Dead or Alive. The Way We Feedback.

Rikuto

P-P-P-P-P-P-POWER!
When I go to SRK, or 8wayrun, I notice that those people actually want the same things out of the game that I do for the most part. There are casuals elements too, but they are not aggressive to me. They are sometimes not entirely educated on the game and I have to correct them, but they understand this and are even willing to inquire further most of the time.

That's the difference in mentalities. People on SRK troll DOA because its well known to have poor mechanics and a spotty community history. We approached them, acknowledged the truth behind the allegations and dispelled the myths. We didn't turtle up like ignorant fanboys and start shit talking their own games like the entirety of DOAW would have done. We also told them we were making a new community and trying to rid the game if its biggest problems in DOA 5 if we could. There isn't much left to troll in that from a competitive gamers standpoint, and thats why our relations are much better now.

Every time I go to DOAW however, someone is always there to argue with me about something. Our views are not nearly aligned enough that I would say we share the same knowledge, or want the game to be the same game. So there is no middle ground to relate to. They don't like it when we tell them they are flatout wrong, either. They view that as an attack. With that said, I don't know how well your efforts over there have been. I'm not attacked on sight, and there's a few people over there I genuinely like including a guy who just recently asked me for Bayman advice. They don't really get the big picture though, and they are still too willing to talk about gameplay related elements without attempting to understand them.
 

ErickBello

Active Member
^
He stole my point of view, really. JK.

I've seen people in the Dead or Alive Facebook Page and / or Youtube writing things like "Don't Fuck up this game" or "This game will be shit without Itagaki" really, If they are interacting with the players is because they are trying to get rid of the "poor mechanics" fame of DOA
 

Rikuto

P-P-P-P-P-P-POWER!
Wish someone would've addressed my perspective on the 3-point hold though. >.>

I kind of already have answered the question like three or four times this week to different people, and when I start repeating myself people tend to accuse me of being obsessive and a hater of the game, rather then actually reading and comprehending what I stated.

I'll help you out though.

Reading and then throwing out a mid counter is something entirely different. You're only guessing if you can't read what is coming. That's what separates the pros from the amateurs.

This is basically the assumption people make to try and defend DOA, and its something easy to explain to casual players so it sounds convincing. Unfortunately the people who make this assumption are the amateurs themselves, and this is their attempt to understand how high level DOA works from a different viewpoint. And the problem is that it doesn't work that way at all.

A high level player can read a low level player in DOA 4 a good portion of the time. A high level player can read a high level player barely any of the time. To be high level in DOA 4 is to mask your intention completely and be as random as you possibly can be, or to simply force direct 50/50's that favor yourself slightly more than your opponent and pray to the math gods that probability favors you today. Genfu could do this to some of the cast (though not hayabusa), other characters really couldn't.

DOA 5 has this problem in a different way. The counter damage is lower, but 3 point makes every situation like Genfu's 50/50's in DOA 4. You are either going to counter low, or counter mid. In fact you might as well use an advanced hold while you're at it because its closer to DOA 4 style damage and most characters wont really have both mid punches and mid kicks to launch well with, which means you can actually turn the situation to work more favorably for yourself as a defender.

With low holds avoiding highs and lows, plus the mid hold option, every front facing situation is effectively a 50/50. As long as you choose your options randomly as a defender it really doesn't matter what your attacker does to try and read you because he won't be able to. He's going to fail 50% of the time. That's just how coin flips work, sadly.
 

Gill Hustle

Well-Known Member
Damn, I've been given likes like DOA5 demo codes on TN's facebook page LOL.

Been around for quite some time and it's amazing how much everyone I knew has "matured" *tear*

Keep it up gang!

:ayane::hitomi:
 

MrMoon360

Well-Known Member
Hear ye. Hear ye.
I have a changed mind.

Thank you Rikuto, Grap3, and all those vets that are here to hold the line with hardened, honest truths about this game series.
Your outspoken opinion and insight is vital to this community if we are to have a respectable, competitive sequel. Hopefully other casuals and rising pros alike will stop and listen when spoken to.

P.S. I would love for counters to be taken out of stun or at least for them to be inactive for a generous amount of frames while in critical stun.
At least 4-point holds as well.
 

UncleKitchener

Well-Known Member
Standard Donor
I suppose 4 point hold system would encourage mix ups while the 3 point hold would be more accessible but they're all horrible mechanics and you're still worse than Hitler if you still like these, whoever you are.
 

d3v

Well-Known Member
But you probably already know this. I dunno how you and Sorwah manage to keep things civil in DOA-related front-page topics over at SRK myself (for the most part), but while it's true DOA does need some work to be tournament-viable, SRK certainly doesn't look like the tidal wave of ignorance it was years ago. Maybe a few subtle jokes here and there, but dad-gummit, my hat goes off to y'all for making progress. I mean, take a look back as a result of y'all's influence. When the first shitty review of the DOA5 alpha demo was front-paged on SRK, people gave a damn. They wanted it taken down. If this was any other year, the folks at SRK would've believed every word. I never would've dreamed some affirmative action would've been taken shortly after that farce had you not got to know the territory.
When I go to SRK, or 8wayrun, I notice that those people actually want the same things out of the game that I do for the most part. There are casuals elements too, but they are not aggressive to me. They are sometimes not entirely educated on the game and I have to correct them, but they understand this and are even willing to inquire further most of the time.
At the end of the day, we're all in this because we love fighting games in general. That and we love having a community that thrives on fighting games. Having more good games and more people playing them is basically our collective goal.

As for the Fingercramp vid, it felt pretty much like a big troll. That said, those guys have lost a lot of credibility after the whole Jago/Mike Ross fake "rivalry" fiasco, so folks are more skeptical of stuff they say.
 
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