I am one of many voices that are in-line with what most of the greater fighting game community thinks.
No sir, you are not.
Every game has its own fans and haters. And every game out there has its scene, be it a great game or a piece of crap like DOA4 which is astonishingly being played online to this day for reasons I fail to understand. Also, not every scene has to be huge on the SF4 level.
Every game has people opposing its mechanics, but this does not make these people the VOICE OF THE COMMUNITY.
SF3 fans hate the way SF4 works, and vice versa.
SCIV fans hate the way SCV works and vice versa.
MK fans hate the way SF works and vice versa.
Saying the majority of the FGC don't like DOA has no validity to it whatsoever.
I have never once stated that my opinions are "best for everyone". In fact, I've gone out of my way to make it clear that I think the game caters well to casuals and fans of past DOA titles. My goal is to make the game acceptable by the greater FGC so there's actually a competitive scene. Something that DOA has never seen before.
You're talking about a different generation, a different fan base, a different scene and more importantly a DIFFERENT GAME.
Yes DOA4 was flawed beyond repair and the majority of even the DOA fans can agree on that (this you can actually quote as it is clear as day and nobody would deny it).
The fixes have been made, and it was even clear in the alpha build as there was a much better balance to the triangle system and even more so in the E3 beta.
Give them a month with the game and put them in a tournament environment and see what happens. Most of the people who hate on DOA4 thought the game was okay for the first month or so. It wasn't until we really started to see what high-level DOA4 was all about that our opinions skewed so negatively.
Actually, I think I've made it pretty clear that the underlying problem is the forced guessing. If steps are taken to remove that from the game, I won't have much to complain about. I've also made it very clear that holds do not have to be removed from stun. If you're going to lose your cool and start blindly flaming me, at least get your facts straight.
First of all, after the 1 month gap we had the major fuck up called DOA4.1.
Second, as I said before, DOA5 has tweaked the major things that made DOA4 bad. Stop comparing the two because they are not the same, not even the alpha demo which added recovery, and lowered damage and active frames to holds. That little fix alone made the game 10 times more solid. In addition you have more guaranteed damage situations, more normal hit launchers, unholdable stuns and now bursts.
I will see you in a month from release.
The only way I see this game failing right now would be if it didn't have a good ONLINE to back it up. THAT would hurt the game on every level as there would be no Casual outlet, and no Training outlet for pros unable to attend sessions and yes then I would give it even less than a month, if not a week before it dies.
Just look at KOFXIII. Its arguably the best 2D fighter out there now. Whats killing it? ONLINE. You simply cant enjoy it neither on a casual or a professional level. Not everyone has the offline session luxury as I've stated before, and the arcade scene is pretty much dead.
I'll break it down for you since you can't seem to comprehend.
As Akira, if I'm at +12 and a slight distance, I know I can't dash forward and still beat the opponent's fasted attack. However, I can use a 66P to beat out anything they can do (other than counter). After I hit the opponent multiple times with 66P, they should know not to attack after the guard break. However, in the example I mentioned previously, the opponent continued to attack because they didn't care that they were at -12. Because of how the DOA system works, the risk of attacking from disadvantage isn't very high.
Again I will further explain how stupid what you're saying sounds.
- You did a frame trap and it worked.
- You did it again and it worked.
- You decided not to do it, and you got hit ! well BOO HOO to you !
Has it occurred to you that you CANNOT condition everyone ?
and Has it occured to you that maybe your opponent hit an attack in hope to catch a frame trap flop ? Even the top players including Daigo would be buffering DF DF and waiting for the right moments to tap the P button while getting hit because if there was a chance that the opponent screws up they will get that dragon punch and turn the game around.
This has NOTHING to do with the way DOA works. Every game has mashability. It has to do in an error of judgement YOU made while playing and failing to see that you simply CANNOT condition your opponent. Stop hating on the game because you keep losing.
I didn't feel as though the argument was won, and I also made it clear I had not ignored you yet. But it is abundantly clear that you and I have polar opposite views of what makes a competitive fighting game. I see no sense in continuing to argue the same topics with you over and over again.
I'd much rather skip over your responses than continue the argument because it's not benefiting either one of us. To me it's a waste of time and you seem to have finally snapped from it.
I haven't called you a DOA4 fan boy in a little while. However, I do recall several other people on these boards using that term to describe you fairly recently.
You could always ignore me. I'd have absolutely no problems with that.
This is not about winning or losing an argument.
I said in my previous post that I have nothing against you personally.
But If you say something stupid and start preaching like you speak for everyone, it needs to be pointed out.
I think SC, VF and Tekken play extremely different from one another. If the changes I've suggested are made, it would still be DOA, just like these three games all have their own identity. In fact, at a casual level, the game would play almost identical to DOA4. The only thing you'd find different is that the game would have a solid competitive community and a much larger gap between the casual players and competitive players.
First of all, the changes you suggest will not make the game DOA apart from the title and the faces of the characters. Thanks, but no thanks.
Second, one of the biggest merits DOA was always praised for was how easy it is to pick up and play. Why would you want to create a bigger gap between casuals and pros? The gap is already there and it is big enough. If you can't go beyond that gap that is a problem you have yourself as a player. It is not a problem with the game. You stated several times before how older DOAs don't agree with your play methods. Well its changed quite drastically now in DOA5 so good luck.