Two patches later I now want nothing to do with the game.
I haven't played BF3 in forever, but I don't see why you'd just drop interest in it completely. It's still an amazing game. Just wish you could still put C4 on vehicles and ride MAVs. That game had so many ways to troll. :<
I swear that's more of a development cycle issue than a developer issue, especially in Japan. You finish a project, you move on tto th next after a few weeks off. They don't get as much time as WE do figuring out the pros and cons of a the finished product.The problem is that many game developers have this major disconnect between what they perceive is desirable, and what actually is. Developing a competitive game =/= playing a competitive game and vice versa. There are certain lessons a developer simply cannot learn without actually playing their own game on a competitive level. Daishi is supposed to be a former competitive player however, and thats why that interview hurt so much.
He SHOULD have known better. I imagine on some level he probably did, but for some reason or another (likely peer pressure from his non-competitive colleagues) he decided to forget what he knew to be true and sabotage his own game. That was incredibly unfortunate.
A few patches later they made Javelins useless by allowing flares distract a LASER guided missile making the ECM useless. Why equip an ECM when flares will work on both heat seeking AND laser guided? I mean the anti air missiles engineers get were already near useless as the flares no only distracted the missile but reset your lock so you need 3 people just to deal with a single jet and to top it off the damn jet had to practically be right on top of you for you even to be able to lock on. The range was horrible on it. Javelin was the only decent counter ground troops had and they destroyed that because people cried that they cant stay in the air the entire match without using common sense like ya know...flying out of range of the lock.
As long as balance philosophy for fighting games is to balance towards the weaker player, the genre will be in trouble.
Daishi was willing to hold the scrubs hand at the expense of everything else. This killed the game, and I would not be surprised at all to learn that he does not see it that way.
I swear that's more of a development cycle issue than a developer issue, especially in Japan. You finish a project, you move on tto th next after a few weeks off. They don't get as much time as WE do figuring out the pros and cons of a the finished product.
Don't hate the player, hate the game.
This is an ancestor of Yoshimitsu from Tekken..... Not the same one..That quote says it all. I don't even understand why they'd patch the game for the casual crowd. By the time the patch hit, the casual crowd had already bought the game. Patching it to help them hang with the better players would not suddenly get more casuals to buy the game. All it did was turn off the competitive players and kill the longevity of the title.
I've always said that I would love to sit in on a balance meeting. I'd love to hear why Daishi thought it was necessary to nerf ZWEI and Yoshi, but buff Ivy and Viola. Or with MvC3, they take the best things about Tron and remove/nerf them in UMVC3 to the point where she's rarely played. Same with Phoenix Wright... From SC4 to SC5, they made Yoshi's Tekken moves random. RANDOM! Who at Project Soul thought it would be a good idea or even "fun" for Yoshi players to have RANDOM Tekken moves? That kind of stuff just doesn't make any sense to me... even from a casual standpoint.
*whoooooooooooosh*This is an ancestor of Yoshimitsu from Tekken..... Not the same one..
From SC4 to SC5, they made Yoshi's Tekken moves random. RANDOM! Who at Project Soul thought it would be a good idea or even "fun" for Yoshi players to have RANDOM Tekken moves? That kind of stuff just doesn't make any sense to me... even from a casual standpoint.
What do you mean they made Yoshi's Tekken moves random? I don't play a lot of SCV so I don't know what you mean but what I think you mean soudns ridiculous.
In SC4, Yoshi's Tekken moves were based on the round timer. Depending on what the second digit was (and sometimes the first), you would get a specific Tekken move. For example, if I wanted Jin's Lightning Screw Uppercut, I could only do it if the round timer read 3, 13, or 23.
In SC5, Yoshi's Tekken moves are random, but tiered. The tiers are based on how many times you GI with Yoshi's Flash. With no GI's, you only got the bottom tier of attacks, all the way up to 4 GI's which gave you the best attacks. However, no matter what tier you were on, the attacks were always random. Even if you were on the top tier, you would randomly get one of 3-5 attacks.
Some of Yoshi's Tekken moves tech crouch, others tech jump, some step, others are unblockable... so while there were several that were useful, it's situational. Having them be random meant they were completely useless. Not to mention it was difficult to tier up given how Yoshi's Flash works.