new blazblue, still no jubei. oh well, at least the most enjoyable part of a new arc sys release will always be the complaining about the console release date.
It's most likely his V-Skill so MP+MK if I remember right. If what I heard is right you can start it and then cancel it with any normal. Sounds like fun times. _________________
I've completely run out of human beings to reliably play this with, so I'm really desperately looking for someone.
I'm not the best at the game, but I'd be willing to each anyone the basics/general gameplan for any character. My understanding of some of the characters is also tiny enough that I'd only be able to play a fundamentals game with them, so it wouldn't be like a blowout or anything.
I'm happy that the P4U top 8 is all Japanese if only to prevent biased commentary. (to be fair, xie and dacid are generally good at avoiding that)
meanwhile, on the street fighter stream james chen and skisonic are acting like alex valle just won the revolutionary war by beating bonchan. _________________
Seems like SF V is attempting the lol model, except you have to pay 60$ first. My greatest concern is that they will now over patch the game nrs style and require way too much grinding for getting the dlc characters. _________________
At least they're calling the currency Fight Money.
I dunno, I felt like switching to this model was more or less inevitable. They clearly had no interest in making a 'proper' single player game, so it makes sense to double-down on the online model.
new char unveiled during sf4 finals apparently. _________________ twit
Joined: 06 Mar 2013 Location: Interior of mind n+1
Posted: Sun Jul 19, 2015 1:05 am
It was probably inevitable, but pay-to-free-to-play SF is real depressing (Among other reasons, because of how old my crankiness about it makes me feel).
I don't actually know much, though, about how KI manages its freemium shit. Does it have much in the way of whale-hunting gimmicks?
SF4 vanilla had 17 characters at launch for $60, SF5 has 16 characters at launch for $60. Instead of yearly $30 updates with characters/balance, smaller cheaper (though I guess no one knows how much per character yet) single-character DLC with all balance updates free forever - along with the option to grind/play for DLC characters with in-game currency instead of paying anything if you so desire (this could essentially be rationalized as payment for the continual labor of the skilled player base that is essential to their profit margins).
One SF5 disc buys you relevance for the rest of the game's lifespan, the money you spent on vanilla SF4 6 years ago is now worthless. This is the way fighting games should be developed. Should go one step further and make purchases/currency/stats sync across all platforms but that prob. won't happen this cycle.
Post-SSF4 all the balance updates were free, if you "upgraded" to ae and ultra it was just a character bundle. This just seems like a way to get more money over the long run while giving the illusion of consumer freedom. I also worry about the prospects for an arcade release of sf V with this business model being adopted. Won't someone please think of the Japanese player base and the constantly beleaguered arcade operators? _________________
I think segmenting the player base probably did more to ward players off than anything else, personally.
Only the most dedicated players are going to actively try to keep up, year after year, and it serves to confuse people who are less serious players. _________________ twit
EDIT: For some reason, marvel 3 losers was still running as of a few minutes ago. Top 8 is actually three american, two japanese, two mexican and one chilean. _________________
It was probably inevitable, but pay-to-free-to-play SF is real depressing (Among other reasons, because of how old my crankiness about it makes me feel).
I don't actually know much, though, about how KI manages its freemium shit. Does it have much in the way of whale-hunting gimmicks?
There's not much freemium shit in KI. They are really up front about what your money gets you. $5 per character (If you buy four individual $5 characters in the same season you get the rest unlocked), $20 for 8 characters. $40 for a premium pack with early access to new characters, retro costumes, all the customistion sets and one of the original KI games. The free version, they just give you a single rotating character for all the game modes and let you use Dojo mode to learn the game with Jago. It's a running joke at this point that at some point Iron Galaxy will make XP Boosters despite them being in the menu (They won't) or give a shit what "KI gold" microtransaction cash does (It's pretty worthless). Everything's easily earnable by levelling up characters, especially if they do a double XP weekend and play some ranked league play. Nothing gameplay affecting, really
The only thing Whale-ish is the $40 "Ultra" addition I said above but the emulated originals probably justified it for some people. I bought both $20 packs rather than the ultra editions as I didn't mind the wait and didn't really want the originals again. I wouldn't call it free to play. I'd say its more "Free to start" with the free rotating character.
Best case I can tell you is try the PC version when it comes out because it seems complex on paper but once you see it in game, it makes sense.
Speaking of KI. It got an Evo moment (Headphone warning)
Dang that Abel match was hype. That was basically the Finals for me. Like how the fight between JCVD and Dolph Lundgren in Universal Soldier Regeneration wasn't the last fight of the movie _________________
console tournaments
i keep debating with myself over who was more screwed over by that stick malfunction. probably momochi, but either way a very unfortunate occurrence. fuck razer _________________
Last edited by Lasakon on Mon Jul 20, 2015 4:54 am; edited 2 times in total
Some solid info on Rising Thunder they kept showing commercials for at EVO. Apparently it's got Seth Killian on board so that's something. Look like it's trying to go the simplified input route which is fine by me but I don't know if I'm down with tying hard cooldowns to the interchangeable special moves.
On that train of thought, are there any good write ups on why fightman inputs are the way they are other than being execution barriers for 'useful' moves? I kind of have a feeling of why but no able to properly articulate it to be most understandable. _________________
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