What's new

Is NinjaKiller the best Mortal Kombat X player? Podcast discussion.

shezy

Noob
I'm I going out of bound rusty or not ninja's level is so high, I've seen liu kang main no one could pull that hate it or like it simple !!!!
 

DeftMonk

Noob
I am not criticizing the fact that Nina Killer is playing the game. He can play Mortal Kombat X until 2030 for all I care. My question is, why did he upload the series? Sonic Fox has most likely not played the game for several months. What does beating a player who no longer plays the game prove? Sonic Fox has obviously dedicated the vast majority of his time to Dragon Fighter Z and a little bit to Injustice 2.

As far as the question in the title is concerned, I ask "Who really cares?" He won nothing when everyone played the game and there was a lot of money on the line. I am not saying he is a bad player. I am not saying he is a "necro" as many others do. I am not even saying Sonic Fox would destroy him in his prime. Just please stop this blind fanaticism about a dead game.
So confused here...is uploading a set wrong because the game is old? Or is it a problem because sonic took the L and posting such is blasphemy? I never saw that the description said”lolz I bodied sonic he sux im best of all time” under the video.
 

shezy

Noob
Guys you don't get it do you ? Sonic fox was the one who challenged ninjakilla in the first place why are you saying he has not been playing for a long time he got beat priod.
 

shezy

Noob
Those two are not even close to this kid, ninjakilla's execution wise is insane know wonder people are saying sonicfox is rusty no this guy is super fast.
 

shezy

Noob
Why do you people keep say he has not been playing for a long time, he challenged the guy he got beat accept the fact. Is he unbeatable in mortalkombat no everyone get beaten sometime either age or time no one stays champion for ever no one.
 

Slips

Feared by dragons. Desired by virgins.
Games like Lol and DotA actually have pretty high barriers to entry, though. There's a ton to learn, and there are mechanics like last-hitting and whatnot that require specific timing and are pretty awkward for new players to adjust to at first.

But the difference is, they let players who aren't good just play against other players at their level. Because of that, they can run around and just have fun not knowing anything, because they have an equal chance of winning against other players who also know nothing.

The skill ceiling on something like Overwatch is much higher than most fighting games, but they're not going to throw somebody who can barely shoot up against Dafran just because. They'll end up just playing against other people who can't aim, and they'll play the game at that level and have fun.
Sounds like you're suggesting all we need is a proper ranking system where the people who just wanna have fun stay way there are and hardcore players partake in the grind of competition. I'd say Tekken and Street Fighter have had that for years yet fighting games still come nowhere close to Dota, LoL, Overwatch, ect.

I just think it's deeper than that. Devs should literally try something new instead of copying eachother thinking that incorporating that one piece the other fighting game has will be the thing that changes the landscape of their game being #1 and penetrate esports better than every other fighting game.

Personally, I think getting rid of notations and making most moves and strings more easily accessible will lower the floor of entry and maybe break new ground with current gamers. Then make the skill-gap in more nuance and obscure things such as movement and that might jostle some things.
 
Last edited:

CrimsonShadow

Administrator and Community Engineer
Administrator
Personally, I think getting rid of notations and making most moves and strings more easily accessible will lower the floor of entry and maybe break new ground with current gamers. Then make the skill-gap in more nuance and obscure things such as movement and that might jostle some things.
That's what Rising Thunder was attempting. Too bad they were bought out.

We have examples of highly successful games with low barrier to entry (Fortnite, OW) and high barrier to entry (DotA, CS). So that alone probably isn't the determining factor in popularity.
 

Slips

Feared by dragons. Desired by virgins.
That's what Rising Thunder was attempting. Too bad they were bought out.

We have examples of highly successful games with low barrier to entry (Fortnite, OW) and high barrier to entry (DotA, CS). So that alone probably isn't the determining factor in popularity.
Never said it was
 

GLoRToR

Positive Poster!
If you practice something, you get better at it.
If you stop playing it, you'll likely lose your touch at it.
I don't know why kids are surprised that someone who PLAYS MKX beats them at MKX after not playing MKX.

The fuck is this shit.
Brains anyone?
 
The real shocker to me is the people realizing now how much of a top tier liu kang is.. Two safe spam-able armors (Ex flying kick is almost non punishable and its a free out of jail card) and that infamous turn stealer back fist. together with plus frames... and You have a true monster character.
 

Blewdew

PSN: MaxKayX3
The real shocker to me is the people realizing now how much of a top tier liu kang is.. Two safe spam-able armors (Ex flying kick is almost non punishable and its a free out of jail card) and that infamous turn stealer back fist. together with plus frames... and You have a true monster character.
It was always known that dragon fire is one of the best variations even before ninjakiller. He‘s just showing how dumb this character can actually be in the right hands.
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
Sounds like you're suggesting all we need is a proper ranking system where the people who just wanna have fun stay way there are and hardcore players partake in the grind of competition. I'd say Tekken and Street Fighter have had that for years yet fighting games still come nowhere close to Dota, LoL, Overwatch, ect.

I just think it's deeper than that. Devs should literally try something new instead of copying eachother thinking that incorporating that one piece the other fighting game has will be the thing that changes the landscape of their game being #1 and penetrate esports better than every other fighting game.

Personally, I think getting rid of notations and making most moves and strings more easily accessible will lower the floor of entry and maybe break new ground with current gamers. Then make the skill-gap in more nuance and obscure things such as movement and that might jostle some things.
Been saying this since 2007. The reason I love UMK3 so much is because it’s not too hard to learn. The execution isn’t too hard either (some of it is, but you don’t have to use the higher execution characters). But it’s more about fundamentals and mind games, the two most fun part of fighters for me.

I think FG’s that require high execution just will never be able to grab thousands of new players. Most people are already discouraged by FG’s for how hard they are to get into. I’m not saying it needs to be like divekick, but I don’t think you need high execution barriers to have a good skillgap. That’s where the fundamentals and mind games come in.
 

ChatterBox

Searching for an alt.
Sounds like you're suggesting all we need is a proper ranking system where the people who just wanna have fun stay way there are and hardcore players partake in the grind of competition. I'd say Tekken and Street Fighter have had that for years yet fighting games still come nowhere close to Dota, LoL, Overwatch, ect.

I just think it's deeper than that. Devs should literally try something new instead of copying eachother thinking that incorporating that one piece the other fighting game has will be the thing that changes the landscape of their game being #1 and penetrate esports better than every other fighting game.

Personally, I think getting rid of notations and making most moves and strings more easily accessible will lower the floor of entry and maybe break new ground with current gamers. Then make the skill-gap in more nuance and obscure things such as movement and that might jostle some things.
You're right, that's Smash Brothers, and it's fucking huge in popularity.
 

Second Saint

A man with too many names.
I personally don't think it's a coincidence that the biggest E-sports games are team games. In general, it seems people prefer to watch that over 1v1 competition.

Not sure if you could blend that with fighting game mechanics well, and I'm not sure if you should. Just because boxing is less popular than baseball doesn't mean they should start using bats.
 

Barrogh

Meta saltmine
Sounds like you're suggesting all we need is a proper ranking system where the people who just wanna have fun stay way there are and hardcore players partake in the grind of competition. I'd say Tekken and Street Fighter have had that for years yet fighting games still come nowhere close to Dota, LoL, Overwatch, ect.

I just think it's deeper than that. Devs should literally try something new instead of copying eachother thinking that incorporating that one piece the other fighting game has will be the thing that changes the landscape of their game being #1 and penetrate esports better than every other fighting game.

Personally, I think getting rid of notations and making most moves and strings more easily accessible will lower the floor of entry and maybe break new ground with current gamers. Then make the skill-gap in more nuance and obscure things such as movement and that might jostle some things.
That's what Rising Thunder was attempting. Too bad they were bought out.
Well, speaking of basic entry barrier, you are right. But it is not enough and Rising Thunder is a good example why.

The only distinguishable thing RT did is to get rig of non-single-button inputs. It drew some people in, but ultimately it was still rather hardcore FG that generated tons of salt and where skill curve of playerbase was not smooth at all.

Currently Fantasy Strike is trying to do the same (I recommend you folks to try it, btw), but goes deeper than just simplifying basic inputs. And it's still a super-niche game.

I think Slips is right: if you want some FG-like game to be more mainstream, you have to forget everything you know about the genre ans start anew. Chances are, though, that people who would try that are genuinely new to FGs and will go through all of the pitfalls FG devs went through in recent decades, alienating their playerbase in the process.

The example I want to give is actually not any of those FGs created "by fighters, but not for fighters" like RT or FS, but a game created by complete newbies to the genre: For Honor. It has a giant flock of issues, but ultimately I think there are a lot of things they did well in terms of attracting non-fighters. I think it may be worth analyzing what exactly devs did:

- Throwing away UI semblances with FGs and settling for more popular slasher looks: camera over the shoulder, controls typical for such 3rd person games etc., disassociating the product with (in)famous FG expectations and allowing devs some degree of creative freedom without being constantly bombed by criticism from FG gurus on how they have no idea what they are doing;

- Designing controls with a single principle in mind: simplicity. Indeed, that's also an important part. But it's worth noting that they did less of what Rising Thunder did (simplifying basic inputs, but not actual character functions like dealing damage / combos, mixups etc.), but more of what Fantasy strike did, where the system is simple enough that functions rarely go beyond 1-2 single-input moves in complexity.

- Downplaying importance of subtle interactions between characters that would otherwise open an impossibly wide gap between casuals and pros; I mean, yes, there are a lot of popular games which don't do that. Popular MOBAs, for one, are very complex and it's often hard to immediately tell a great player from a decent one. But those are team games with strategic layers and also need for some tactical sense... and also twitch execution requirements during action sequences. FGs would only have the latter and tiny bit of the second one. I'm not sure it's even possible to make a FG that is both deep and non-intimidating for a beginner who just ran into good player.
So, what gameplay elements are downplayed? Mostly stuff like importance of inches of movement, so footsies, then diversity of outcomes of different situations beyond like 3-4 possible scenarios etc. For Honor devs just stated their goal to focus on simple reactionary gameplay and mindgames and stick to that. Positioning still matters, but it's easier to move and what matters is not inches of strike ranges, but big things like whether you are aware of danger zones around you or not.

- Considerably slower pace and strong defense. 400ms attack (24 frames) is fastest you can get. To balance that, changing blocking stance is not instant, but takes 6 frames (during which you don't block at all). There are also 3 block levels instead of two, and almost every attack can hit any single one of those three. That means 400ms attack is still a threat/mixup, but match progresses slower. In addition, almost every action sets you to neutral (not necessarily +0 frame advantage, but rough "noone oppresses anybody" situation) with you opponent. Your fast attack is blocked? String stops, neutral. Your slow heavy strike is blocked, but you don't continue the string? Neutral. String opener hits and you deal damage? Well, it's not neutral, but opponent can still block next strike normally. Deal damage with a single hit attack? Well, you guessed.
To make this system work at all devs figured out a system of parries, startup cancelling into another move or into nothing (aka feints), plus extra layers of interactions (dodges, unblockables, throws, invulnerable frames etc.) but that's another story. Point being, no matter what, you almost never feel oppressed or setplayed to death - and this is when newcomers feel they can't even press any buttons, making things look unfair to them. This is avoided almost completely.

- Roster that uses roughly the same means to threat opponents. Or rather, no radical differences like rushdown vs. zoner. If someone can threat you, you probably can threat them in some way too. This goes with the previous bullet on "perceived fairness". There are exceptions, but basic philosophy usually applies. For example, there is a character with ranged option. But it's still susceptible to existing universal system of counters. Counter it properly (no different than with some normal strike/throw attack) - and poor sod gets dragged to you by his own chain, plummeting at your feet.

- Game modes to appeal to different people. Here you have 1v1 duel, 2v2 brawl, assortment of 4v4 modes (deathmatch variants, assault, point control - all time classics). They may or may not work accordingly to your vision, but you gotta figure something out and make it work somehow.
Besides, ability to blame teammates, while doesn't reduce salt levels (and arguably increases them in the long run), allows losses to be less immediately impactful on one's willingness to play the game.

- AAA production value. Yeah, this is rough. But if you want big playerbase without catering to trendy genres (like it was with RTS in 199x, like it was with MOBAs like 8 years ago, like it was with Battle Royales just recently), you must compete for mainstream market, winning people who were not even sold to entire thrill of competitive gaming to begin with.

-----------

So, how's the result? Frankly, on release it was a mess. Devs with no experience in the field. Little to no second-hand experience in gamedev at large to borrow from. Very serious underestimation of what gamers with a little taste for competitiveness could do (basic defense in this game becoming impenetrable for most characters once playerbase at large slightly stopped sucking was the most noticeable issue of the period). All the while there were huge investments to cover, obviously. Then the usual: bugs, unintended "techs" and unforeseen tactics, all that good stuff.

To this day some issues of the game are still noticeable. It seems that 1.5 later devs are finally figuring out what makes FG (for what it's worth) good and fun at once, but we still have a roster (22 characters total) that consists of couple of highly viable one trick ponies, about 3 well-desinged characters that are actually good because of their design and not because they have a figurative "f23~breath", some characters that go from meh to being quite passable, but with them at least useful in team modes, and then quite some garbage characters that may or may not have similar redeeming qualities, mostly a remnants of game's early days when everyone sucked. But the game lives on, it sloooowly improves. It's playable. And it's fucking beautiful if you are into normie things (as opposed to preferring super distinctive, colorful and a bit crazy designs usual for FGs).

Is it truly successful and what am I trying to say here? How effective those measures ended up being?

Well, it attracted a lot of players that aren't into FGs. It did very little to appeal to FG vets (important part, isn't it?), but some played this game. It also lost a lot of playerbase to designers' inexperience (shoddy balancing is one thing, but devs having to figure out and sort out their own basic system first, that is after the launch, hurt the game a lot), occasionally shaky technical execution, lack of necessary features (still no spectator mode, so competitive play goes to hell; dedicated servers that were only recently added etc.).

This being Ubi, at this point they are quite proficient at salvaging and fixing their rushed projects (Rainbow 6: Siege and Division come to mind), but this only highlights the main problem with making a FG for non-fighters: you almost necessarily have to be rich company in order to afford dragging such projects, kicking and screaming, to a point where they are playable and decent, but rich companies may see such projects as blunders in terms of opportunity costs. So there's that.

Perhaps, some genial dev from small or even indie gaming world could pull that off, but I don't think there's a recipe of success on both game design and marketing fronts for them. It's hard for such devs. And, to repeat myself, you need to be successful at marketing to obtain playerbase that is big enough to fill every bracket of skill level. And you need to be successful at game design to keep in there. Which I think was what we were talking about.
 
Last edited:

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
Well, speaking of basic entry barrier, you are right. But it is not enough and Rising Thunder is a good example why.

The only distinguishable thing RT did is to get rig of non-single-button inputs. It drew some people in, but ultimately it was still rather hardcore FG that generated tons of salt and where skill curve of playerbase was not smooth at all.

Currently Fantasy Strike is trying to do the same (I recommend you folks to try it, btw), but goes deeper than just simplifying basic inputs. And it's still a super-niche game.

I think Slips is right: if you want some FG-like game to be more mainstream, you have to forget everything you know about the genre ans start anew. Chances are, though, that people who would try that are genuinely new to FGs and will go through all of the pitfalls FG devs went through in recent decades, alienating their playerbase in the process.

The example I want to give is actually not any of those FGs created "by fighters, but not for fighters" like RT or FS, but a game created by complete newbies to the genre: For Honor. It has a giant flock of issues, but ultimately I think there are a lot of things they did well in terms of attracting non-fighters. I think it may be worth analyzing what exactly devs did:

- Throwing away UI semblances with FGs and settling for more popular slasher looks: camera over the shoulder, controls typical for such 3rd person games etc., disassociating the product with (in)famous FG expectations and allowing devs some degree of creative freedom without being constantly bombed by criticism from FG gurus on how they have no idea what they are doing;

- Designing controls with a single principle in mind: simplicity. Indeed, that's also an important part. But it's worth noting that they did less of what Rising Thunder did (simplifying basic inputs, but not actual character functions like dealing damage / combos, mixups etc.), but more of what Fantasy strike did, where the system is simple enough that functions rarely go beyond 1-2 single-input moves in complexity.

- Downplaying importance of subtle interactions between characters that would otherwise open an impossibly wide gap between casuals and pros; I mean, yes, there are a lot of popular games which don't do that. Popular MOBAs, for one, are very complex and it's often hard to immediately tell a great player from a decent one. But those are team games with strategic layers and also need for some tactical sense... and also twitch execution requirements during action sequences. FGs would only have the latter and tiny bit of the second one. I'm not sure it's even possible to make a FG that is both deep and non-intimidating for a beginner who just ran into good player.
So, what gameplay elements are downplayed? Mostly stuff like importance of inches of movement, so footsies, then diversity of outcomes of different situations beyond like 3-4 possible scenarios etc. For Honor devs just stated their goal to focus on simple reactionary gameplay and mindgames and stick to that. Positioning still matters, but it's easier to move and what matters is not inches of strike ranges, but big things like whether you are aware of danger zones around you or not.

- Considerably slower pace and strong defense. 400ms attack (24 frames) is fastest you can get. To balance that, changing blocking stance is not instant, but takes 6 frames (during which you don't block at all). There are also 3 block levels instead of two, and almost every attack can hit any single one of those three. That means 400ms attack is still a threat/mixup, but match progresses slower. In addition, almost every action sets you to neutral (not necessarily +0 frame advantage, but rough "noone oppresses anybody" situation) with you opponent. Your fast attack is blocked? String stops, neutral. Your slow heavy strike is blocked, but you don't continue the string? Neutral. String opener hits and you deal damage? Well, it's not neutral, but opponent can still block next strike normally. Deal damage with a single hit attack? Well, you guessed.
To make this system work at all devs figured out a system of parries, startup cancelling into another move or into nothing (aka feints), plus extra layers of interactions (dodges, unblockables, throws, invulnerable frames etc.) but that's another story. Point being, no matter what, you almost never feel oppressed or setplayed to death - and this is when newcomers feel they can't even press any buttons, making things look unfair to them. This is avoided almost completely.

- Roster that uses roughly the same means to threat opponents. Or rather, no radical differences like rushdown vs. zoner. If someone can threat you, you probably can threat them in some way too. This goes with the previous bullet on "perceived fairness". There are exceptions, but basic philosophy usually applies. For example, there is a character with ranged option. But it's still susceptible to existing universal system of counters. Counter it properly (no different than with some normal strike/throw attack) - and poor sod gets dragged to you by his own chain, plummeting at your feet.

- Game modes to appeal to different people. Here you have 1v1 duel, 2v2 brawl, assortment of 4v4 modes (deathmatch variants, assault, point control - all time classics). They may or may not work accordingly to your vision, but you gotta figure something out and make it work somehow.
Besides, ability to blame teammates, while doesn't reduce salt levels (and arguably increases them in the long run), allows losses to be less immediately impactful on one's willingness to play the game.

- AAA production value. Yeah, this is rough. But if you want big playerbase without catering to trendy genres (like it was with RTS in 199x, like it was with MOBAs like 8 years ago, like it was with Battle Royales just recently), you must compete for mainstream market, winning people who were not even sold to entire thrill of competitive gaming to begin with.

-----------

So, how's the result? Frankly, on release it was a mess. Devs with no experience in the field. Little to no second-hand experience in gamedev at large to borrow from. Very serious underestimation of what gamers with a little taste for competitiveness could do (basic defense in this game becoming impenetrable for most characters once playerbase at large slightly stopped sucking was the most noticeable issue of the period). All the while there were huge investments to cover, obviously. Then the usual: bugs, unintended "techs" and unforeseen tactics, all that good stuff.

To this day some issues of the game are still noticeable. It seems that 1.5 later devs are finally figuring out what makes FG (for what it's worth) good and fun at once, but we still have a roster (22 characters total) that consists of couple of highly viable one trick ponies, about 3 well-desinged characters that are actually good because of their design and not because they have a figurative "f23~breath", some characters that go from meh to being quite passable, but with them at least useful in team modes, and then quite some garbage characters that may or may not have similar redeeming qualities, mostly a remnants of game's early days when everyone sucked. But the game lives on, it sloooowly improves. It's playable. And it's fucking beautiful if you are into normie things (as opposed to preferring super distinctive, colorful and a bit crazy designs usual for FGs).

Is it truly successful and what am I trying to say here? How effective those measures ended up being?

Well, it attracted a lot of players that aren't into FGs. It did very little to appeal to FG vets (important part, isn't it?), but some played this game. It also lost a lot of playerbase to designers' inexperience (shoddy balancing is one thing, but devs having to figure out and sort out their own basic system first, that is after the launch, hurt the game a lot), occasionally shaky technical execution, lack of necessary features (still no spectator mode, so competitive play goes to hell; dedicated servers that were only recently added etc.).

This being Ubi, at this point they are quite proficient at salvaging and fixing their rushed projects (Rainbow 6: Siege and Division come to mind), but this only highlights the main problem with making a FG for non-fighters: you almost necessarily have to be rich company in order to afford dragging such projects, kicking and screaming, to a point where they are playable and decent, but rich companies may see such projects as blunders in terms of opportunity costs. So there's that.

Perhaps, some genial dev from small or even indie gaming world could pull that off, but I don't think there's a recipe of success on both game design and marketing fronts for them. It's hard for such devs. And, to repeat myself, you need to be successful at marketing to obtain playerbase that is big enough to fill every bracket of skill level. And you need to be successful at game design to keep in there. Which I think was what we were talking about.
For Honor was definitely very good and fun. But after the patches, I lost interest immediately. Game was a lot of fun and I had a surprisingly good Warden. The balance updates to me were abysmal and they listened to the casual scrubs too much (which to be fair, a lot of the popular streamers were good but definitely had a scrub mentality. Only one I can remember that didn’t was King Richard).

For Honor could have been huge and was at first, but it seems like wasted potential at this point. And who knows, it could be much better now, haven’t played in a long time.
 
I think FG’s that require high execution just will never be able to grab thousands of new players.
i cant agree on this one. let me bring sf4 as an example:
-it was played by thousands of new players
-it required a good / high execution (compared to the most fighting games nowadays)
so i think if a game is good enough and the players like it, then they will learn it no matter how high the execution may be.
another thing however is how the level of execution is perceived by the individual player.
sf4 was not so difficult for most veterans execution wise, it was easier as in the sf titles before lol
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
You can make a game easy to get into while still keeping high execution rewards in there.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
I think a much bigger factor is that fighting games are some of the loneliest games out there. In most of the team games we have, you’re either playing with your friends and working together, or you’re connected with others during the game via matchmaking.

In fighting games you barely ever talk to someone you’re playing against (unless you already talk outside the game). It’s quiet and even if you play with one of your friends, they’re beating you up/you’re beating them up because there’s no cooperative aspect.

For the casuals they beat up on/get beat by nameless faces and that’s it. Very little interaction.

My theory is that people will tolerate high barriers to entry and less intuitive mechanics if they can group with their friends, or if there’s some social aspect drawing them in. Most people I know who invested the time to learn MOBAs did so to play with people they were cool with.
 
Last edited:

Marlow

Premium Supporter
Premium Supporter
I think a much bigger factor is that fighting games are some of the loneliest games out there. In most of the team games we have, you’re either playing with your friends and working together, or you’re connected with others during the game via matchmaking.

In fighting games you barely ever talk to someone you’re playing against (unless you already talk outside the game). It’s quiet and even if you play with one of your friends, they’re beating you up/you’re beating them up because there’s no cooperative aspect.

For the casuals they beat up on/get beat by nameless faces and that’s it. Very little interaction.

My theory is that people will tolerate high barriers to entry and less intuitive mechanics if they can group with their friends, or if there’s some social aspect drawing them in. Most people I know who invested the time to learn MOBAs did so to play with people they were cool with.

Interesting point. I wonder if there's a way for fighting games to try and tap into that group mentality.
 

zabugi

The only Real Master
Grinding or not this guys got the best kang ever. If u want to know I he's the best or not currently, ge him more matches with other top players. They aren't called top player for nothing so don bring up th fact that they aren't playing the game anymore
 

Marlow

Premium Supporter
Premium Supporter
I guess some fighting games are starting to try and add in more of a group mentality. There's already things like King of the Hill modes, which works well for a group of friends. We're also starting to see more Dojo/Clan/Guild things popping up in games. I wonder if the next step would be to have some type of team match option, where teams of 3 or 5 face off in a quick match. Maybe similar to what the current Injustice 2 AI simulator battle does, where teams play several quick rounds against each other.