z121231211 said:
Sorry to sound like a CoD fanboy, but it's all about the multiplayer. I play Blazblue and I'm sure I've played 100s of matches against my friend... with us using the exact same characters every time (Rachel vs Noel). The depth is finding out exactly what strategies work, finding them obsolete once people learn to counter them, and then coming up with more strategies. Even then you still have to be one step ahead of your opponent and you have to mix up your strategies as much as possible, that and actually having to pull off such precise button combinations under pressure.
I can see why people wouldn't like that. There's a phase between learning the basics and actually holding your own against other players where the game gives you no positive reinforcement whatsoever.
And for all the Blazblue players in this thread: Jin's Icecars, how do I stop them? I'll never call a move cheap, but my friend stopped using him before I could ever find a strategy against that.
If you're talking about naked ice cars as a way to approach then that's super easy to stop. You just block and punish with a poke. Instant-blocking the second hit of the ice car should make it all that much easier. No good Jins ever throw ice cars outside of combos unless they're either trying to guard crush you or they're trying to catch you in the startup of mashing something out, which should be easy enough to avoid doing.
As for that phase, yeah, that's true. The game does an excellent job of letting you know why you lose. It's never a clusterfuck like MvC3 or something too fast to notice like SF. If you fail to block a low there's a yellow ! if you fail to block an overhead there's a red ! if you get thrown there's a green !! if you get hit with an air unblockable move there's a blue !!, if you drop a combo the counter turns blue and the hit you messed up on is numbered and if you waste your burst you instantly know you've made an error and may well pay for it. Some people just can't take all the reality hitting them all the time and just give up.
Bad Jim said:
I'd say it's down to learning curve. With this in mind I suggest a few ways to combat this.
- The default mode of online play shall be with a handicap applied. This handicap will not just reduce damage, but also reduce speed and hitstun so combos will be harder to do. It shall be up to the weak player to disable handicap, not for the strong player to enable it. At least for low ranking players.
That way, noobs will at least be able to win some of their early matches and have fun.
- Macros shall be tournament legal. Further, there should be a macro system built into the game so that everybody can do it, not just people who buy special controllers. This will make special moves and tricky combos equally available to all players. It will also make fighting game skills more transferable, as you will be able to map moves the same way for other games.
Sorry but both of those are terrible ideas.
It is meaningless to win with a handicap cause your foe will be able to (reasonably) claim that if it was a fair fight then you wouldn't have won.
If by macro you mean pressing just one button to do one move instead of actual inputs, that's kinda the point of the games you're negating here. It's part of being good at a game having the skill to do moves and combos, to buffer them under pressure and to negative-edge or option-select properly. It is these things that make people good or bad at games and to completely obliterate them is plain ridiculous.
Not everybody should be able to do the tricky combos and have perfect execution. If everybody could then it wouldn't be special any more! That's the entire reason why fighting game communities are so strong, there's few epic strong players and the rest look up to them and aspire to play like them one day. Even if you did make the game you describe the simple fact that everyone can do combos in that game equally as much would instantly render it boring.
Also, how would a macro for combos even work. There's so many different factors to take into account, you'd need like 30-50 different macros if you're to cover every single possible situational combo a single character can do from all parts of the screen and so on...and how would you even go about pressing the macro input to do that whole combo...who remembers 30-50 different buttons. It's much easier to remember 4 different buttons and just learn the combo sequences in time, like an instrument.