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I think rivals of aether is good
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# ? Oct 7, 2018 05:24 |
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# ? Apr 26, 2024 20:20 |
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In Training posted:I've played it like twice and it's pretty fun I played it tonight and it was a lot of fun!
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# ? Oct 7, 2018 05:29 |
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# ? Oct 7, 2018 05:57 |
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that cga stage in slap city convinced me to grab it this week
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# ? Oct 7, 2018 06:42 |
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Are people unironically recommending Slap City itt? OK cool. I don't get it but cool. Reminds me I haven't beaten Ittle Dew yet.
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# ? Oct 7, 2018 14:54 |
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Welcome to Slap City.
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# ? Oct 7, 2018 15:10 |
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Renoistic posted:Are people unironically recommending Slap City itt? we recommend good games here
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# ? Oct 7, 2018 15:31 |
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CharlieFoxtrot posted:...SHAOLIN MONKS?! Father Satan, please make this happen.
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# ? Oct 7, 2018 16:14 |
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Countblanc posted:Welcome to Slap City. Roll up your shirt and jean shorts.
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# ? Oct 7, 2018 17:52 |
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I definitely got my 8 dollars worth of entertainment out of it.
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# ? Oct 7, 2018 17:56 |
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https://www.eurogamer.net/articles/2018-10-05-for-the-first-time-a-fighting-game-has-turned-frame-advantage-into-a-visual-effect#commentsquote:Fantasy Strike now has visual effects on every hit that show if you recover first, or if your opponent does. They look like this: https://steamcommunity.com/games/390560/announcements/detail/3369147113832221036 quote:Practice Mode Improvements Fantasy Strike wins
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# ? Oct 7, 2018 21:24 |
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The practice mode stuff is cool and good but the hitsparks are dumb as heck imo
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# ? Oct 7, 2018 21:36 |
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A combination of SFV and SG. Neat.
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# ? Oct 7, 2018 21:43 |
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Arzachel posted:The practice mode stuff is cool and good but the hitsparks are dumb as heck imo Actually they're really cool and fit in great with FS's stated purpose. In some games you really do want to emphasize the importance of game knowledge and give an advantage to the player who really knows his poo poo and can identify exactly which obscure situations make which moves safe/unsafe. But Fantasy Strike is specifically trying to de-emphasize that kind of thing and make the genre more accessible to newbies. e: quote:--All characters now have footstep sounds. This is especially helpful for blind gamers, as the footsteps work with stereo sound. RPATDO_LAMD fucked around with this message at 22:16 on Oct 7, 2018 |
# ? Oct 7, 2018 22:00 |
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I like the general idea, but the red hit spark behind a blue hit effect is not a great implementation I think since it could be confusing to read quickly.
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# ? Oct 7, 2018 22:23 |
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Arzachel posted:The practice mode stuff is cool and good but the hitsparks are dumb as heck imo It's awesome actually and I'm surprised the idea was never implemented earlier in another game at some point.
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# ? Oct 7, 2018 22:28 |
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doesn't that basically make all frame traps completely worthless
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# ? Oct 7, 2018 22:30 |
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You still have to guess between throw and button
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# ? Oct 7, 2018 22:31 |
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RPATDO_LAMD posted:Actually they're really cool and fit in great with FS's stated purpose. Unless FS has a ton of moves with super long active frames that become safe when hit late, you can get the same effect with good animations while a) making the overall gamefeel more intuitive b) not requiring extra mental processing c) not adding extra visual clutter to an already ugly-rear end game
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# ? Oct 7, 2018 22:34 |
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AndyElusive posted:It's awesome actually and I'm surprised the idea was never implemented earlier in another game at some point.
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# ? Oct 7, 2018 22:47 |
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DoubleDonut posted:doesn't that basically make all frame traps completely worthless not necessarily, because you can cancel moves that if left uncanceled would put you at a frame disadvantage. even if you're at a numbers disadvantage doesnt mean you cant for example hard read an invuln DP or a counter after doing something that puts you at a slight frame disadvantage. sometimes being at a frame disadvantage when you have a range advantage in the matchup can allow you to continue pressure based on spacing
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# ? Oct 7, 2018 22:52 |
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Arzachel posted:Unless FS has a ton of moves with super long active frames that become safe when hit late, you can get the same effect with good animations while a) making the overall gamefeel more intuitive b) not requiring extra mental processing c) not adding extra visual clutter to an already ugly-rear end game They do require extra memorization though. You need to know the matchup and learn which of your opponent's moves are safe or unsafe before you can start making decisions about them. There's nothing wrong with a fighting game having tests of knowledge like that, but FS is specifically trying to avoid them.
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# ? Oct 7, 2018 22:56 |
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It's a neat idea but does anybody play Fantasy Strike. I've always felt like it's a game targeting a consumer that doesn't exist.
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# ? Oct 7, 2018 22:57 |
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Like how many people out there actually want to learn how to play fighting games but also don't want to read about how to do so. If you're not motivated enough to do that research in the first place no amount of "meet you halfway" design concessions are actually going to make converts of the platonic casual.
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# ? Oct 7, 2018 22:58 |
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In Training posted:does anybody play Fantasy Strike When it gets out of early-access and releases on console it will at least have temporarily not-dead online, but they definitely don't have the resources for crossplay. I know Capcom has to pay for and host their own matchmaking servers instead of relying on the free ones from sony/steam for crossplay to work on SFV.
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# ? Oct 7, 2018 23:03 |
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The only thing wrong with having distinct animations for advantage is how obnoxious and/or out of place they look. And I must admit that those don't look great. Compare with Soul Calibur, where moves that put you at big advantage have a big fancy lightning effect throughout that fits right in with the game's over-the-top style. Hitsparks already change in fighting games based on hit vs block, it's no great jump to make relative advantage immediately apparent. If you're not prepared to react accordingly then an extra color ain't going to matter in the moment - but it'll make it easy to understand why you ate the frame trap when your new player brain catches up. Speaking of Soul Calibur, the impending release of 6 is why I'm not interested in Fantasy Strike. Otherwise I'd be distinctly interested.
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# ? Oct 7, 2018 23:04 |
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A design like Fantasy Strikes does nothing really to make a complete newbie do any better against a good fighting game player but it squishes the ceiling down so the gap between 10-Year Scrub and Actual Good Player is tiny and that's the worst and most unfun thing. It's the same poo poo as Rising Thunder where I was beating or going even with players 3 tiers above my skill level in any other fighting game. Street Fighter 5 has the same thing to a lesser degree and it's worse for it. It makes basically any game worse, it's a bad thing to do.
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# ? Oct 7, 2018 23:08 |
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bebaloorpabopalo posted:A design like Fantasy Strikes does nothing really to make a complete newbie do any better against a good fighting game player but it squishes the ceiling down so the gap between 10-Year Scrub and Actual Good Player is tiny and that's the worst and most unfun thing. It's the same poo poo as Rising Thunder where I was beating or going even with players 3 tiers above my skill level in any other fighting game. Street Fighter 5 has the same thing to a lesser degree and it's worse for it. It makes basically any game worse, it's a bad thing to do. the biggest crime all these games suffer from is they're really loving unfun to press buttons in
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# ? Oct 7, 2018 23:09 |
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anime was right posted:the biggest crime all these games suffer from is they're really loving unfun to press buttons in I don't know if I agree with the specific examples, not having played them, but as mostly a filthy casual I agree that buttons should feel good. Most of my good memories from fighting games come from using extremely fast, punchy and satisfying moves (that tend to be enormously punishable, but that's not the point).
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# ? Oct 7, 2018 23:13 |
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In Training posted:Like how many people out there actually want to learn how to play fighting games but also don't want to read about how to do so. If you're not motivated enough to do that research in the first place no amount of "meet you halfway" design concessions are actually going to make converts of the platonic casual. it exists so fighting game people can be condescending to their non-fighting game friends Sirlin's not doing a bad job despite this, though, he's just barking up the wrong tree again
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# ? Oct 7, 2018 23:16 |
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Victory Position posted:it exists so fighting game people can be condescending to their non-fighting game friends His eternal quest to fix things that aren't broken.
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# ? Oct 7, 2018 23:20 |
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RPATDO_LAMD posted:They do require extra memorization though. You need to know the matchup and learn which of your opponent's moves are safe or unsafe before you can start making decisions about them. There's nothing wrong with a fighting game having tests of knowledge like that, but FS is specifically trying to avoid them. Pretty much everyone who blocks SFV Akuma's c. HP is going to eat a frame trap because it looks unsafe and feels unsafe but is +3. It taunts you, dares you to push a button and then you get bonked on the head for following your instincts. That's the complete opposite of what Fantasy Strike sets out to achieve but it's a great example of how a move can convey information to the player without throwing up a bunch of stats. Corbeau posted:The only thing wrong with having distinct animations for advantage is how obnoxious and/or out of place they look. And I must admit that those don't look great. Compare with Soul Calibur, where moves that put you at big advantage have a big fancy lightning effect throughout that fits right in with the game's over-the-top style. Hitsparks already change in fighting games based on hit vs block, it's no great jump to make relative advantage immediately apparent. If you're not prepared to react accordingly then an extra color ain't going to matter in the moment - but it'll make it easy to understand why you ate the frame trap when your new player brain catches up. I'm totally down with exaggerated hitsparks and stagger animations, that's part of making a game's visuals intuitive. anime was right posted:the biggest crime all these games suffer from is they're really loving unfun to press buttons in I will make a game that caters to newcomers of the genre by making movement and buttons feel extremely bad! Arzachel fucked around with this message at 23:24 on Oct 7, 2018 |
# ? Oct 7, 2018 23:22 |
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bebaloorpabopalo posted:A design like Fantasy Strikes does nothing really to make a complete newbie do any better against a good fighting game player As an idiot newbie I disagree. Yeah i'm probably going to lose against people much better than me but I can tell what's going wrong, why they're beating me, which things I could've done better, etc. I can go into SFV and have no goddamn clue what neutral even is or what I'm supposed to be doing until one of my random buttonpresses connects and i do one of the 1-2 combos i know. I have 25% winrate over 200 games in bronze league. Not that I wasn't having fun (although I haven't played too much recently), but I basically have no loving idea what's going on.
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# ? Oct 7, 2018 23:25 |
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Why do you know what's going on in Fantasy Strike over SF5, though?
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# ? Oct 7, 2018 23:32 |
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In this specific example, the game clearly shows you when you are at frame advantage or disadvantage, which is often not clear in other games. But that's a new feature and the other stuff in FS doesn't make a big difference in readability imo
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# ? Oct 7, 2018 23:37 |
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SFV makes it easy bc every button is unsafe
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# ? Oct 7, 2018 23:39 |
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In Training posted:SFV makes it easy bc every button is unsafe the only button that's safe in sfv is the power button
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# ? Oct 7, 2018 23:42 |
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anime was right posted:the only button that's safe in sfv is the power button my OS select of holding the HOME button to turn off the system works every time
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# ? Oct 7, 2018 23:43 |
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In Training posted:SFV makes it easy bc every button is unsafe Installing sfv on pc was also unsafe
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# ? Oct 7, 2018 23:45 |
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# ? Apr 26, 2024 20:20 |
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Real hurthling! posted:Installing sfv on pc was also unsafe I still can't believe they did that and people continued to play on PC
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# ? Oct 7, 2018 23:54 |