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File: 3bba573e91e45c2⋯.png (5.87 KB, 240x160, 3:2, GBA--Sonic Battle_Nov2 19_….png)

39bb00  No.16652092

>100+ rare cards

>1/20 chance of getting a rare card after battle (odds not even confirmed)

>no way to farm cards efficiently

>only efficient way forces a reset if you die once in a 20-round fighting gauntlet with no rewards upon defeat

>reward is completely RNG

>can get the same rare card multiple times without getting the one you want

How the fuck is anyone expected to get every skill Sonic Battle without sinking hundreds of hours into it? Grinding is one thing but it does not belong in a story-heavy game. What are some other games where the grind is so damn absurd that it isn't worth it?

014bd9  No.16652104

>>16652092

How is Sonic Battle? I haven't played it since my school days.


39bb00  No.16652117

>>16652104

The game is about 90% low effort dialogue and 10% fighting. The gameplay itself is more in-depth than you'd expect but even then it wears out it's welcome after about an hour. The only positive is that the protagonist's skills can be any amalgamation of other character's moveset, except you have to unlock those moves (also through RNG). Not worth a buy, maybe an emulation.


65c0df  No.16657111

File: b6d7e8ea4734d19⋯.jpg (37.77 KB, 700x710, 70:71, b6d7e8ea4734d19c641a685fc4….jpg)

>want to play a game like Sonic Battle against other players with their own different personal move-sets

>mfw the only thing even slightly close to this is Combot mirror matches in TTT2, which nobody in the world does ever

Games that aren't RPGs are completely devoid of actual, in-depth customisation these days, and even RPGs are mostly surface-level cosmetic shit to please double-digit-IQ normalfaggoys so more costume parts can be sold as microtransactions.


0319a0  No.16657423

Has it ever come to mind that maybe you aren't expected to get them all?


65c0df  No.16657442

>>16657423

This is the defence that WB used when people complained that it would take literal years of constant play to unlock everything in MK11 without paying money for it, and you're a faggot for regurgitating it.


0319a0  No.16657497

>>16657442

There's a difference between actual game unlocks and save-file dependent character equipment. What OP is doing is like complaining getting every individual enemy drop in an rpg or metroidvania takes a while. You're not supposed to grind to get everything. You use what you find for the given playthrough, then, when you play again, you likely get a different set of drops to make your playthrough somewhat different from the last.


b55643  No.16657512

>>16657497

Kinda like a rogue like ?


db276d  No.16657667

>>16652117

>Not worth a buy, maybe an emulation.

Why the fuck are you considering buying a plastic cartridge when you already emulated it? It's software dipshit, low effort mascot software .


db276d  No.16657670

>>16657512

>Kinda like a rogue like ?

More like gachapon or McDonalds Happy Meals.


5ad476  No.16657689

I 100%d that game, got it on release day as a kid. Not what i expected from a sonic game but i quite enjoyed it.

Only thing i never figured out was where you were supposed to get the codes for the building in the last chapter


109b33  No.16657690

Don't mind me, I'm just waiting here for the porn.


321e75  No.16657692

>>16657690

And the porn is waiting for you over at e621


65c0df  No.16658138

File: 375f40cced8fb08⋯.jpg (37.68 KB, 485x340, 97:68, Dt9jPF1X4AAYkMd.jpg)

>>16657497

>when you play again, you likely get a different set of drops

Cards in Sonic Battle aren't save-file dependent, once you unlock them you keep them no matter how many times you do story mode.


dd0512  No.16658275

File: 1cd46783df3fbba⋯.png (104.24 KB, 393x588, 131:196, ClipboardImage.png)

>>16652092

>How the fuck is anyone expected to get every skill Sonic Battle without sinking hundreds of hours into it? Grinding is one thing but it does not belong in a story-heavy game. What are some other games where the grind is so damn absurd that it isn't worth it?

But why would you need them when:

>1) The Default Air Shoot can be exploited to get OHKOs even against people who are defending against Shoot attacks

>2) SEGA already handed out the best skills with cheat codes you input in their in-game building

>3) You can already create loadouts that have bullshit good movesets

>>16652104

It's a rough-edged diamond. The combat system is satisfying beyond belief, especially for a handheld, a lot of the mechanics are super cool (props to whomever thought that jumping off the wall after being knocked into it should launch you at super sayan speeds), the campaign gets really challenging since you start from square 1 all the time if you're using that chapter's main character (though Emerl goes from nobody to a fucking nightmare to its enemies) and all the characters have movesets that fit their role, even with the occasional shitter like Chaos.

The music is awesome, all the sound effects are just right and it gets pretty intense in the last parts of the game, story-wise it's nothing special but it adds more to the Sonic Lore with Gerald Robotnik confirmed being a really good person and Eggman being right all along except when he isn't, Emerl is genuinely one of the best characters in the series not really because of character development, no one cares about that faggy stuff, but because having the ability to fully customize your own not Mokujin is fucking awesome, they force you to have 300 points tops and some of it is wasted on coloring Emerl, but if you use some cheating device to pump it to 999 you can get some really intense battles on multiplayer.

Graphically, other than the sprites it looks like shit, the level design is some uninspired shit, it's just a bunch of squares, the extra content is also really boring for such a good battle game. Multiplayer CAN be fun but you need to turn off special cards (there's some that are basically a OHKO undefendable), and really, nobody who wants to play multi fucking uses any of the main characters for a reason.

I cannot stress enough how fucking fun it is to customize Emerl, even though the cards drop at random this actually increases the fun factor since you need to adapt to what the game throws at you whenever you're forced to use him, shit gets really intense and you really grow your understanding of the game with the character itself. Any other game with similarly satisfying character enhancements?


dd0512  No.16658276

>>16657689

online, really


493e41  No.16658301

>>16658275

The story mode isn’t challenging at all. Enemy AI gets bullshit stat boosts, but

>AI doesn’t know how to deal with camping with specials and will always move directly toward you

>AI doesn’t move in midair, so you can spam your launcher from 0 to death

>AI gets infinite comboed by any sufficiently fast jab

>Base/Sonic air shot collision damage ignores shot defense, and if you’re close enough to the ground that you land before the projectile fires, you keep your meter

>AI ignores you if you’re far enough off screen, so you can heal to full if you’re fast enough

>you can stall forever with Shadow’s ground power, Rouge’s air attack, and just running away

>Knuckles/Cream heal gives you a stupid amount of OHKO meter between lives with or without camping

The game is over the moment you get any combination of a decent jab and any fast launcher, Amy jabs, two different types of specials, or a decent run speed to bait the AI into air shot collision. You have to go out of your way to play “fair”, and then you have to deal with the AI’s instant guards and Shadow’s instant pursuit attacks. I still had a lot of fun breaking it though.


65c0df  No.16658320

Invidious embed. Click thumbnail to play.

Would it be possible to balance a fighting game entirely around custom movesets without the meta becoming impossibly stale because there would be a single moveset that could be considered better than all other options?


5bf8e7  No.16658340

>>16658320

The problem isn't just one of balance, it's also of how you handle in-location tournaments. A lot of smash tourneys have preset mii fighters, for example, because if they didn't you'd need to make them on the spot every time you changed machines. Perhaps some sort of cloud-based solution is possible?


99aef6  No.16658344

>>16658320

I think shooters probably are the closest we'll get to competitive games having a "custom moveset".


65c0df  No.16658517

File: ecc6956fb58c509⋯.png (160.63 KB, 545x500, 109:100, 1465034936319.png)

>>16658340

I would worry about the game being balanced before I worried about muh e-sports ease of access.


540274  No.16658608

>>16652092

That last fight in Shadow’s storymode part was ridiculous without any of Emerl legendary OHKO moves


dd0512  No.16658681

>>16658301

>stat boosts

never felt that, so I'm not sure what you're on about, all I remember is that they start sending the more annoying and stronger enemy types at you and that you stop getting 2 on 1 missions and go full 1 on 3 where they gang up on you.

>I still had a lot of fun breaking it though.

I guess that is the final note to it, if everyone's broken but you still have fun does it matter at the end of the day?


493e41  No.16658704

>>16658681

>stats

There were fights where it became super obvious and not just attributable to moveset, like the Gamma fight and immediate rematch in Cream’s episode.

>Does it matter as long as it was fun?

Yes, it does, because you can still improve something instead of leaving it at decently enjoyable.


db2b48  No.16658766

>>16652117

Are you talking about Granblue Fantasy?


b4e716  No.16659407

>>16658320

Depends how much control you're given. Being able to change every single move a character has means that it's almost guaranteed that you can make one optimal setup that can perform well in the greatest number of situations. Even if those edited characters wouldn't all be identical, I'm sure that their playstyles would be.

Something as restricted as Touhou SWR, Hisoutensoku and Hopeless Masquerade games, as well as Dragon Ball Budokai series (not Tenkaichi), may work, but in those games you may only customize several moves on otherwise largely static characters. Though the few times when Budokai 3 had tournaments at anime cons, they were still played with preset characters that only had their default two special attacks and no extra equipment.


1d265b  No.16659430

>>16658320

>balance a fighting game entirely around custom movesets

Yes

>meta becoming impossibly stale

An inevitability because everyone's too fucking retarded to try other shit.


65c0df  No.16659432

File: 4b999c523034853⋯.png (66.88 KB, 225x227, 225:227, e3b0b152a110b6ba5b5b2d7aa8….png)

File: 0e4a1444ad2c7a7⋯.png (8.62 KB, 360x238, 180:119, ClipboardImage.png)

>>16659407

>Even if those edited characters wouldn't all be identical, I'm sure that their playstyles would be.

Let's start with this question, then. What is it that makes a fighting game where you can't customise the movesets balanced? Almost every character in Tekken 7 has an i10 jab and an i15 launcher, but the top 8 players at Combo Breaker this year all used different characters with varying playstyles.


c9536d  No.16659438

>>16658320

No. Due to the rock-paper-scissors nature of iframes and what not, it would be a mindbogglingly insane.

Actually when I think about it – it would be possible.

Every move would have to be trash with the same i-frames and recovery.


dd0512  No.16659553

>>16658340

The wii used to have this fantastic feature where you could store Miis or chunks of data on the remotes, wish that would make a comeback

>>16658320

I think a game like that would either be very casual couch fan or get a competitive sphere that would constantly rebalance the custom moves and polarize heavily on a select few of them. Also the latter is all assuming they won't charge extra for the best ones.

Still though seeing that video makes me wanna have an entire fighting game based on gimmick fights rather than traditional battles.


b4e716  No.16659588

>>16659432

A fighting game character is a preset kit of moves and stats, often centered around a certain gimmick, and usually with some clear strengths and weaknesses. So, even though many characters are likely to have anti-air moves, someone is guaranteed to have the best one, and that character is probably suboptimal in some other areas. But if you were building a custom SF2 character, what would be a good reason to not give him a fast jab, Guile's kick to punish jump ins, shoryuken for wakeups, Cammy's throw special, a command grab and a zoning tool?

And I have no clue how Tekken works. Is there an easy counter move, or a way to punish on block? 10 frames is easily twice the number of startup frames that jabs have in games that I usually play. If your main combo startup tool is so easy to react to, I can see it not being the only thing used to decide matches.


3b64d3  No.16660712

>>16659588

The way to "balance" is to limit mechanics, you could do something like a "point limit" system or make it a "base class" based thing where you can't access all the good moves on one character.

Limitation is not something rare and is needed for balance. Though multiple viable moves for each category would also not be impossible, there are different ways to be good after all in most games.


dd0512  No.16660815

File: f42389ced6819c5⋯.png (1.74 MB, 800x920, 20:23, ClipboardImage.png)

>>16658340

>>16658320

I couldn't sleep too well tonight for how hot it was so I kind of came up with a solution to this.

Instead of having a fully customizable moveset, I think it would be best if it was done in "chunks", if that makes any sense. A competitive game with customizable movesets would theoretically star characters that are "moddable" themselves, so in my head I thought of various kinds of robots with parts coming from all ages of the sci-fi spectrum, from those ipod looking bastards from the 2000's to zeerust contraptions to more practical battlebots or scrap metal shit.

Basically, the robots would be divvied up in these parts:

>the head

>the torso (which also changes your stance to show it off)

>the arms

>the legs

>a secondary weapon that is fitted in either the back, the front or the shoulders

In a way, each of said objects will change your available movesets dramatically, but only as far as ONE particular kind of moves. For instance, changing your legs not only changes your hurtbox, but also changes all crouching attacks to those of that pair of legs' moveset, while the rest remain unchanged. Similarly for all the other parts, except the secondary weapon also adding more weight to the character, so you get extra health and options in exchange for speed and a tinier hurtbox/frame.

Each body part would be extremely distinctive, so that picking one over the other can be immediately relayed to the opponent (which is a big must, since if it wants to be competitive it has to at least appear as a fair battle where you can think ahead of time what your opponet's and your options are without thinking too much) with the only real customization option is selecting from a bunch of colors and textures for parts that don't really hinder your read of the enemy's parts. Balance could be handled by making sure that the movesets only pick one among pairs (tris if it goes for balanced moves) of options, like startup animation speed vs. damage output, range/space covered vs. follow up animation speed, gimmicks like puppet moves vs. damage taken etc.


443cfa  No.16666208

File: 01f84788fbfc1c3⋯.jpg (61.27 KB, 1001x741, 77:57, 2d1c65775dc9702553f1c4aad7….jpg)

>>16660815

How many moves would there even have to be to make a fulfilling game with a system like that? I imagine that if a game with a stances system like that did pick up steam, there would inevitably be a best combination for each "style" that would get played, but I'm much more okay with that than a single winning moveset. It might end up like TCGs where there are a few decks that dominate the meta, but casual players still get to have their fun and occasionally rogue decks come along and mix things up competitively.

The best way to make movesets immediately recognisable, at least with the base "roster" of options, would probably be to have a cast of fighting game staples to begin with. The all-rounder/shotoclone, the grappler, the Bruce Lee clone, rushdown, zoner, footsies, and then divide those characters up further, such as the grappler having a range of moves from pro-wrestling to lucha libre to CQC.


dd0512  No.16667120

File: a2bd8c2d1a3234b⋯.png (29.34 KB, 404x407, 404:407, a2bd8c2d1a3234bc83c8c4a667….png)

>>16666208

>How many moves would there even have to be to make a fulfilling game with a system like that?

I guess the standard fare of low, standing, grabs etc. maybe with some special move tied to the "weaker" movesets to rebalance them, like a command grab in exchange of pitiful crouching attacks or whatever.

>It might end up like TCGs where there are a few decks that dominate the meta, but casual players still get to have their fun and occasionally rogue decks come along and mix things up competitively.

Competitive games always turn up like that, that's why I'm saying it's best to start it as a casual game and rebalance with buffs rather than nerfs from there once a meta is established.

>The best way to make movesets immediately recognisable, at least with the base "roster" of options, would probably be to have a cast of fighting game staples to begin with

Yeah good point


d2f385  No.16667134

File: 8afd3996ec7736a⋯.png (190.02 KB, 281x320, 281:320, Thisrobot.png)


805d44  No.16667354

File: ae9441f4d3e83e8⋯.jpg (31.84 KB, 220x378, 110:189, dfd.jpg)

File: 5d95cec09a591cf⋯.jpg (33.05 KB, 286x500, 143:250, serveimage.jpg)

>>16660815

Ever played rengoku?


2c9dc9  No.16667383

>>16667354

>Rengoku

Sublime taste.


dd0512  No.16667563

>>16667354

Can't say I have, what's good about it?


443cfa  No.16667671

File: 329575777e4b693⋯.jpg (19.57 KB, 348x394, 174:197, 1463816910841.jpg)

>>16667120

The only other problem I've had in formulating this kind of game in my head is how the single-player would work. For competitive to be completely balanced then everyone would need the same move pool, so having moves unlock through a story mode would put people off, but that's the easiest way of having progression that I can think of in the single-player. Selling moves in lootboxes would be the ultimate cancer, and only unlocking cosmetic stuff from the single-player would mean that everyone who only ever played it for the multiplayer would look too similar.


805d44  No.16667726

>>16667563

Customization, combat and aesthetic for me at least. You can emulate it easily on ppsspp. If you don't like the first, try the second one anyway. It might feel the movement less "stiff" and the navigations more easy.


443cfa  No.16673220

File: ac2cddd85e9a393⋯.jpg (790.95 KB, 840x1200, 7:10, serveimage.jpg)

>>16667354

>play the first level

>equip the claw I'm given in one hand and the gun I'm given in the other as that seems like a given

>reach the first boss

>he has a gun for a head

>check the equip screen when I first get the chance

>you can equip the gun in the head slot

Fuck yeah motherfucker.




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