighting game to fuck up the timer?
The gems are a factor because believe it or not, the game is "balanced" around them, yet everyone disables them because they are just not *fun*.
As for the damage, the problem is that to do 300+ damage in a single combo, you have to spend an inordinate amount of time in a long-winded combo, which in turn kills the timer. And 300 damage isn't much when you effectively have at least 1600+ life (2 characters), but that's not the core of the issue.
The core of it is that the scaling is broken. In SF4 it's fine, because it's not a game meant for huge, long combos, and there is still a benefit to performing long combos that don't do as much damage: you can use that to build up stun, which doesn't exist in SFxT. The scaling hurts SFxT quite a bit too, because instead of rewarding long combos, like the system *should* do (long combos require more execution which in turn makes them more difficult) it just scales like crazy after the first few hits, making long combos nearly useless. In a game where the fighting system is completely made up of long chains, juggles and the like, this is *ridiculous*.
But the thing is that a lot of combos can do a ton of damage if they're shortened so as not to get hit with the scaling. That's why the scaling is set in such a manner. With better scaling, a tekken character combo goes from 500 possible to 600-700 easy. The solution isn't changing the scaling but making getting the bigger hits into combos more viable so that characters can do much better damage rather than flat adjusting the scaling.
Of course, Capcom will probably adjust the scaling instead because it's easier. =/