Eric The Scruffy
Warrior
Extremely debatable....but even if that were true it doesn't affect the argument.Which loops back to variations being the same concept done better...
Extremely debatable....but even if that were true it doesn't affect the argument.Which loops back to variations being the same concept done better...
Seriously, go look at Ivy's slide ability. The whole character becomes 100% different if she has that. 50/50's all over the place.You tend to be happier with fewer choices. Competitively in MKX, very few had the time/desire to break down most variations.
Doesn't completely ensure balance, but I would guess that more competitive players would prefer the MK9/Injustice style where there is less volume and it's more about honing your fewer options.
A single move can drastically alter a match-up. I don't believe most players want that many variables, personally.
The argument that I should be able to use all the moves in the video game in normal matches? There's an argument? Agree to disagreeExtremely debatable....but even if that were true it doesn't affect the argument.
The tools that were chosen were part of the characters move set anyway, nothing to do with this game and situation.The Marvel Vs. Capcom series gives players the option to choose certain tools prior to every game.
Look at USFIV. That game literally has a variation select built into the character select just like MKX does......except it is *banned* in competitive play outside of the occasional edition select side tournament.The argument that I should be able to use all the moves in the video game in normal matches? There's an argument? Agree to disagree
Lol this is a total bill. Show me one post from before this one where anyone complained about MKX having too many options. If there are people who complained they were the minority by a large margin. In fact, in all my MKX time I actually remember exactly 1 thread where someone suggested that they would've liked 2 variations instead of 3. This is just a bit of revisionist history to avoid admitting that the gear system is a just a watered down, money grabbing, super-unbalanced, version of variations.You tend to be happier with fewer choices. Competitively in MKX, very few had the time/desire to break down most variations.
Doesn't completely ensure balance, but I would guess that more competitive players would prefer the MK9/Injustice style where there is less volume and it's more about honing your fewer options.
A single move can drastically alter a match-up. I don't believe most players want that many variables, personally.
...you know upon reflection.......XDI'll leave this here, you don't want these moves in comp, trust. Ps. It ends in a restand and plus 25
Why are you changing what my point was? I wasn't saying gear moves were balanced or that tournaments should implement them as they are. I said that it is a poorly implemented feature that cuts a lot of the content in the game away from people. And again saying "oh half of these moves are broken" doesn't mean they had to be made broken.Look at USFIV. That game literally has a variation select built into the character select just like MKX does......except it is *banned* in competitive play outside of the occasional edition select side tournament.
Developer wishes are not the be all end all obviously (Smash anyone?), but there isn't even a debate onto what their intentions were here because of the inclusion of competitive mode.
You want to go organize a tournament that allows for abilities? Be my guest. Just don't expect most of the FGC to adopt it for the main format.
I made two post. To which are you referring?They didn't make them available...in *competitive mode*.
As for your other argument:
NRS designs games as much for the casual player, if not more, then for the competitive. The game is built around the story and having a good time with your friends, which is why its loaded with a huge amount of content...but most of that was never intended for a competitive mindset.
You can use your moves in a normal match. Just not in competitiveThe argument that I should be able to use all the moves in the video game in normal matches? There's an argument? Agree to disagree
Sorry, misread your point.Why are you changing what my point was? I wasn't saying gear moves were balanced or that tournaments should implement them as they are. I said that it is a poorly implemented feature that cuts a lot of the content in the game away from people. And again saying "oh half of these moves are broken" doesn't mean they had to be made broken.
No. Hell no. It makes no more sense then using the competitive market to showcase the wackiness of Kombat codes.I made two post. To which are you referring?
Yes, there are far more casual players than competitive players. The arguments you naysayers are merely speculative and come across as if those whom disagree with those arguments are ignorant to strategic marketing or seller's intent.
Though the game is VERY fun, there are elements that were lazily put together and even overlooked. The amount of content a game has doesn't necessarily justify its purchase. It's the substance of that content. The bottomline for NRS is making money. That's why there is a two year turn around for its titles with a decrease in support for the previous upon the reveal of the next. So to insist that casual players are the primary concern for NRS is a bit absurd. Especially in such a competitive market. Casual players aren't committed to brand loyalty. And the support given to competitive players is another form of marketing. Why else would they say "your buying of this thing or character adds to the prize pool for tournaments"? There is PLENTY of money at NRS to do without the bought support of casual players for competitive play. Competitive players SHOWCASE their characters at their best. Doesn't it make sense for them to grant competitive players the opportunity to showcase the full extent of their properties' abilities?
HAHA Kombat Code don't compare whatsoever.No. Hell no. It makes no more sense then using the competitive market to showcase the wackiness of Kombat codes.
I bet the people who play for fun AND have all the gear moves AND use these gear moves are in an even bigger minority than the competitive crowd. Where with MKX variations are available from the start and provide so many options for ALL crowds. I love the first Injustice and I'm trying to like this game, but all I can see is "man base moveset Red Hood (as an example) looks so bland and boring without all the cool shit they showed off in the trailer and streams"Sorry, misread your point.
Again, to this point I say:
How? The point of the abilities just falls into the category of something like Heroes and heralds modifiers in MVC3, or the kombat codes. Its not meant to be balanced or competitive. Its meant to be fun.
If NRS had to keep competition in mind it would have narrowed their entire design focus. By cutting them out of competition it let them go completely nuts and off the wall.
IE: compeitive players get pure competition, people who play for fun get even crazier shenanigans.
I don't see how this is a bad thing.
How is it a money grab? There is unloveable content in the game which can be unlocked by playing the game. There's no need to spend extra money to unlock stuff just enjoy the game and more will come your way.No, some gear moves need to be added to a character's regular move-set. Gear moves should ONLY replace existing moves with slight variations, for example, Blue Beetle can change his projectile to a different one. That's a gear move. But air-mandible strike/ invisibility/ should just be regular moves. If you added them to BB's move set he wouldn't be overpowered or even that much stronger as a result.
Gear moves are this games version of variations but they are such a cheap and obvious money grab that it kind of makes me not want to play this game out of principle.
MKX gave each character 3 variations out the gate. Each character was complete and had to be balanced in their own variation. It was amazing. No stupid RNG grinding, no OP as hell gear moves, no stupid unbalanced player matches where one player has access to moves that the other player doesn't.
If this is the future of NRS games then they can count me out, not that they'll miss me now that people are spending real money just to upgrade their characters to level 20 and get costumes and shaders because grinding is random and unfun.