Well the problem with DoA is it is already deemed as non-worthy which I think is what Dr.Dogg is referring to. People will play it but it will die out fast if they aren't feeling it. The game looks amazing but many people will be put off by the way the counters are. I personally think just by making them feel like a TRUE risk/reward and actually reward people for blocking and using defensive measures other than counter will keep people playing.
Let me be clear here and say that I'm not disagreeing with this.
I'm just pointing out what really makes a "tournament scene", and that's the community that wants to support whatever game it is that they're playing. Adding to that community support is what is dependent on what the game provides, which DOA at this time does not provide enough in comparison to other games that have a "tournament scene".
For you and most players already in a competitive fighting game scene, the DOA5 alpha demo does not feature enough for you to put down your money for a tournament. For others, it might be enough, it might not. It's up to the community that grows out of that game to really decide and see how it fits into the larger Fighting Game Community.
...no interactive lobby along the lines of DOA4 to screw up the netcode...
What about character individuality? Offensive holds to grappler classes? Special evasive properties for stance characters? Frame advantage and guaranteed situations? Would these be considered minor concerns?
Oh, and about the ban part, I know you're not admin yet, but you have connections. You could make it happen if you wanted to.
Let me be clear here and say that I'm not disagreeing with this.
I'm just pointing out what really makes a "tournament scene", and that's the community that wants to support whatever game it is that they're playing. Adding to that community support is what is dependent on what the game provides, which DOA at this time does not provide enough in comparison to other games that have a "tournament scene".
I think the quote on quote "current Issues" of the game is being overlapped by not everyone agree on what makes DOA a competitive fighter
currently we only have the Alpha demo to go off of, and People don't consider that version of the game tournament viable. as Mr. Wah said, the community will play a large role in the games success. If people are open to the idea of playing DOA5 in it's current state, it'll be the most realistic outcome that there are a significant amount of people who will still play DOA.
thanks for fixing my net grammar...It's a saying i don't use often though so... I hope that whole post isn't ruined because of that..Just want to be a grammar nazi for a post (I'm allowed to do that from time to time). The term "quote on quote" is actually "quote, end quote" and used in place of the quotation marks when quotation marks are not visible: When speaking.
Since you put quotations in your sentence, it made no sense. If you were speaking to someone though you would have said, "I think the quote current issues end quote...".
Okay, now resume to the topic .
You do know you're suggesting that universal offensive holds would still be intact, movements that should be evasive will still track, and frame advantage won't exist, right?All of those are minor in comparison to the greater issue(s). You could fix all that, but leave the stun/counter system of DOA4 and the game would be just as limiting. However, if you fix the stun/hold system and neglect everything else you mentioned, the game could still have a decent competitive scene. I'd like the best of both worlds, but some things are definitely more important from a competitive standpoint.
To go off this, I think Smash Melee is a prime example of a community that supported its game, found rules that helped make it a more competitive fighter, and did it all withOUT the Fighting Game Community. Typically, they would come to events rivaling the size of the main attraction, get them done faster, and still be able to have a fun experience. It's an example of getting those 'casuals' not already in the FGC to come out to support the game itself as certainly the FGC had nothing to do with their explosion of popularity.
All other misconceptions rectified, I just have this one concern...
You do know you're suggesting that universal offensive holds would still be intact, movements that should be evasive will still track, and frame advantage won't exist, right?
If I may, could you or anyone else give an example of how this fix would work around these neglected features?
To go off this, I think Smash Melee is a prime example of a community that supported its game, found rules that helped make it a more competitive fighter, and did it all withOUT the Fighting Game Community. Typically, they would come to events rivaling the size of the main attraction, get them done faster, and still be able to have a fun experience. It's an example of getting those 'casuals' not already in the FGC to come out to support the game itself as certainly the FGC had nothing to do with their explosion of popularity.
Then the designer said "Fuck you" to all his fans and fucked the game over for the next iteration, but that's a different story - and people still try to play that one competitively.
but many people will be put off by the way the counters are. I personally think just by making them feel like a TRUE risk/reward and actually reward people for blocking and using defensive measures other than counter will keep people playing.
this - DOA5 is showing the usage of NH launchers, but more wouldn't hurt. I think all hop kicks should launch on NH. Most, if not all are just used as crushestrue combos/nh launchers
Adding true knock downs that players can't tech up from could reduce the use of untechables, or completely knock untechables out of the game. Fishing for untechable setup's was a pain in the ass (for some characters), sometimes a waste of more potential damage, and not every character could utilize untechables. I say Helena, Nicole, and Hayabusa benefited from them those most; so every character having 2-3 knock downs that can't be teched would increase the depth.knock down attacks
Eh.. Arguable??? Perhaps like VF/SC make certain stuns shakeable and some not? The timing for slow escaping should be more strict.What they should do is remove slow escaping
I can live with that answer.I said "could". Meaning that it's not a guarantee, and I said I'd like the best of both worlds. Also, if you take DOA4 and fix the hold/stun system, it would be a much better game than what we had.
As with the MK example, the game doesn't have to be perfect, just a far enough step in the right direction.
VF and Tekken has shakable stuns, in VF5 there is a joystick indicator to help out with this.Eh.. Arguable??? Perhaps like VF/SC make certain stuns shakeable and some not? The timing for slow escaping should be more strict.
I understand that much but DOA is getting backlash from it's own community members which isn't a good sign to anything.
im kinda interested in who you were referring to in your last statement.
Let's just say the only Super Smash Bros I've ever played was the first one and it is very addicting and very fun. I'm reading what your saying and it's just so hard to believe that would happen. Like what? When a game gets a competitive scene isn't that actually a good thing? That exposes your game, makes it better, and YOU make money off of it. WTF was the creator smoking? What's wrong with it being competitive? I'm lost....The game director of Super Smash Bros and his decision to put in a 'mechanic' of 'tripping' in Brawl. Something where it literally is a random chance (totally programmed to happen randomly) that the character will stumble when you dash, leaving you open for an easy attack. I can't even use the word 'punishment' because it frankly shouldn't be a punishment to begin with. It's literally telling someone "Yeah, that dash feature we implemented? That core movement mechanic? Don't use it."
He stated he specifically didn't want the game to be a competitive game and only input that feature for the sole fact to make it a less competitive game by not allowing competitive players advantages to the movement system.
Aside from that, the new Gem pack had created a new shitstorm due to the new assist gems, effectively ruining the games credibility in the process. I personally support boost gems for tournament play but that isn't popping off for awhile.Honestly, I don't see an issue with the gem system as that was 'balanced' (quotes due to it being attempted for balance) with a competitive mindset in mind.
However, where they went stupid with it was the method to use gems changes the game elements, and they were allowing ways for players to have exclusive sets or gems that others would not have access to (Pre-order DLC, Paid DLC, etc.). That completely unbalances the game entirely, regardless of how balanced it may be if everyone has access to all sets from the get go.