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  1. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    I was using chess analogies, what does 2D fighting have to do with that? As Rikuto has stated in multiple posts time and time again, that type of game design tends to be very frustrating and does not jive well with the competitive player's mentality (that is, to find the most efficient way to...
  2. d3v

    So...these pre-release DoA5 tournaments...

    Sadly, I neither live near anyplace near, nor am I good enough at the game to matter anyway.
  3. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    LAWL! I'm being punished for being correct because I had the better neutral game, I was able to get in on their defense. As such, I should not be punished, or rather my opponent should not be rewarded by being given the option to stop my offense, at least not without a cost (meter, stock...
  4. d3v

    Throwing an opponent that is in critical stun

    But we have forced guesses in other fighting games as well. Ambiguous crossups, high-low mixups, etc.
  5. d3v

    DOA5 single player/casual thread

    A proper tutorial. The game needs to look to Skullgirls (for teaching fundamentals) and VF (for teaching characters).
  6. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    That sounds really derpy, like a nightmare version of what rest of the FGC thinks that DOA plays like.
  7. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    I apologize if that comes across as too harsh. But it feels like he wants to undo all the good that has been done already. I mean, I've already seen some guys who don't traditionally play DOA actually looking forward to the game, thanks to those changes. I mean, even with the stuff that needs to...
  8. d3v

    New 4gamer interview (2012/06/12) + E3 renders

    I think the term is "abare" aka the ability to turn seemingly random hits into damage. From what I've seen, 2D side, the Japanese are better at capitalizing on this than the west. It's a form of gamblers compulsion, taking a risk to see if they can pull their stuff off, especially if the systems...
  9. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    And at this point it's confirmed that AKNova7 knows two things about fighting games, "jack" and "shit." The problem with what he wants is that it's, from a purely competitive perspective, fundamentally unsound. Why? Because it punishes the player for being correct.
  10. d3v

    Dead or Alive's place in the modern fg market

    Catering to the core tournament community can work if the IP is strong enough. Take a look at MvC3, from June of 2010 onwards, the game changed alot due to the demands of tournament players (from the relatively tame E3 build to the highly broken and MAHVELOUS builds at Fight Club Chicago where...
  11. d3v

    New 4gamer interview (2012/06/12) + E3 renders

    There hasn't been a arcade release for DOA in forever, so no wonder there aren't any heavy hitters. Also, I find the whole "not liking offense" funny since, over on the SF side, most of the top players (save maybe Fuudo) all play very much on offense (but then again, Fuudo comes from a 3D, VF...
  12. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    To keep things from getting too off topic, this is going to be my last reply to this. Mind games are all about yomi, or more precisely, tricking your opponent into acting a certain way because they're expecting something. The problem is that the only way to create a game with perfect balance...
  13. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    E-sports or the concept of playing games competitively on a professional level is fine, the MLG is not.
  14. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    Because viability isn't always just about balance. It's more about how interesting in engaging the matchups are and how they force people to level and develop "technology." Look at MvC2, one of the most unbalanced games ever made. Yet, it's considered one of the most competitive games ever made...
  15. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    Do you even know how to play fighting games. Playing the genre at high levels is all about "yomi," that is the ability to "read the mind" of your opponent. Trying to design a game where you are allowed to react to everything your opponent does to mitigate it is fundamentally flawed from a...
  16. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    If every option becomes mediocre, then the game runs the risk of getting rejected by the competitive community, no matter how balanced it turns out to be. This links into my earlier post on "interesting matchups" in that it's these powerful options that usually leads to these interesting matchups.
  17. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    These "certain people" are what we would traditionally call "scrubs." As for a spread of a tier list, what people (especially 3D players) have to realize that the number of viable characters is second to the quality of the matchups between those characters. This is why we have games like Super...
  18. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    That "trademark mechanic" is also what makes DOA a terrible game at a competitive level. This is akin to saying that life threatening snap oversteer is a trademark of a Porsche 911 or terrible handling is a Corvette's (it's not, which is why modern 911's don't kill people in the corner and new...
  19. d3v

    DOA5 E3 Build: The Good, Bad and Ugly

    You do realize that most traditional grapplers from the golden age of fighting games (2D and 3D) could put out that much damage from a command throw, right? It's only in todays scrub friendly environment do we see damage values in general nerfed.
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