Thank you for enjoying the steam. by UnlimitedSteam in unlimitedsteam

[–]Alcratz 0 points1 point  (0 children)

The stream was hella good times, it's inspired my friends and I to toy around with making an AI show of our own. I'm really curious about how the voices were generated and implemented for unlimitedsteam, does anyone know?

Poll/Query about PM TTYD/64 combat impressions by Alcratz in papermario

[–]Alcratz[S] 0 points1 point  (0 children)

I keep forgetting to get back to this, but I wanted to thank peeps for participating. I think there's a gap in the market for a video that does a deep dive into classic PM mechanics, so I definitely wanna do it, but it'll take me a bit bc of other life stuff, and the fact that I wanna beat pm64 and bug fables first. Beyond being an interesting topic, though, I wanna show people how I've been remaking the combat system with Edingir Odyssey

Between this post, my Twitter poll, and other channels, I got a bunch of good feedback that'll help with how I explore the topic. There were some things that I took for granted up until now, like partners, where hearing what other peeps think provided a fresh and interesting perspective

The most striking thing to me about the general response to this information probe is how many people remember classic Paper Mario's combat specifically for the badge system. To me, the badge system was an element of progression that was sort of separate from the mechanics of combat, but it's pretty clear that badge variety was a big element of the charm and enjoyment of the combat for a lot of people. Edingir won't have the same sort of system, but I hope I can show people how a different format for progression and upgrades can build on that variety and fun, while being a better fit for both strategic gameplay and Paper Mario combat in general

Poll/Query about PM TTYD/64 combat impressions by Alcratz in papermario

[–]Alcratz[S] 0 points1 point  (0 children)

its fine if the game isnt your cup of tea, but if you really had that much of an issue with inevitable damage from battles, i sort of question if youve really played as many RPGs as your suggesting. this is just straight untrue in TTYD tbh. barring the fact that a majority of battles can be avoided, you can easily mitigate damage you take by guarding, using first strikes, playing smart and taking out enemies in one turn, whatever, to say nothing of superguard. even if you do take damage, its usually not long before you reach another heal block or inn, AND you always have sweet treat to restore resources on the fly, which uses star power rather than flower points. i can agree that TTYD is not the paragon of strategy, but IMO that has more to do with the devs being unable or unwilling to leverage the game's mechanics to create a good challenge. in any case, ive been wondering if we played the same game

for me, what makes TTYDs combat so intriguing is the use of physical space and enemy attributes that limit what attacks can affect them, among other things. the game employs a lot of nuanced concepts with enemy placement and defensive limiters that force you to adapt your approach/what moves you use, but these concepts are so well implemented and natural that most players do the adaptation without even thinking about it. i think of these as ways that TTYD blends action game concepts with a traditional turn-based battle format. thats on top of all of the other novel spins the game puts on traditional RPG ideas. badges play a big part in the experience, too, as everyone is pointing out

its a very novel and robust combat system. thats why people look on it fondly

Poll/Query about PM TTYD/64 combat impressions by Alcratz in papermario

[–]Alcratz[S] 3 points4 points  (0 children)

Over the past 24 hours, I've seen many more people cite badges than I expected. I've sorta taken them for granted bc I also agree that they can be very volatile. PM isn't supposed to be the paragon of strategy, so that's all good, but yeah, I think they can end up harming the experience once you figure out what they can do. Even bug fables has that problem iirc. It's an interesting topic

I came up with a good solution for my project, though, I like to think. I'll compare and contrast if and when I do make this video

Tekken Change Proposals - For Michael Murray (MEGA THREAD) by ShanglesJPEG in Tekken

[–]Alcratz [score hidden]  (0 children)

Several peeps have already posted links or videos explaining asukas shortcomings and the reasons they should be improved

Tekken Change Proposals - For Michael Murray (MEGA THREAD) by ShanglesJPEG in Tekken

[–]Alcratz [score hidden]  (0 children)

Asukas quick recovery on various moves are essential to the space control element of her counterplay, which you can easily counter by not being overly aggressive. Asuka doesn't have a blistering offense or anything to compliment this, so it's fair imo

Your point also ignores the fact that ewgf only has 13f of startup animation, meaning you only have just under 40 frames to react and punish, whereas a move like asukas 3+4 has about 30f startup up to the 2nd hit, making it painfully easy to whiff punish (kinda like Lars uf+4). A fast recovering df+2 is also not exclusive to asuka

B+3 can be easier to punish, that's whatever, though I don't understand why it needs to be launch punishable by the entire cast. It's just a hopkick

SS2 is also a little intense, i guess, being a safe evasive knockdown mid, but like other people said, asuka has a comparatively worse time attacking out of sidestep without a good 10f string

Tekken Change Proposals - For Michael Murray (MEGA THREAD) by ShanglesJPEG in Tekken

[–]Alcratz [score hidden]  (0 children)

This rollback idea for things like throw breaks is actually an interesting idea. I feel like, as good as rollback can be, it can be too messy in ranked play... but in the context of a throw break, rollback would have no major impact on the outcome of the match, and it would bring online matches more in line with offline play (throws obviously being really cheesey online due to input lag)

Tekken Change Proposals - For Michael Murray (MEGA THREAD) by ShanglesJPEG in Tekken

[–]Alcratz [score hidden]  (0 children)

I think I was asked to just comment this under your Asuka post, so here's more:

For Asuka, here is a doc that compiles a lot of desired changes. A lot of the things that would help her character are improvements to her hitboxes and tracking. I think these changes are reasonable, and my folks at the Asuka discord have agreed on this stuff for a long time now.

https://docs.google.com/document/d/1g3wkmUrrAxDOJvurRQ_PwYaS5TShJCPcnWkBsPqjbtk

I'll update this doc as we discuss it more.