d3v
SRK
Except that tournament history has shown that it is better to let players figure the game out in the long run. Heck, outside NRS, every other fighting game developer has acknowledged this, especially those who have FGC members on board.If you guys think NRS patches too often and too early, play LoL for a half year. The game DRASTICALLY alters every year, and is patched regularly, as new characters are introduced. What NRS does with each game is actually comparable to what Riot does with LoL, excluding keeping the patches going on and on. The only reason it's still not acceptable for an FG to do this is because grassroots clause.
The problem with NRS's patching isn't the frequency, it's that they eventually stop a half year down the road, even if the game is still receiving massive support. You can't do that when things will still pop up.
To quote from former Capcom Special Advisor for Street Fighter Seth Killian.But seriously, I don't get why people complain about "all the patching" when for the most part they patched little things. I have never understood why people are so against patching. People who say to "let the game develop" seem to be fine with infinites and glitches, which is are not things that I want to put up with.
I take them as a necessary sign of a good game, because what it suggests is a certain amount of creativity and a certain amount of freedom to do things that the developer didn’t intend. That’s one of the best things about a combat system.
Look at what happened to Marvel Super Heroes vs. Street Fighter. They actually figured out a way to prevent most of the brokenness found in Marvel games but the game itself ended up being rejected by the community for being boring and repetitive.For a lot of players, including guys like me, the first thing I do when I sit down with a fighting game is [try to find out] what’s the stupidest thing I can do to the opponent? What’s the worst thing I can do? ‘Oh, this move looks like it might combo back into itself. That’s going to be a bug. I’m going to go right for that.’ For a lot of players, there’s an attraction. The infinite combo is sort of like the goal.
Then there's the fact that alot of how modern fighting games are played are based on glitches - combos, kara-cancels, advanced movement, unblockable setups, etc.
There are games where glitches become an important part of how their played. Look at Alpha 2 with it's Valle CCs, Alpha 3 with the crouch cancel infinites, CvS2 with roll cancels, etc. Heck, we've actually rejected attempts to take certain glitches out - 3rd Strike revision B which took out Urien's unblockables was rejected in favor of the older build (which is what is now used for every rerelease at our behest). Same goes with the XBox version of CvS2 which is looked down upon because they took out Roll Cancelling.
Heck, it's not just Capcom. Look at the Guilty Gear Xrd. They gave Sol his dustloop back since it was so iconic despite the fact that it was removed from AC onwards.
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