Re: Re:

  • From: Nicholas Robertson-Muir <nicmuir@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Fri, 27 Nov 2015 09:34:20 +0200

Black Friday sale on PSN.
Is it worth getting SF4 FOR PS4?
On 27 Nov 2015 09:24, "lindsey kiviets" <lindseyak@xxxxxxxxxxx> wrote:

No I don't play dat kugame.

@di, how much farm do you get from a node?

and also each character you have obtains a daily O_o iv ebeen doing it

I need to create 5 characters right naOOOOOO.

that's 40g pm x 5. that's 200g. YOOOOOOH

*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx> on
behalf of Ashraf Barendse <ashraf.barendse@xxxxxxxxx>
*Sent:* 27 November 2015 07:18 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:

I'll be there after work , so around 16:30.
LB, can you play 3s? I wanna bop you.

On Fri, Nov 27, 2015 at 9:14 AM, Ryan Williams <ryan820509@xxxxxxxxx>

I'll get around to it eventually.
On 27 Nov 2015 09:11, "lindsey kiviets" <lindseyak@xxxxxxxxxxx> wrote:

didn't you get your dailies?

are you going to keep your laurels?

you get about 60 a month.

*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx> on
behalf of Ryan Williams <ryan820509@xxxxxxxxx>
*Sent:* 27 November 2015 07:07 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:

*LOL* I need to earn gold first :P
On 27 Nov 2015 09:05, "lindsey kiviets" <lindseyak@xxxxxxxxxxx> wrote:

give gold then we split profits.

I bought 66 heavy crafting bags with my laurels.

and now I sold all the items. I made 40g.

I now I have 100g.

if you can gimme another 140g I can buy a ancient wood node. we gna be
rich and control the market. once we sold enough we can buy oricihalcum
node then after we sorted for life.

Orichalcum plated dowels are kuk expensive

*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx> on
behalf of Ryan Williams <ryan820509@xxxxxxxxx>
*Sent:* 27 November 2015 07:00 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:

On 27 Nov 2015 08:59, "lindsey kiviets" <lindseyak@xxxxxxxxxxx> wrote:

sap pls,

don't upset me!!!!
*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx>
on behalf of Ryan Williams <ryan820509@xxxxxxxxx>
*Sent:* 27 November 2015 06:58 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:

Tsek, what if something came up and l couldn't attend? :P
On 27 Nov 2015 08:55, "lindsey kiviets" <lindseyak@xxxxxxxxxxx> wrote:

sap pls, don't be telling me information that I already know, tsek

*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx>
on behalf of Ryan Williams <ryan820509@xxxxxxxxx>
*Sent:* 27 November 2015 06:54 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:

I'll be there!
On 27 Nov 2015 08:52, "lindsey kiviets" <lindseyak@xxxxxxxxxxx>

Morning peeps,

Ima be at sessin tomorrow. Can I get headcount on whose coming? so I
know what to bring ps3 or pc.

*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx>
on behalf of Di Lhong <marongdin@xxxxxxxxx>
*Sent:* 25 November 2015 08:19 PM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re:

I understand they're trying to attract more players. But does
changing movement make people want to play more? only thing that this
changed is the skill gap between top players and mid level players.
are the 2 group that will play the game anyways since they like the

However, T7 have did brought back older veterans from the dead like
Soyongdori, Crazydongpal, etc. While they were MIA in TTT2. TTT2 was too
much of a mess when it comes to tag combos, tag assault and set ups.
It's a
combo fest like you said. But on solo mode, it's pretty decent.

T7 have those odd T5 mini combos along with "bound" combos too. Like
Lei's uf4 f~2 f~2 f~2 ff34 nonsense lolz. So far the game is still in
I can see some of the characters (especially the recycled ones like
CHLOE! and Gigas) needs work. They added moves from other characters
are completely useless in every way. They even said they added those
so people have familiarity to older characters -_- 0 function. But
Capo-lite is so fun to play. The struggle makes it fun i guess lolz.

Overall, the direction T7 is going is pretty good. But just need to
release the rest of the cast and polish some of the "new"
really feel unfinished somehow.

On Wed, Nov 25, 2015 at 9:20 PM, Ryan Williams <ryan820509@xxxxxxxxx

I second pretty much everything you mentioned. My question is, what
is the solution when you're in the minority and have little to no
influence? Dissatisfaction and frustration won't accomplish much unless
there's universal consensus, which - let's face it - is unlikely.
On 25 Nov 2015 15:51, "Ilitirit Sama" <ilitirit@xxxxxxxxx> wrote:

I agree that a distinction should be made between adaptation and
tolerance in this regard, but if a game development company already
has a
vision and direction in mind for a particular game that they are not
prepared to deviate from unless it is absolutely necessary, you're
ultimately faced with two choices: play the game or don't.

True, and in SFV's case they deviated a lot from their original
hype line of high damage/stun. Damage is on par with SFIV now, and
less in some cases.

But sometimes you can also be more-or-less aligned with the
vision, but not with the strategy to achieve the goals, or even the
implementation of the strategy.

Simplified example:
Vision - Ono and Harada say they want more people to play fighting
Strategy - They're going to realise this vision by making the game
more accessible to newcomers *and* shorten the gap between beginners
Implementation - Lower execution barriers, and weaken tactics
beginners find hard to deal with (oki, strong normals, spacing,
zoning etc)

I completely agree with the vision. I want more people to play

I agree that games could be made more accessible. I don't agree
in shortening the gap between beginners and veterans.

I don't have a problem with lowering execution barriers if it
doesn't have a negative impact on gameplay (see Rising Thunder - 1
specials make cross-ups useless unless you attack during cooldown),
and I
don't agree that fundamental, tried-and-tested battle strategies
should be
weakened to accommodate new players. I mean, this is one of the
reasons I
play Fighting Games after all.

On Wed, Nov 25, 2015 at 3:36 PM, Ryan Williams <
ryan820509@xxxxxxxxx> wrote:

I agree that a distinction should be made between adaptation and
tolerance in this regard, but if a game development company already
has a
vision and direction in mind for a particular game that they are not
prepared to deviate from unless it is absolutely necessary, you're
ultimately faced with two choices: play the game or don't.

There are a number of things in a wide variety of fighting games
that l absolutely despise. Do l possess the necessary influence as
an avid,
experienced and long time fighting game player to force the
hand so that my specific criteria are met? Not really. If that truly
the case, many modern fighting games would most likely have turned
out very
differently. The reality of the matter is that the arcade scene and
mentality will not return. Those days are long gone and we have to
look to
the future, even if that future contains things that we can't make
of; at least, not initially.

Returning to the subject of adaptation versus tolerance, if the
latter is one's immediate reaction to a particular game, it's safe
to say
that you'd know which decision to make. I personally wouldn't waste
my time
on a game that l know l'd only be able to tolerate.
On 25 Nov 2015 15:03, "Ilitirit Sama" <ilitirit@xxxxxxxxx> wrote:

I think the biggest factor - which also happens to be what
people hate - is the ability to adapt and to accept change.

I agree for the most part, but I think that sometimes adaptation
gets conflated with tolerance. For example, let's say there's a
game that
forces a neutral situation after every knockdown. Now on the one
it's bad for the attacker because they can't maintain pressure. On
other, the defender doesn't have to worry about having to guess on
up. So it's an aspect of the game that can work for or against
you. The
problem is, I simply don't like this style of fighting game. It's
why I quit SFxT. There was rarely ever any tension during the match
because you could ukemi out of knockdowns, and once you did score a
knockdown, 80% of the time momentum was simply just reset. So for
me it
was never a case of adapting to ukemi in SFxT (you couldn't even
adapt to
it until v2012 where it became throw punishable), it was just a
question of
whether or not there was anything else in the game that made up for
being in the game in the first place.

On Wed, Nov 25, 2015 at 2:28 PM, Ryan Williams <
ryan820509@xxxxxxxxx> wrote:

I think the biggest factor - which also happens to be what
people hate - is the ability to adapt and to accept change.

A few years ago, when T6:BR was released, l hated it. It
didn't feel like the Tekken games l'd played in the past (T5:DR
specifically, which is tied with the original Tekken Tag
Tournament as one
of my all time fave Tekken games). The emphasis was less on poke
play and
spacing, with a noticeable shift to string-based, 50/50-style
TTT2 was an all-out combo fest which barely resembled it's
predecessor. It
had slightly improved movement, but it also had several glaring

I played both games for a long time. I wanted both games to be
something they weren't and would never be. Personally, l've made
peace with
the fact that newer fighting games will not emulate the gameplay
that vets
favour. You'll have to adapt to the new way of doing things.
modern fighting games to be virtually identical to the games of
yore is
unrealistic and will only result in frustration.

When it comes to something like T7 or even SFV, l'd still be
happy to play both games if there is something to enjoy. If not, l
have so
many other fighting games to play that it wouldn't bother me in the
slightest if these games don't provide a satisfactory experience.
All l'm
saying is, l'm prepared to adapt to the new changes, for better or
worse. We live in an age where we aren't always going to get what
we want
as seasoned fighting game players. That's the reality.
On 25 Nov 2015 13:53, "Di Lhong" <marongdin@xxxxxxxxx> wrote:

Yeah. It's only in certain situation where frame is put into
factor in my case (like df1 on hit or block). But in terms on
using it raw,
the walk speed doesn't effect as much i think since we tend to
move around
in open space. But in terms of df1 on hit...if i don't do
dragunov's d2
(low swipe) instantly, there's a lower chance of it hitting and
if i have
to dash in a bit after df1 hits. The momentum is shifted to my

Still need to get used to system changes. Getting up is VERY
different now. No more float okis.

On Wed, Nov 25, 2015 at 6:34 PM, Ilitirit Sama <
ilitirit@xxxxxxxxx> wrote:

In theory it should work like that but in practice it turns
that the shorter distances make certain things more risky
because of
factors like frame advantage and pushback. To put it in another
suppose you have a sword and a knife. You obviously use the
knife for
short range combat, and the sword from further away. The sword
allows you
to play a distance game; knife allows you to attack quickly from
up close.
Now if you reduce the sword to just slightly longer than the
knife, you can
still do the same thing but now it becomes much more risky
because it
because easier for the opponent to counter-attack if they block.
So you
might as well just use the knife.

This is exactly what happened with Ryu's and in
SFV. was his main poking tool. It had less frame
advantage than, but it was very good at controlling
space. Now that and have the same range,
there's no reason to use anymore, especially since
it's negative on block.

On Wed, Nov 25, 2015 at 1:12 PM, Wynand-Ben <
paashaasggx@xxxxxxxxxxx> wrote:

Isnt this just something you need to get used to?

You are used to your old range so it feels odd and you need
to retrain you brain.
The new characters dont have any existing stuff that people
are hanging on to, so their ranges dont feel wierd since its
all new?

Just speculation.

We the need to god damned game on consoles...

Date: Wed, 25 Nov 2015 18:01:37 +0700
Subject: Re: RE:
From: marongdin@xxxxxxxxx
To: cpt-fgc@xxxxxxxxxxxxx

I see. I wonder if these changes were intentional or a
"stealth" nerf.

The biggest issue is when i want to use a move at max range
to "reset" my position to a comfortable zone that i know my
character have
superior advantage...but wiffs...thank you harada lolz

On Wed, Nov 25, 2015 at 5:54 PM, Ilitirit Sama <
ilitirit@xxxxxxxxx> wrote:

How do you guys deal with this in SF or other 2D fighter
games (with out the use of projectiles

I generally... don't. It's like you said, in situations
where certain and actions and strategies become really risky
then defense
becomes more important. I wonder if game developers actually
realise this.

SFV has this same issue. It seems to me that Namco and
Capcom want to make games where reading the opponent plays a
bigger role
than before. In the past, top players would just stomp on
everyone else
because they had superior movement, spacing and command of their
characters' toolsets. In SFV and in Tekken, toolsets and basic
are nerfed, and spacing cannot be used as effectively to
control the
opponent because of the lower pushback. This shortens the gap
between top
and lower levels, but also leads to high risk/high reward play,
situations where neither player is a willing to commit to a

On Wed, Nov 25, 2015 at 12:46 PM, Di Lhong <
marongdin@xxxxxxxxx> wrote:

Walking speed in T7 is throwing me (espcially with
dragunov's d2) and a few top players off in some situation.
Executing moves
as fast as possible usually miss now in certain situation. I
see Knee and
other koreans are having issue with this too. (Knee lost
mastercup because
is generic d4 wiffed after fff3 on block...). And to dash up
and do the
same move doesn't work as well, since the advantage is put into
defensive player. I remember Salie mentioning about the nerfed
push back on
block moves.

How do you guys deal with this in SF or other 2D fighter
games (with out the use of projectiles...since T7 doesn't have
So their footsies is a bit different?)

The 2 new ORIGINAL characters (Katarina and Claudio) doesn't
have this issue for some odd reason. Their range is insane. The
"new" characters like Josie, Gigas, Lucky Chloe and even
Shaheen in certain
situations seem to have range issue.

It seems like the game favors the person holding back even
more so now. Which is perfect for me lolz

On Wed, Nov 25, 2015 at 2:58 PM, Nicholas Robertson-Muir <
nicmuir@xxxxxxxxx> wrote:

I saw the video last night as well.
It looks worse in motion.
On 25 Nov 2015 08:29, "Donaldson, Alasdair" <
alasdair.donaldson@xxxxxxxxxx> wrote:

Good to see that they’re using the new tech to the fullest.

Also, now I’ve got that song stuck in my head -

My blue jeans is tight…

*From:* cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:
cpt-fgc-bounce@xxxxxxxxxxxxx] *On Behalf Of *Ilitirit Sama
*Sent:* 24 November 2015 06:26 PM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: RE:

Lol this looks so much like a troll pic. Real unfortunately.

[image: Andy Bogard King of Fighters 14 image #4]

On Tue, Nov 24, 2015 at 5:19 PM, Nicholas Robertson-Muir <
nicmuir@xxxxxxxxx> wrote:

That's pretty neet.

Still want to get a regular android tab to work with remote
play as well.

On Tue, Nov 24, 2015 at 4:40 PM, Ilitirit Sama <
ilitirit@xxxxxxxxx> wrote:

PS4 remote play on PC.

On Tue, Nov 24, 2015 at 4:35 PM, Ilitirit Sama <
ilitirit@xxxxxxxxx> wrote:

Lol, did SNKP really name their latest KOFXIV trailer a
"pre-PSX promo"?

I mean, even I wouldn't be as harsh as calling it
Megadrive-era graphics...

On Tue, Nov 24, 2015 at 4:18 PM, Ilitirit Sama <
ilitirit@xxxxxxxxx> wrote:

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