Hate Speech: Extra Extra Credits

The meter you get isn't really a comeback since you still need to win two rounds in most cases, and in other cases you'll already have 200% meter. Plus it's not changing how you would play during a round like an ultra combo or rage would. You'll know what to expect at the beginning of a round.

Also, regular moves do a lot more damage than the sliver of life that you lose for breaking a throw, especially when you have options to avoid being thrown. You'll be fine.
 
There is only so much the developers can do to make a game interesting. It doesn't matter how many cool effects they are using if the player is only using 5 moves. If the player is playing to Win, it'll be boring. If the player knows what level his opponent is at, he can then "Bring It" to a level that can be entertaining to the spectators. If you don't want to risk losing, there are so many risks (flashiness) a player can get away with.

Its the difference between blocking, GIing, Evading, or Auto-Gi'ing. One option is more safe than the other, while another option offers rewards in return for the risk.

Also, even if whats on screen seems confusing, good commentators are supposed to bring the game into perspective both for the new casual player, and the hardcore player. Knowledge of game mechanics, characters mechanics, and the people playing help make a good matches that much more interesting.

IMO They could have done a lot more to test for the SCV event, but there was about 40 Ppl waiting to play, so not much you can really do except try to win and stay on the machine.
 
Once again Hates, you hit the nail on the head and I'm in agreement. Loved every second of the SCV play, even parts that were considered boring by some due to the unreasonably tight play. But even during those parts I was transfixed thinking about the new properties and possible strategic implications of each move and movement.

As far as being spectator-friendly, SCV is the most beautiful 3D FG I've ever seen, and I love every bit of the flash and flair. Your comments about focal points and visual cues make me think that SCV really was designed with spectators in mind as well as the players.

I'm reminded of EVO when they announced that they hoped EVO would pick it up as a tournament game. It appears SCV was designed as an esport, and it could become the next big thing, as long as it's heavily advertised and it isn't overshadowed by DOA5 or even VF5:FS.

Well done again my friend, i love the game, but common like soakrates said comebacks should be earned and common what the hell, my reward for breaking a throw is to lose power -__-, there is still a lot to be done and change so lets wait and see, so far so good.

I can't really consider that a comeback mechanic. Keep in mind that if you're down two rounds, get the meter boost, and use it mount a 2-round comeback, THEY get a free meter at that point too. Both players get full and equal use of it, unlike X-factor or Ultras which may add a one-sided advantage due to the ridiculous buff in the case of X-factor and the fact that round-ending removes the other player's ultra meter, where they may have ate their comeback boost and now they can't send it back at them.

As far as throw breaks doing damage... keep in mind it's just a sliver of health. It's just right for landing a throw attempt which already requires a correct guess. The way it is now, the thrower has a big disadvantage. They must guess right twice in order to do any damage, and the defender only has to guess right once. Also, the thrower has to close distance if players are spacing properly so really, they have to guess that an attack isn't coming before they can enter into that guessing game.

Say the thrower manages to get in. Defender can either duck while reacting to block slow lows and mids, or stand and throw break. Thrower can either throw or do an unreactable mid. Throw's expected damage on successful attempt will be close to the average of the throws divided by two, usually around 30 up to 45 damage. A safe unreactable mid will generally be somewhere between 30 and 65, matchup specific on safety and damage. Unsafe, again, matchup specific, 55 to 80. So the mixup is 30-45/30-65 against good punishers, else it's 30-45/55-80.

Assuming the defender is rooted in place, the minimal defense, (but not long enough to get side-grabbed,) the reverse mixup can be as strong as their duck-throw-punish (not that high) and their mid punish. Against certain characters, it's just not in the attacker's favor to mix up on them. Sophie, for example, can easily duck punish with FC1B8BAK (76) if the player is deliberate about the throw guess, and can punish hard enough to deter use of unsafe mids. Tech crouches in general are really good, so often it's something like 30-75/0.

This doesn't take into account more advanced offense and defense and the fact that the defender first has to get in... but the offense should be favored a bit more.
 
I think Jaxel’s boredom was due to players playing to win since they were playing the SC5 build in a tournament format, and not so much trying out new things and finding what’s pleasing to the eye. I’m sure there will be a lot more to see once the game is further in development, but so far I love what I see.

Since watching the first gameplay footage from TGS, I have been hooked. The game looks very flashy and very fun to play. And if you didn’t notice, over 500 people were watching the stream on Friday for just Soulcalibur which is a very good thing. I’m excited to see what else is in store as the game gets later into development.

In terms of designing fighting games, you have to find that happy medium which pleases all crowds since skewing the design of a game towards one crowd could alienate the other. Making a game too spectator friendly could ruin how it plays competitively; making a game too hardcore could make it boring to the spectator. Street Fighter is able to be spectator friendly while still containing the depth that the hardcore crowd is looking for.

To KingAce’s points, how many people are really confused by meter besides yourself? What was confusing to people were the orbs in SC4. People can easily understand what a meter does, and why I hope the guard break mechanic in SC5 is shown with a meter instead of a flashing life bar so people can easily understand how far they are away from having their guard broken.

The affects that are now in the game are a part of what makes SC5 not boring to watch. A lot of people already have difficulty in watching a 3D fighter being played because not only do they not know what’s going on, but it’s boring to watch. On top of that, the games aren’t accessible to most people so that they could know what’s going on.

The changes to SC5 are going to make it easier to follow what’s going on and enjoyable to watch by the spectator. And if you get people to know who the players are by doing write ups, interviews, videos, etc. so that people can develop a rooting interest, they'll be more inclined to watch.
You know what hates is referring to?
I don't think you do....this thread right here
http://8wayrun.com/threads/extra-credits-presents-pro-gaming.8343/
on penny arcade's http://penny-arcade.com/patv/episode/pro-gaming

It talks about why professional gaming hasn't really caught on in the west.

Let's be clear here, when I speak of understand meters, I am speaking from an audience standpoint. For FGs to reach the level of other competitive video games, there has to be less confusion for the spectator...so that any average joe can tune into a stream and have a clear understanding of what's going on.

Because when you say people...you're referring to the FG community. And that's a very small niche group that is divided into 3d and 2d. Despite the views, In the grand scheme of things it's actually a very niche group. And the numbers don't lie 3d Fgs aren't boring, in NA you're all blinded by the success of SF4.

The flashing effects currently in SC5 don't sell it. It's the actually the cool animations. The flashing effects are pretty much just distracting. Even in SF4 it isn't the effects but the actual cool Ultra and super animations. Asta's CE, the yellow glow for BE, the yellow and red flashes for SG damage, the new weapon and throw effects, are there for intuitive reasons...in identifying each mechanic. However, compared to past games, they're heavily emphasized, to the point of distracting from the actual game play.

I can watch hours of any previous SC game no problem, SCv eventually starts hurting my eyes.

Even though I enjoyed SCV's gameplay, because it met some of the standards I wanted. It's faster, has safer frames, bigger damage, I was disappointed with a number of things.

RingOuts are heavily nerfed. There no cool cancels, WL, or wall jumps. Throws are overly emphasized(constant grabing is very very boring). No decent WR moves to punish throws. Because of the small moveset the game play looked too easy and lacking in depth. Since everyone was constantly rushing down, instead of attempting some defense, they're was no suspense. So in that sense I can see how the game looked boring.
 
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