Darth-Nero
Come Thunder! Come Lightning!
That's exactly what i said earlier, I demand credit!! :babyRage:
That's exactly what i said earlier, I demand credit!! :babyRage:
I respect your scientific trial-and-error approach. Some people need to try shit to know it's shit.If they change it back after the test run then I will support it because it was thoroughly tested and proven to not add value to their product.
We're talking about interface specifically. With interface, simple is the best, as long as you have full and sufficiently precise control of all required functions.Simple isn't always best. For simplicity, MK11 can go back to 1 variation, but NRS believes variations add value to the game.
Let me translate my post for you then: I like that we're using the face/attack buttons for amplifying moves.@HeavyNorse You too are talking about gameplay whereas I specifically only talk about controls and nothing else.
And I would like otherwise.Let me translate my post for you then: I like that we're using the face/attack buttons for amplifying moves.
IMO it's a problem with terrible implementation of both running and kara cancelling in NRS games. There was no reason to use Block for those.Or when you want to dash block and you end up runnning and getting countered. Or when you want to run cancel a move and you end up meter burning the move.
This has always been about our opinions though. XDAnd I would like otherwise.
What a constructive discussion on objective matters we're having. /s
Yeah this make sense. I can see it being very frustrating to try to block after a short duration amplifiable special.That's exactly what i said earlier, I demand credit!! :babyRage:
Character Loyalists = Master RaceAs someone who generally plays all the characters he can, I would much rather see the block to MB return because having to learn extra inputs for each and every character is going to make everything a super huge pain in the ass
Yeah i was thinking about the stance switch button too, inb4 that button is also assigned to some new mechanic we haven't seen yetYeah this make sense. I can see it being very frustrating to try to block after a short duration amplifiable special.
Though we still have other buttons that would be better for this like the stance switch button.
Oh I'm sure its coming.can't wait for the first loss option selected because of needlessly complicated controls.
Same, it's almost shocking. Hell the universal wakeups are all different (ex roll left or right, pop up, ground lunge) yet all done with the stance switch button. I fail to understand why the EX moves aren't done with that useless stance button. That would keep the controls simple, while removing the errors involved around the block button if that was the intent. I am convinced someone high up in NRS is in love with the uselessness of the stance switch button.Still find it odd that they universalized everyone's wakeups, everyone's meter build, x-ray/fatal blows, and then turned around and took away the universal ex system.
Krushing Blows are requirements, the default option it so hold the executed button in case you want them to happen.We have more than enough moves to learn:
> 3 base variations per character with their unique moves and combos
> 5 krushing blows per character; every krushing blow has its own requirements
> God knows how many brutalities per character; again every brutality has its own requirements
> At least 2 fatalities for every character; there might be even more, judging from the fact that the customization system allows you to select 2 fatalities per variation (out of how many?) Stage fatalities, if any, will require different inputs
> A completely new fighting engine as a whole
So, do we need a complicated amplification system? Hell, no!
BTW, I'm not necessarily supporting the block-to-amplify idea, but I'm definitely demanding an universal input for all characters or at least an universal command for each character's entire moveset.
Geese Howard approves.I vote we turn all amplify inputs into pretzels
DBFZ had a big drop off due to local tournaments being shutdown via cease and desist orders from the owners of the Dragon Ball series. Once that happened, players were turned off because what was the point of getting good for tournament play in a game that had no local tournaments? T.O's were told that they needed approval before running DBFZ tournaments. Getting approval was apparently not easy so many just opted to do without the game.Just want to say here that while I'm not against simplifying inputs to a degree, I'm extremely skeptical of stuff like auto-combos contributing to the success of DBFZ as opposed to people buying because they're nostalgic as fuck about Dragonball. Game still had a tremendous drop-off like most games do(even more than like tekken 7 which has a lot of legacy mechanics) and I'm really not convinced that if in another universe auto-combos didn't exist the game would have a much faster drop. There comes to a certain point where simplifying things yields extremely diminishing returns.