The only thing he's missing is that those players from the rest of the FGC who casually pick up other games and register for them only do so for 3-4 months. You can look at our competitive player base picking up/streaming T8, and that's about how long they lasted.I'm just going to leave this right here. It's timestamped for your own convenience btw.
I consider Max as a pretty neutral source when it comes to FGC politics. He has nothing to gain, and arguably, he is too diverse to care if NRS blacklists him.The only thing he's missing is that those players from the rest of the FGC who casually pick up other games and register for them only do so for 3-4 months. You can look at our competitive player base picking up/streaming T8, and that's about how long they lasted.
So if it's more than 3-4 months away from release of a smaller game, you will never have the same numbers that you would with a tournament in the first few months.
Other than that, he's spot-on about serious players liking the gameplay, and how a meta featuring extra elements (someone called it "complex" in another thread) is not really targeted at casuals. To me, as far as fighting games go, MK1 is not particularly complex. But I guess to someone that's not used to any fundamentally necessary mechanics in MK games outside of moving back and forth and doing combos, something like an assist or the mechanics of Sento is a big mental leap.
Maximilian is obviously right, but I would argue that everyone hates the kameo system, not just the casual gamers. Visually speaking, the number one problem with the kameo system is monotony, and if there is one thing casual gamers despise, it is watching the same one or two moves being used ad infinitum.Any comment from the opposition? I'm impartial btw @M2Dave
That's a bold statement.I would argue that everyone hates the kameo system, not just the casual gamers
Hard pass on MKX for me. The epitome of party game. More mash, more 50/50s, more scrub mechanics. The logical step forward for MK. Lock in!a fusion between Mortal Kombat 9 and X
Honestly the contradiction you bring up is one of the biggest issues with the discussion for me.That's a bold statement.
Hard pass on MKX for me. The epitome of party game. More mash, more 50/50s, more scrub mechanics. The logical step forward for MK. Lock in!
Personally, I don't mind criticism at all. What I do mind, is when people take things personally and when they're clearly unable to be constructive. Instead, they result in endless drama and sentimentality which makes discussion impossible. That's precisely the reason why I think it's important to call out the hypocrisy. In a respectful manner, of course. Since discussion is clearly impossible, point out the hypocrisy and move on.Honestly the contradiction you bring up is one of the biggest issues with the discussion for me.
No one is truly doing that though, it's just that each one is dealing with things they don't like differently. I hate speaking for others, but let's take Crimson for example. He clearly stated in his latest post that even though he didn't love MKX' meta, he tried playing the game and still supported the scene. That's one way of dealing with it. Me. I didn't care. When MKX was a thing, I just didn't care to be around anything MK because I realised that game wasn't for me at all. That's another way.Stop making excuses for Mortal Kombat 1 and demand that NRS design a fighting game that the NRS scene (and others) actually gives a damn about.
So, let me get this straight. NRS used MK9, arguably the best and most loved NRS MK, as a canvas for MK1 and you guys didn't like it. Now you're asking for MKX to be the canvas for MK13. Which is a very niche and highly divisive MK game.If NRS used MKX as a canvas
NRS should lock in and use MK4 as a canvasSo, let me get this straight. NRS used MK9, arguably the best and most loved NRS MK, as a canvas for MK1 and you guys didn't like it. Now you're asking for MKX to be the canvas for MK13. Which is a very niche and highly divisive MK game.
Idk what kind of game MK13 will end up being, but if NRS follows what you guys are saying I'm pretty sure it's going to be the shittiest MK ever
They definitely didn’t use MK9 as a “canvas” for MK1. Idk who said that but I don’t think that’s true at all. NRS wants their new game to play differently enough from the previous games, but also not TOO differently where it feels like you’re playing an entirely different game. They want familiarity while simultaneously not wanting it at the same time. This formula has worked extremely well, because NRS realizes that 99% of their sales or so are coming from casual players. Casuals don’t want legacy games or anything close to it, they just want something new and shiny. Not going to explain everything that NRS does to appease the casuals, but the fact is that they do, and NO ONE should (or can) blame them. The diehard MK community isn’t a super large %. The actual competitive community is an even smaller %. Then you take a look at the community who actually competes, whether that’s online, off, or both, and that % is smaller than both of those. So what incentive really does NRS have to make the game stand the test of time, to be super balanced and good competitively, etc etc? I’d argue they have an inventive to make the games NOT stand the test of time if I’m being honest. Which, I don’t necessarily think they do, I just think it’s a consequence of them not really caring about the lasting quality of the games or if they’re really good competitively. But they get to pretend that they do, just enough to appease the competitive community.So, let me get this straight. NRS used MK9, arguably the best and most loved NRS MK, as a canvas for MK1 and you guys didn't like it. Now you're asking for MKX to be the canvas for MK13. Which is a very niche and highly divisive MK game.
Idk what kind of game MK13 will end up being, but if NRS follows what you guys are saying I'm pretty sure it's going to be the shittiest MK ever
I don't think that's quite enough. Cage has plus frames galore, and because of that you basically have to take a risk to do anything when he's in. It's way beyond "ok staggers and a mid". Sindel has crazy mobility, zoning, and a semi-vortex. Kenshi is another character with an ability that basically makes you afraid for your life to press a button. Ashrah basically has the kitchen sink, with 50% screen whiff punisher, one of the best "get out of jail" tools, a plus projectile, teleport, great AA, etc. With Tanya you have to respect her range and armor as they're some of the best in the game.I'm feeling the power level discussion. It's 100% true. When I look at what makes a character top tier in MK11...it blows my mind. Liu Kang, a wholly unremarkable character, is indisputably one of the best characters in MK11. And MK1 continues that trend. Johnny Cage, a mediocre character in the grand scheme of fighting games, is one of MK1's best characters. This is where the power level in MK at: a fast mid, decent pokes, good movement and okay staggers is enough to shoot you into top tier. And if that makes you top tier you have a boring fighting game.
Mind you these are the things that made characters strong in MK9 as wellThis is where the power level in MK at: a fast mid, decent pokes, good movement and okay staggers is enough to shoot you into top tier. And if that makes you top tier you have a boring fighting game.
Every game since MK9 has been designed in a way to lazily tackle balance. NRS has neutered their characters in the name of balance. We could have deep interesting characters, but it would be burdensome to the developer to balance them accordingly.If NRS used MKX as a canvas and took the 2 best variations of each character and combined them for example
Scorpion Hellfire + Ninjistu and add a special move from Inferno (demon summons)
Kung Lao Tempest + Buzzsaw and a special from hat trick (Hatrap)
And what's even more insane is that NRS could keep the characters strings the same since they were universal in each variation they can add also add those unique ones like scorpions ninjustu strings to the list above.
Imagine the Characters in this example right now compared to what we got in MK1. THIS I what i expected from MK11 and more so MK1... This is what Mortal Kombat's trajectory should've been.
When you find success you don't deviate from it you build upon it. This is called Legacy. Capcom and Namco know this and thats why they're at the top.
Sindel, Kenshi, Shang, Ermac, Smoke and Quan Chi are all deeper and more interesting in MK1 than they were in MK9.Every game since MK9 has been designed in a way to lazily tackle balance. NRS has neutered their characters in the name of balance. We could have deep interesting characters, but it would be burdensome to the developer to balance them accordingly.
It's all a Con Job starting with X. "Here's 3 variations so you don't have to counter pick to survive, main who you like an adjust accordingly."
Except in the current incarnation, kameos are the "balance tweak."
If they continue this route, they should go with stances for every character. This would satisfy their balancr "agenda" and still allow for expression and depth.