Quoted 5 times over. Anything that doesn't actually change the gameplay itself doesn't truly add either depth or spectator value. And pressing a different button to MB takes no execution at all.Ugh... memorizing an extra input for Amplifying isn't "execution", it's just memorizing an extra input.
A GLORIFIED INPUT JUST FOR THE SAKE OF HAVING IT GLORIFIED ISN'T THE RIGHT ROUTE A DEVELOPER SHOULD MAKE.
I agree that there should always be a specific thing in any fighting game that requires skill to do consistently even if its just character-specific though, but it can't be forced.
For many games it's movement options. (Smash Melee, MvC, DBFZ)
For other games it's characters with hard combos. (SF4, BB, GG)
For other games it's the parry system. (SF3, SC5, Smash Ultimate)
All these things provide that Oooo and aaahhh when you perform it and when you spectate it done well. It's an important aspect to have in a fighting game imo.
Flawless Block seems like that thing in MK11 so I'm not too worried.
Time will tell, but I feel like people are really under selling the Flawless Block mechanic in these arguments.
I feel like they did it to make the wakeup game more fair. There are a good bit of characters in MKX, in my opinion, who can REALLY get away with waking up totally naked (meterlessly) due to crazy fast startups on certain specials. It's kinda bullshit that they still have to be respected on knockdown when they have no resources. Oddly enough, most of those characters that come to mind also tend to build more meter than most of the cast. Thankfully, NRS also took care of that with the regenerating meter.I just don't get it why Tom is poitning new wakuep system as simplifying game and making it more towards casual audience. From where I see it, MK11 wakeup system is far more complex and will require more learning than wakeup system from any other games they made.
Depends on your definition of strength. One wakeup may have a short range with 360degree hitbox, versus another one with good horizontal range only, but both are single-hitting with invincibility (as an example)I thought they changed the wakeup to be a universal input, but not neccessarily universal in terms of strength?
I actually think NRS games have decent depth, or at least the potential for decent depth. I feel like one of the things that has hurt the games from a depth standpoint is that with releasing a new game every 2 years most players seem to only invest in a game for the short term.On the whole, I agree that NRS games could benefit from more depth, and a game that's easy to learn could still be hard to master without sacrificing casuals.
Completely agree. Hopefully my post didn't come across as though I thought NRS games have been shallow - far from it. Just that there's room for NRS to add even more depth without sacrificing accessibility for new players.I actually think NRS games have decent depth, or at least the potential for decent depth. I feel like one of the things that has hurt the games from a depth standpoint is that with releasing a new game every 2 years most players seem to only invest in a game for the short term.
This. So this.I've mentioned this before in other threads but it's good here too:
The Smash series have such easy and universal buttons that it makes MK buttons look hardcore.
Literally all characters have the same controls: Up/neutral/forward/down tilts, up/forward/fown smashes, up/neutral/forward/backwards/down air and up/neutral/forward/down special moves plus grabs/shield/jump, and that's it. That's all your buttons for every single character.
Yet the smash series has always been considered one of the most skill demanding fighting series, way above mortal kombat games, and at the same time very easy to start playing because of the simplified base controls (which makes it a great party game and a great competitive game).
Easy to play, hard to master, is something great to say about any videogame of any genre.
A game is not more complex or skill demanding because of a move requiring more directional inputs than needed (dbf) or because you change an universal input with random buttons (the case we're talking about) but because of how it's played and the core mechanics.
Flawless block is AWESOME in this department, a lot of potential for jedi plays and hype moments no NRS had before.
The new meter system is AWESOME, now rather than certain playstyles being rewarded more than others we're getting into great depths of micro managing resources we haven't seen before with less max resources but constant and equal recovery over time.
Single use krushing blows are great as they add more strategy and resources management depending on how useful they're going to be each round.
Fatal blows are great, now we get to see X-Rays outside of infinite meter 4 Frames OH Kitana as everyone gets them without hampering their resources and with another layer of strategy and mind games.
This game is going to be great for competitive players, stop acting like not having weird buttons where they're not needed is the end of execution, MK11 is already the most promising thing NRS ever developed in terms of depth in a fighting game and it's not even out yet.
I'm not exactly sure what you're saying here, what specials have inputs like strings? Stances? Or do you mean the alternative/varying meter burn inputs.Where do you draw that line though, because it seems completely arbitrary already. Strings having the inputs they do is fine and good, but specials that have inputs like strings are purposeless and shallow and should be removed. Why?
fuck them casual players. all they need is features and content to hold them overI want systems that add actual strategic depth to the game. literally the only thing the old system did was confuse casual players
every single person on this site was at one point a casual. if you want to grow a community you embrace them and show them why the should take the game more seriously and be a part of the community. and there is a big difference between making a system easier and making a system more intuitive. hitting an extra command to ex a move doesn't add anything to a competitive player because it functions the exact same way as just the 1 button command. so why not use this as an opportunity to streamline a system to make it more intuitive without sacrificing depth for the competitive community.fuck them casual players. all they need is features and content to hold them over