If Golf is considered a pro sport, so should fighting games.Haha, don't get me wrong, I didn't mean that in a rude way. But you can't deny that those are two completely different animals.
If Golf is considered a pro sport, so should fighting games.Haha, don't get me wrong, I didn't mean that in a rude way. But you can't deny that those are two completely different animals.
Haha, k, I can't say I disagree entirely with that. I really wasn't thinking golf at all earlier. I don't think I consider it a pro sport, but then again I don't know much about it so who am I to say?If Golf is considered a pro sport, so should fighting games.
The problem here is that you fail to realize that both "the scrub" and someone who is playing to win are "actually playing." The difference is that the latter get their enjoyment from a higher level of play. At high levels, fighting games in general are more about mastering your opponent then your character. It's more about using the right move at the right time over being able to use a large number of moves.Also, d3v, everyone enjoys winning. Literally, everyone likes to win. The problem is that not enough people just enjoy actually playing. Damn near everyone is just doing whatever it takes to win. Interesting quote aside, playing someone who's doing "whatever it takes" can be extra fucking boring. I don't mind losing. At all. But I'd much rather lose to someone who beat me using the entirety of their knowledge of a character and his/her tactics/options than to someone just doing whatever wins the match. Just my two cents though.
K, but the master also isn't beating everyone up with the same combo over and over again. There's variation. I'm not saying people should be flashy and do the craziest, coolest-looking shit they can, but the same strategy over and over again gets old, fast. I know that the movelists aren't infinite and there are limits on what can happen in a match but still. I just think it makes for more exciting matches. Plus, I've seen videos of the best DoA players fighting and they have variation in their strategies. That's all I'm saying. Variety. Which, unfortunately, doesn't seem to come packaged with "playing to win".The problem here is that you fail to realize that both "the scrub" and someone who is playing to win are "actually playing." The difference is that the latter get their enjoyment from a higher level of play. At high levels, fighting games in general are more about mastering your opponent then your character. It's more about using the right move at the right time over being able to use a large number of moves.
It's like in those old martial arts movies, where you'll see a guy try to go to town on some master, doing all sorts of flashy moves, then the master proceeds to do just one move to beat the other guy.
Why should "the master" change up if what they're doing is working. Unless the other guy can step up and counter whatever they're doing "the master" has no reason whatsoever to do anything less efficient. The onus is on the opposing player to develop counters to strong tech. Heck, that's how the metagame of any competitive exercise works.K, but the master also isn't beating everyone up with the same combo over and over again. There's variation. I'm not saying people should be flashy and do the craziest, coolest-looking shit they can, but the same strategy over and over again gets old, fast. I know that the movelists aren't infinite and there are limits on what can happen in a match but still. I just think it makes for more exciting matches. Plus, I've seen videos of the best DoA players fighting and they have variation in their strategies. That's all I'm saying. Variety. Which, unfortunately, doesn't seem to come packaged with "playing to win".
I take them as a necessary sign of a good game, because what it suggests is a certain amount of creativity and a certain amount of freedom to do things that the developer didn’t intend. That’s one of the best things about a combat system.
I know (maybe I should say "I think I know") that Brad and Pai have a semi-infinite with Pai's KK and then tagging Brad in and immediately going into his while-rising KK. Without walls, I think it would be an infinite. Granted, I haven't really tested this out extensively, but I think this is kinda what we're looking for.
Since when has contracts netting billions of dollars been set up over fighting games.If Golf is considered a pro sport, so should fighting games.
The fight is everything.I know (maybe I should say "I think I know") that Brad and Pai have a semi-infinite with Pai's KK and then tagging Brad in and immediately going into his while-rising KK. Without walls, I think it would be an infinite. Granted, I haven't really tested this out extensively, but I think this is kinda what we're looking for.
Also, d3v, everyone enjoys winning. Literally, everyone likes to win. The problem is that not enough people just enjoy actually playing. Damn near everyone is just doing whatever it takes to win. Interesting quote aside, playing someone who's doing "whatever it takes" can be extra fucking boring. I don't mind losing. At all. But I'd much rather lose to someone who beat me using the entirety of their knowledge of a character and his/her tactics/options than to someone just doing whatever wins the match. Just my two cents though.
P.S. Comparing professional athletes/sports to gamers/video games? Lol seriously? Don't get crazy...
Ever since both players and developers realized that it actually made for better games.Creativity? You're abusing a glitch that you found from dumb luck lol
I don't get why fighters think they are special,when I play a shooter and I sink though the floor giving me cover but allowing me to sneak attack I expect that to get fixed despite it being able to benefit me because it doesn't belong. A single character able to juggle away your life bar ignores the entire concept of tag. you aren't being clever you're breaking the game then turning right around and complaining about character balance. What a joke.
That takes out alot of the more interesting meta-game elements of tag. Including ones that are because of having snap backs.
Because you're advocating bad design. A game shouldn't naturally lead to time outs.
I know (maybe I should say "I think I know") that Brad and Pai have a semi-infinite with Pai's KK and then tagging Brad in and immediately going into his while-rising KK. Without walls, I think it would be an infinite. Granted, I haven't really tested this out extensively, but I think this is kinda what we're looking for.
Also, d3v, everyone enjoys winning. Literally, everyone likes to win. The problem is that not enough people just enjoy actually playing. Damn near everyone is just doing whatever it takes to win. Interesting quote aside, playing someone who's doing "whatever it takes" can be extra fucking boring. I don't mind losing. At all. But I'd much rather lose to someone who beat me using the entirety of their knowledge of a character and his/her tactics/options than to someone just doing whatever wins the match. Just my two cents though.
P.S. Comparing professional athletes/sports to gamers/video games? Lol seriously? Don't get crazy...
The problem here is that you fail to realize that both "the scrub" and someone who is playing to win are "actually playing." The difference is that the latter get their enjoyment from a higher level of play.
Ever since both players and developers realized that it actually made for better games.
Case in point, in the original 5/12/1999 release of SFIII: 3rd Strike, Urien had a guaranteed unblockable setup via his Aegis super art. Come the 6/08/1999 revision board, this is patched out. The community then unanimously rejects this patch and the 5/12/1999 (or revision A) build is played competitively for years. Come 2011 and the new Online Edition of 3rd Strike is released and the fact that it's based on the 990512 build is one of its selling points (it even teaches you how to do said unblockable).
Similar things have happened with other games. For example, CvS2 had the infamous "roll cancel" glitch that allows you to cancel a roll with a move, while still retaining the invulnerable frames of the roll. This was removed in the GCN and XBox versions of the game (CvS2:EO) but it's still the DC/PS2 version that is played competitively.
And it's not just Capcom games, Guilty Gear XX had something called the "Dust Loop" which was an infinite of sorts that could be done in the corner using Sol's air dust. The technique became iconic enough that the communities website is named after it (dustloop.com). While it was eventually removed in later revisions, it's now back in GGXrd - in fact, it was even shown in the trailer (skip to 2:52).
It also crosses generations and games. MvC2 had an infamous "glitch" where you could juggle an assist character endlessly (provided you could snap the point character out). Now, when Mike Z releases Skullgirls, a similar thing was discovered and Mike eventually admitted to adding it on purpose. Yes, a game with a very strict anti-infinite system actually allows a sort of infinite based on a glitch in a different game simply because the lead developer felt it made the game better.
The history of competitive fighting games is filled with stories of glitches and bugs ascending to be accepted as part of how you play the game. Heck, combos themselves were an ascended glitch and everything simple stems from there.
You're an idiot.
Can't time out with infinite time. And even time outs are still better than tge superjuggles to me. At least time outs can be intense, since that becomes a.race against time, literally.
.
Separate maybe, but not unrelated.Okay wait I'm sorry, that's bs lol. Playing to win isn't playing at at a higher level...its just playing to win. If anything it might just be the opposite. I mean hell I don't play to win but I still find myself at a higher level than a lot of people playing to win. Playing to win and playing at a high level are two seperate unrelated things.
The sad thing here is that you don't realize that this scrub mentality that you're displaying is in fact what is holding you back from getting better.An entire history based around exploiting glitches.
And people wonder why the fgc isn't taken more seriously lol.
Its sad because there are good people who whoop ass.without glitches or exploits, but they get overshadowed by the community as a whole revering glitches and exploits. Which, at least to me, says that a good portion of the community doesn't want to get better, they just want to exploit bad design.
This is dumb.It's why i truly believe that if games were to be talent seriously, they shpuld get a ref and code of conduct like amy other real sport. At least curb the bs, yaknow?