Re:

  • From: Di Lhong <marongdin@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Thu, 26 Nov 2015 03:12:14 +0700

The nice thing about changes is it makes the game feels new and fresh.
Other than the same thing recycled just with new characters.

It's an odd change with walking speed compare to the rest. But it's not a
bad change either. I hope they just put in consideration about the walking
speed and buff certain moves range by a fraction (so it doesn't get too
overpowered).

Can't speak for SFV. Only thing i know about that game is wrestling chick
and BJJ chick? i'm in lolz

On Wed, Nov 25, 2015 at 8:36 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 developer's
hand so that my specific criteria are met? Not really. If that truly was
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 sense
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 hand,
it's bad for the attacker because they can't maintain pressure. On the
other, the defender doesn't have to worry about having to guess on wake
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 exactly
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 it
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 gameplay. TTT2 was an all-out
combo fest which barely resembled it's predecessor. It had slightly
improved movement, but it also had several glaring flaws.

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. Expecting 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 for 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 opponent.

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 way, 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 cr.mk and cr.mp in SFV.
cr.mk was his main poking tool. It had less frame advantage than
cr.mp, but it was very good at controlling space. Now that cr.mp and
cr.mk have the same range, there's no reason to use cr.mk 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 then...it 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 movement 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, or situations where neither player
is
a willing to commit to a move.


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 the 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 projectiles. 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 recycled "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. Sigh.



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.

https://www.youtube.com/watch?v=8YuKCs5jet4



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:

https://www.youtube.com/watch?v=ILbomcBefis&feature=youtu.be








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