182700, Hmm Posted by chillinCHiEF, Sun Feb-22-09 06:52 PM
>In ranked matches, you can see the opponent's name before the >match and kick them or reject the challenge. This allows you >to cherry pick who you fight and negates the entire purpose of >a ranked match.
I agree. This is dumb. The whole going into certain matches system is dumb. I wish it was like HDR.
>In ranked matches (well, all matches) there is no double blind >character select. This means the optimum strategy is often to >wait until the opponent chooses first so you can counter-pick. >This is a very annoying situation.
Eh, this is what the arcade is like. I'm ok with it not being double blind.
>When lag inevitably happens in an online fighting game, there >are different ways to handle it. Some SF4 matches I played had >large input delay, maybe as high as 15 frames. This is the >time between your button press and seeing the effect happen. >Adding input delay is really the worst way to handle lag. >GGPO's amazing netcode shows that avoiding input delay and >hiding lag in other ways is the way to go. That technology has >been readily available for years, so it's disappointing to >feel input delay in an online match.
I've had some absolutely horrid matches in HDR. The in game experience in 4 has been much better, but I see what he's saying. Still, for actually fighting, I prefer 4 over HDR if only for the lack of glitches (black screen, life bars etc.)
>The button config screen is "the wrong way." The right way is >for the screen to list functions, then you press the buttons >you want to assign. The wrong way is to list buttons, then you >scroll through lists of functions to assign. The reason that >one way is right and the other way is wrong is pretty clear >when you watch people try to configure buttons. I've had to >watch what must be thousands of people do this over the years >in all the tournaments I've helped run (not to mention local >gatherings). When the config screen says "Jab" and requires >you to press the button you want, you just press the upper >left button on your stick (or whatever button on your >gamepad). This is a one-step process. But if the screen lists >"X" and then requires you to scroll through functions until >you find jab, it requires a two step process. You have to know >which button on your controller is labeled "X." When this >screen is the right way, no one has to know if the upper left >button happens to be X or A or B or whatever else.
Yup. I agree with this one.
>On to gameplay issues. The jumps have strange acceleration to >them. While that's subjective, look at Zangief's jump that >seems to have the acceleration of a flea.
That is kinda subjective
>(Incidentally, why >does his splash not stay out the whole time in the air?).
OMFG, I know!!!! I hat that shit!
>Also, getting hit out of the air is extremely floaty, which >means it takes unusually long to get back to a state where you >can actually move again. This "moving in jello" feel is >reinforced by many throws that have dead time at the end when >it seems like you should be able to move (see Vega's for >example).
Yeah.
>The size of the stages is extremely large relative to the size >of the characters. This helps runaway tactics.
Hadn't noticed this.
>Optimizing for the 1% rather than the 99% case. There's two >examples, the first is tech recover (quick get up from a knock >down). 99% of the time, I want to get up fast, but this is the >action that requires button presses. Why not admit that >getting up fast is the intent and make it default, unless the >player holds down some buttons to get up slow? That's how it >works for Robo-Ky in Guilty Gear, by the way. Incidentally, >don't the two kinds of get up timing only lessen the >importance of knockdown by allowing you mess up the attacker's >timing a bit? Like the decision to have large stages, this >seems not to favor offense.
I like this the way it is.
>Next is the 2-button throw, a bad idea in fighting games with >2D gameplay. 3D Fighting games are different beasts, so they >are excused here, but note that even Dead or Alive offers a >macro to turn its 2 button throw into a 1 button throw...and >maps that macro to a face button by default. Anyway, 2 button >throws solve a non-problem that no one has ever actually had. >That's the problem of accidentally throwing and being sad >about it. Street Fighter 2, Guilty Gear series, and Street >Fighter Alpha 2 all demonstrated that 1 button throws work >just fine and don't actually create any problems. Adding a >second button press just adds complexity where it's not >necessary, and helps nothing. (Edit: it does add a throw whiff >which could be a good thing, but simpler is still better...)
I agree. Don't like this one bit.
>Other non-problems we might solve in 2D fighting games would >be to make blocking 1 button and jumping 1 button (each are >traditionally zero buttons). We certainly could add those >button presses, but it would make more sense to reduce the >button presses to as few as possible: zero to jump, zero to >block, and one to throw.
Disagree, and I don't like his idea at all.
>Edit: I forgot to mention two more things. First, the unlocks. >I'm very surprised to see basic functionality of the >multiplayer game--the characters--locked behind tedious 1p >tasks. I had to pay a tax of fighting the computer on easiest >for long time just to get the core features of the game. (I >did this picture-in-picture while watching episodes of >Frasier.) I'm fully aware that casual players love unlocks, >and that's why non-essential content like costumes, movies, >icons, and titles are all perfectly fine to give as rewards >for playing 1p content. But the *characters*? This steps on >the toes of those wanting to play the multiplayer game by >making our first experience with the game a very boring one. I >wanted to hire a MMO gold farmer to do this for me.
100% agree on this part.
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