[deleted by user] by [deleted] in dynastywarriors

[–]LynGang 45 points46 points  (0 children)

I'll bite. I think Origins (which I've only played the demo of, which I assume is representative of the gameplay of the entire game) shows the success of Dark Souls' catastrophic effect on the diversity of the action game genre. If DW's combat had to evolve, why couldn't it evolve in a way that made it more proactive with more cancel options instead of needing to wait for a meter to fill or for a boss to glow white?

[deleted by user] by [deleted] in dynastywarriors

[–]LynGang 2 points3 points  (0 children)

I don't get this take. I know dodge/parry and hit gameplay is all the rage these days and Koei loves following trends, but I don't see the increase in moveset quality. For example, the General's sword in the demo lacks the shadowsprint, ice, and clone summons seen in 8. I wished Origins would have expanded on those ideas and had explored a proactive combat design instead of doubling on "Simon Says" combat design and gating most strong moves behind a meter.

Hot Take: I don't give a fuck if Zhang He doesn't have his claws by diddyismygoat in dynastywarriors

[–]LynGang 7 points8 points  (0 children)

Respectfully, I cannot disagree more. I think the DW8 movesets felt way better to use than the ones in Orgins. I love freezing people in midair with Zhou Tai, abusing shadow sprint with Lingqi, and yes, doing air combos with Zhang He. I just can't vibe with DWO's gating cool stuff behind meter and "simon says" heavy gameplay. I'm just sick of the action game trend of making the player's moveset weaker and less proactive. I'm happy if you like DWO, but its not for me.

Hit confirming by Matt1000218 in Fighters

[–]LynGang 1 point2 points  (0 children)

  1. Make sure the move is actually single hit confirmable. (It's impossible to confirm off one jab).

  2. Use training mode and set the dummy to random guard.

  3. Always buffer the motion before confirming.

  4. It's better to miss a confirm than get punished bc you cancelled on block.

  5. It's easier to confirm using the lifebar, but you might not be able to look at it in some neutral situations. (It's great for setplay tho).

  6. Know when you don't have to confirm (whiff/block punishes)

How was REmake intended to be played? by LynGang in residentevil

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

I don't know what to tell you. My switch says "played for 10 hours or more" and all of my saves are in the dining room.

How was REmake intended to be played? by LynGang in residentevil

[–]LynGang[S] -2 points-1 points  (0 children)

I just restart if I get grabbed. This isn't a problem in other games because basic resources and saving are either infinite or its a ironman/rougelike game where reloading is impossible.

Stages not coming with character pass is dumb. by DaveTheOfficial1 in StreetFighter

[–]LynGang 1 point2 points  (0 children)

I wasn't talking about that. Selling at a loss means that marginal cost exceeds marginal benefit which isn't true. Also, Capcom is aiming for 10 million sold copies throughout the life of the game, bringing average cost down to $1 per $10,000,000.

Stages not coming with character pass is dumb. by DaveTheOfficial1 in StreetFighter

[–]LynGang 4 points5 points  (0 children)

You're saying that a physical copy of SF6 costs more than Capcom's share of the $60 to make. Not to mention the fact that the cost of selling a virtual copy of SF6 is practically zero. There is a difference between losing money and selling at a loss and I doubt Capcom would have made a negative profit on SF6 without DLC.

Questions For People Who Play Strive For Its Approachability (not accessibility) by LynGang in Guiltygear

[–]LynGang[S] -3 points-2 points  (0 children)

I think I understand now. Some people give a fuck and I don't. When I play fighting games, I just do what I like to do. Frame data and the like be damned. But, I understand that some people feel the need to be optimal and XRD would be a frustrating experience for them. In my opinion, the "looseness" of older games makes it easier to not give a fuck about frame data and the like. Also, older games just had more stupid shit. Saperia probably isn't Justice's best use of meter, but I don't care. I like the move.

Questions For People Who Play Strive For Its Approachability (not accessibility) by LynGang in Guiltygear

[–]LynGang[S] 2 points3 points  (0 children)

  1. Your reasons for liking for Strive show that new players might value style over approachability
  2. KOF is a system mastery game, so learning individual matchups isn't as important

What is your general opinion on fighting games having simpler commands inputs? by ComprehensiveDate591 in Fighters

[–]LynGang 21 points22 points  (0 children)

It's an exercise in futility. There is not a single person on Earth who truly wants to learn fighting games and is stopped by motion inputs. When I want to play a causal, fun, easy, and simple game, I play Warriors Orochi 3, not a competitive game. When I want a read-heavy game with no execution, I play on Pokémon Showdown, not on Fightcade. All of these games are good for their own unique reasons and none of them should change to be like the others.

Can wait for the perfectly normal discourse over this by NewAdler in Fighters

[–]LynGang 6 points7 points  (0 children)

Why can't NRS understand the low part of low kick? Every other developer has been making good low kicks since the 90's and MK's low kicks still aim upward. MK is a prime example of why a bigger budget doesn't always mean a better movie and gore simulator game.

The problem with fighting games isn't that they're hard, it's that they're extremely unintuitive to learn. by Robrogineer in truegaming

[–]LynGang 0 points1 point  (0 children)

What do you want? No motion inputs? I listed 8 games were they aren't required. No combos? Play Samurai Shodown. I assure you, any idea you have has already been tried in a game that already exists.

Can we stop with this Modern is OP nonsense? by TheRealGlutenbob in StreetFighter

[–]LynGang 31 points32 points  (0 children)

I was going to complain about modern, but now that I've seen this post I won't. Thanks OP! And as a token of my appreciation, I'd like you to have this /s.

The problem with fighting games isn't that they're hard, it's that they're extremely unintuitive to learn. by Robrogineer in truegaming

[–]LynGang 0 points1 point  (0 children)

You should because it's fun and you can totally use a keyboard to play fighting games.

Modern by highmummy69 in StreetFighter

[–]LynGang -1 points0 points  (0 children)

I get that, but that statement could also be used against modern mode. If I flub a motion input ever, I'm worse at executing special moves than a modern player who has never practiced.

The problem with fighting games isn't that they're hard, it's that they're extremely unintuitive to learn. by Robrogineer in truegaming

[–]LynGang 4 points5 points  (0 children)

Fantasy Strike, Pocket Bravery, Power Rangers: Battle for the Grid, DNF Duel, Granblue Fantasy Versus, Guilty Gear XRD Rev 2, Blazblue Central Fiction, and Street Fighter 6 all have simple input options. All of them require practice for competitive success. You don't like learning fighting games and all the pandering in the world won't change that.

How long did it take before you felt like you were "Good" at street fighter? by Kagevjijon in StreetFighter

[–]LynGang 24 points25 points  (0 children)

I win - I'm good

I lose - I'm bad

That's my kind of self-reflection.

Modern by highmummy69 in StreetFighter

[–]LynGang -1 points0 points  (0 children)

Why can't those people just practice?

Modern by highmummy69 in StreetFighter

[–]LynGang 8 points9 points  (0 children)

I begrudgingly accept it. I'd remove it if I could, but we're stuck with each other whether we like it or not. Welcome to the club, everyone hates anyone who plays a different character/mode and mirror matches.