smh...... first not understanding what this thread is about and then trying to "educate" James about fighting game design lol.Nah, it doesn't work that way. First you design what's possible in your game (including how fast you want cancels to be and how soon you can do stuff during a run), then you make convenient interface for people to make what they want to happen. Unless you're NRS dude, apparently. Then you waste buttons on stuff because one of your staff have OCD about it.
I strongly believe that any sort of PvP game should be maximally about fighting opponent and minimally about fighting what devs included into the game - like interface decisions. If something is hard, then it should be hard because you opponent makes it so, not game designer.
- IMHO.
1) In a wider sense this thread is just another complaint about running made harder when there were opportunities to make better interface. What I'm missing?smh...... first not understanding what this thread is about and then trying to "educate" James about fighting game design lol.
bumpStance-switching is a fundamental property of attack animations in this game. It is impossible to extricate the feature without elementally changing the game.
Please explain. What are you using the stance button for in gameplay?bump
For one, simulation--feigning projectile attacks and the like. Plus I like my characters to fight right-handed.Please explain. What are you using the stance button for in gameplay?
That's fine if you want to keep stance switch for whatever reason. But if I want to map run to a button press for myself in lieu of the stance switch button, there's no reason I should be able to.For one, simulation--feigning projectile attacks and the like. Plus I like my characters to fight right-handed.
Point is, every character changes stances during gameplay, unlike SF, et al, in which any given animation concludes with your character returning to face the camera. Normal and special attacks necessitate stance switching, albeit not a stance-switch button.
Your welcome, we made it easier for you so enjoy. Sorry for the 4 weeks you spent Learning to run cancel.-NRSso for the guys that taught themselves how to use the normal intended run function what do you say to them? You wanna make it easier ?
How it doesn't work that way? Run is connected to forward dash which is connected to the cancelling of special moves. That's how they designed it to work.Nah, it doesn't work that way. First you design what's possible in your game (including how fast you want cancels to be and how soon you can do stuff during a run), then you make convenient interface for people to make what they want to happen. Unless you're NRS dude, apparently. Then you waste buttons on stuff because one of your staff have OCD about it.
I strongly believe that any sort of PvP game should be maximally about fighting opponent and minimally about fighting what devs included into the game - like interface decisions. If something is hard, then it should be hard because you opponent makes it so, not game designer.
- IMHO.
I wasn't talking about MKX design.How it doesn't work that way? Run is connected to forward dash which is connected to the cancelling of special moves. That's how they designed it to work.
Implying it will make it possible to do something that is otherwise impossible.You know how dangerous Raiden would be with a run button?
You said yourself, you don't need button to use stance-switching normals.Point is, every character changes stances during gameplay, unlike SF, et al, in which any given animation concludes with your character returning to face the camera. Normal and special attacks necessitate stance switching, albeit not a stance-switch button.