Something I'd like people to start testing...

Raansu

Well-Known Member
I like playing on Smallest more than Normal. I honestly don't know why anyone who has played DOA before DOA5 would have a problem with Smallest, considering that DOA5's Smallest is exactly the same as the pre-DOA5 Normal and no one had a problem with it then. Why suddenly hate it just because it's name changed?

Because everyone played on largest in previous games even though it was argued that normal was more balanced than largest, especially in doa4.
 

SilverKhaos

Active Member
I like playing on Smallest more than Normal. I honestly don't know why anyone who has played DOA before DOA5 would have a problem with Smallest, considering that DOA5's Smallest is exactly the same as the pre-DOA5 Normal and no one had a problem with it then. Why suddenly hate it just because it's name changed?

In all fighters, I pick largest health, maximum rounds, infinite time. Why? I enjoy fighting. its why I play fighting games. I don't want the matches to end anytime soon.

Thats why I have a problem with any "smallest" health setting. If theres an option for more health, why go for less?
 

Raansu

Well-Known Member
Because fights that go on for 10 years are boring. Learn how to play and get better at defending and maybe you wont get pounded in 10 seconds.

Some of us enjoy the actual strategy side of fighting games. Smallest makes you think about what you're going to do and fear your mistakes even more. Normal (and for that matter largest) allows you to be careless and make multiple mistakes. Not only is that annoying for the defender capitalizing on that mistake only for that punishment to mean almost nothing, but its an insult to fighting games in general.
 

Berzerk!

Well-Known Member
Put the clear effects on the game of forcing you to respect moves and play better, and the fact that its more exciting to watch (great for tournaments and prospective players) - smaller life setting makes the game go faster.

If the match goes faster, you get your turn in a lobby quicker. Or if just playing one person over and over, you get a conclusion and then you play again. It doesn't stop you from playing "endlessly" but the feedback and understanding of how you're playing, that you get is more valuable match to match.

Simply, you play more meaningful matches more often.
 

Roroko

Member
Isn't the reverse also true?

If people are throwing moves out recklessly without fear of punishment, wouldn't that be an indicator that you're the one not maximising damage? Going by some of the logic in this thread, higher health would train your offence?
 

Prince Adon

Best in the World!!!
Premium Donor
The thing that I find funny is when I play on "normal" life I try my best not to make mistakes and I pay dearly for it whenever I do. So why do we need small/smallest life for this? The new game mechanics are meant to be played/balanced on normal life. That's why the change with the points of it. I think this is a okay topic, but definitely not relevant enough to want to slit each other's throats over.
 

TRI Mike

Well-Known Member
Except they weren't. Normal life being 300 was something added very late in development (around Gamescom). It was always 240. Smallest SHOULD be the way to go.
 

Rikuto

P-P-P-P-P-P-POWER!
Isn't the reverse also true?

If people are throwing moves out recklessly without fear of punishment, wouldn't that be an indicator that you're the one not maximising damage? Going by some of the logic in this thread, higher health would train your offence?

Mixups do not raise the skill ceiling. Spacing does.


If you look at any decent competitive 3D fighter, the ones that get killed the fastest are the ones where spacing is made irrelevant or butchered. The large health bar makes spacing in DOA ultimately irrelevant, because most of the damage comes from the mixup afterwards. SCV had a wonderful spacing game and was very competitive until the second patch gutted the spacing game entirely, and replaced it with point-blank mixups to cater to newer players who had no interest in actually playing the game longterm.

Then you have tekken, sitting on top as the most competitive 3d fighter, and guess what its all about? Spacing. The healthbars are balanced around the spacing game, too, and it's where the game rewards you the most. That makes the skill ceiling for the game very high, and it's what keeps people playing it.


Even in something like League of Legends, most of what is going on in the game is spacing/zoning, whether or not the casual realizes it, and it is what makes the gameplay so addicting for most people. It's having full freedom and control of your character decide who wins and loses, not tying two people next to each other and forcing them to gamble each other to death.

if you do everything in your power to make the addicting part of the game irrelevant, then it becomes irrelevant... and the game is no longer addicting.
 

HiguraShiki

Active Member
Mixups do not raise the skill ceiling. Spacing does.
Even in something like League of Legends, most of what is going on in the game is spacing/zoning, whether or not the casual realizes it, and it is what makes the gameplay so addicting for most people. It's having full freedom and control of your character decide who wins and loses, not tying two people next to each other and forcing them to gamble each other to death.
This is true. Most AOS games in general rely on movement. You either capitalize on someones mistake, trick the person into making a mistake, or force them in a bad situation.
 

shunwong

Active Member
If you look at any decent competitive 3D fighter, the ones that get killed the fastest are the ones where spacing is made irrelevant or butchered. The large health bar makes spacing in DOA ultimately irrelevant, because most of the damage comes from the mixup afterwards. SCV had a wonderful spacing game and was very competitive until the second patch gutted the spacing game entirely, and replaced it with point-blank mixups to cater to newer players who had no interest in actually playing the game longterm.

Then you have tekken, sitting on top as the most competitive 3d fighter, and guess what its all about? Spacing. The healthbars are balanced around the spacing game, too, and it's where the game rewards you the most. That makes the skill ceiling for the game very high, and it's what keeps people playing it.

You forgot to mention Virtua Fighter. Although I don't think spacing is the main focus, defensive option (TEG, ETE, ETEG, Fuzzy, etc.) selects might be what make Virtua Fighter different. (Still, they can kill you in 2 combos in VF5FS).
 

Rikuto

P-P-P-P-P-P-POWER!
You forgot to mention Virtua Fighter. Although I don't think spacing is the main focus, defensive option (TEG, ETE, ETEG, Fuzzy, etc.) selects might be what make Virtua Fighter different. (Still, they can kill you in 2 combos in VF5FS).

I didn't forget VF, I specifically excluded it because it's not played on a global level for other reasons.
 

TRI Mike

Well-Known Member
Because people are cowards and don't like actually-good games.

Anyway, now that the game is in IPL and people will probably be more interested, Erik you should try to make people try smallest in high level.
 

HiguraShiki

Active Member
How do you know a host sucks at the game? They have it set to largest life or 5 rounds or some shit lol
Honestly, the only time someone should set a match to 5 rounds is if he is going to only play against 2 people. Why would anyone in their right state of mind have a full lobby with 5 rounds -_-
P.S. NOOO ALPHA IS GETTING PUNCHED! WHYYYYY
 
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