He can do what he wants, I voiced my opinion can't I have one?Dude, people are allowed to have opinions that differ from yours. Good shit @Peckapowa , I look forward to more.
I liked MK9 a lot but the gameplay didn't click with me the same way MKX has for some reason, I don't know why but I feel much more at home with MKX lolimo mk9 was accidentally better although some chars ruined the game. similar to smash melee and brawl/u. Even though the n64 was my shit
Not at all.To trolls us, ofc.
And it is your opinion that MKX is 100% better then MK9..Who are to say he can't share his opinion be it negative or not..Gtfo with that..This game is 100x better than MK9. It is your opinion to hate this game or how it was made, or whatever it may be, but please keep it too you self. The same things that you showed were in MK9.
Nothing new. Please do not make anymore negative videos on a forum that supports the game,
Personally i feel if an advancing move is fast and safe, it shouldnt lead to huge damage. If it leads to big damage it shouldnt be safe. You can designate niches for moves based up frame data and whether the move is cancellable. If a move is very fast, like a jab and it leads to a combo, then it should hit high, or be unsafe. If you don't want a string to launch, but be safe and make t uncancellable. Other string could e for chip, or staggerability. I don't see any attempt to stratify or designate purposes behind moves. Different enders could have pushback, or launch... special moves that are premptive should have better range. SF has useless moves but the moves are 90% useful and have clear intention. in MKX other moves destroy the purpose of other moves by being superior in every way, or have no clear point whatsoever. I see no reason for this. If it's to add variety for casuals, than you can add variety for both casuals and experts by making them useful. Casuals don't even use or look at them anyways. Also some of these moves with kung lao add almost no visual value either, as they overlap with other strings, so to add flare its kind of pointless.I would rather have Multiple strings that are negative than just having 3 or 4 useful strings that are the only ones in the game for the character, honestly I look at characters like Shinnok and I just get upset because he has no strings.
I do agree with some of your points, some strings should be special cancelable but sometimes throwing out a string no-body uses helps you because it's not used.
That is my opinion, Pecka is a grown person and he can do what he wants. I just asked if he wouldn't post them anymore. Doesn't mean he has to listen to me. I am just a regular member on the forums just like he is. So GTFO....And it is your opinion that MKX is 100% better then MK9..Who are to say he can't share his opinion be it negative or not..Gtfo with that..
see below, there is a difference between actual gameplay, and design intent. Street Fighter widely attempts to design moves with designated purpose there is active developmental thought.Still though, useless moves are in every fighter; even the S tier characters of tournament classics like Street Fighter have useless normals and specials.
Is this serious? Why can no one criticize this game without being shit on? You cannot just censor people because they have a differing opinion.This game is 100x better than MK9. It is your opinion to hate this game or how it was made, or whatever it may be, but please keep it too you self. The same things that you showed were in MK9.
Nothing new. Please do not make anymore negative (and by negative I mean the way you were talking in the video, "WTF were you thinking NRS?") videos on a forum that supports the game,
Mkx is a more polished game but competitively imo it manages to be wrost.If his opinion is that MK9 is better than MKX, then he's absolutely, aggressively false.
if his opinion is that he likes MK9 better than MKX, then I guess that's cool, good for him.
I agree 100%. Some characters have awful stings and some have too many.Personally i feel if an advancing move is fast and safe, it shouldnt lead to huge damage. If it leads to big damage it shouldnt be safe. You can designate niches for moves based up frame data and whether the move is cancellable. If a move is very fast, like a jab and it leads to a combo, then it should hit high, or be unsafe. If you don't want a string to launch, but be safe and make t uncancellable. Other string could e for chip, or staggerability. I don't see any attempt to stratify or designate purposes behind moves. Different enders could have pushback, or launch... special moves that are premptive should have better range. SF has useless moves but the moves are 90% useful and have clear intention. in MKX other moves destroy the purpose of other moves by being superior in every way, or have no clear point whatsoever. I see no reason for this. If it's to add variety for casuals, than you can add variety for both casuals and experts by making them useful. Casuals don't even use or look at them anyways. Also some of these moves with kung lao add almost no visual value either, as they overlap with other strings, so to add flare its kind of pointless.
Double Helix's KI was their first crack at a fighter and they did a pretty good job on it, though. Great online too, if not the best.I would like to say that NRS as a company is still only four years in trying to make competitive fighting games. 2011-2015.
They're probably the least experienced company that currently makes fighting games on a mainstream level that does this. Other people will tell me UMK3 was competitive. You can make any game competitive, but was it designed to be? No it wasn't. Only in 2011 did NRS try to make a capable tournament fighter.
They still have a lot of room to improve, definitely.
You can think Microsoft for that.Double Helix's KI was their first crack at a fighter and they did a pretty good job on it, though. Great online too, if not the best.
Mkx is a more polished game but competitively imo it manages to be wrost.
They chose the best demo out of all the other devs, yea. Still doesn't discredit DH for the job they didYou can think Microsoft for that.
I'm not sure that this guy plays other fighting games, I think he just flops around these forums complaining about MKX to people who like MKX.You are asking a question that could be applied to EVERY other fighting game out there and has been brought up for years in fighting games. From SF to VF to Tekken to KOF to Skullgirls to Marvel and so on and so forth. Why do it? Dunno. Does it kill anything? Hell no, you're going to find what works the best anyway. Even in games with 100 moves or more per character, roughly 15-20% of the moveset will ever see any religious use in competitive play. That's just how things operate.
Could they make useful options out of those moves? Of course. But if there's gonna be a better option anyway, what does it matter?
I realistically don't see the point of the thread.