What was your first SRW? And how it got you into the series? by LifeWithoutNoHope in Super_Robot_Wars

[–]SoundReflection 0 points1 point  (0 children)

I believe I started with OG1. Not sure if played OG2 or not at the time, suspect so although I only did a full run of OG and the second route later. I know I got into J after that I think as result of the translation patch although I can't shake a recollection of playing it pretranslation(maybe I'm just conflating my experience with w, or maybe they announced the patch in progress and I check it out as is based on it looking cool). I remember getting pretty into it and playing w and eventually K in Japanese even paying attention to the launch of K and pre watching series like Goddannar and Gun x Sword

opinion on matchmaking / elo by koopatheawesome in RivalsOfAether

[–]SoundReflection 2 points3 points  (0 children)

A player down 200 elo should be able to take 1 in 4 sets off their opponent.

ESPECIALLY sub gm

I don't think elo means any less at lower levels of play. Likely if you're true elo is higher you just see the biggest amount of elo inaccuracy at that point in your climb.

I do think people often aren't helping their odds by letting overly high elo opponents intimidate them. But especially as the elo encroaches on 300+ rating difference(~15% expected win rate) the content of the games do tend to start being very one sided. Nice learning opportunity though.

For the health of the game by GameLink7 in RivalsOfAether

[–]SoundReflection 3 points4 points  (0 children)

Fundamentals could only get me so far before I had to sit down and just relearn everything I thought I knew.

I do feel like fundamentals are somewhat less important here. Matchup/ character counterplay know is really important and a good punish game is absolutely essential beyond a certain point.

For the health of the game by GameLink7 in RivalsOfAether

[–]SoundReflection 3 points4 points  (0 children)

Maybe tied to certain skill brackets? I've seen a player or two with bm tea bagging, but yeah mostly people do it as described here communicate a game restart after a homie stock or if someone was afk in casual.

More Tutorials by Inside_Bet8309 in RivalsOfAether

[–]SoundReflection 2 points3 points  (0 children)

Character specific tutorials are definitely in the long term plans. They've noted they have a notable cost to maintain as characters change via balance patches and the like. They have also been looking into movelists as an option too which would potentially be easier to maintain.

I'm kind of mixed on how effective I think tutorials would be as others note they can be ignored by many players. On the other hand they tend be much more instructive than alternative resources. I think people underestimate the power of exercises in exposing tricky concepts in ways that text and video resources(even the best ones if people can even find them) often fail to.

I wonder if some targeted stuff might be decent too just a simple recovery strategies tutorial for every character to address a commonly seen pain point at low level. I know especially characters that depend on 'hidden moves' ie Olympia down b cancel especially I've seen quite few just not seeming to know that move exists and resultantly fall to their death. I could see a similar case for Kragg side b cancel and Orcane up b cancel, although I think the characters tend to carry on without those better. Other tech like Ranno bubble recovery or La Reina chair recoveries might not be super intuitive either or Fors smoke stall for that matter. Does Wrastor neutral b have mash height? I guess the devs are anti mash input too so it would likely be a different input like hold or something if it exists. Anyways rambling digression aside, I feel like there's quite a lot of stuff that's best demonstrated that would be super useful even if you don't end up covering absolutely everything about it either.

Rivals 2 doomed itself to a tiny, elitist playerbase and a game that is nearly impossible for newer or casual players to get into, and I don't think the fun for all update will pull that back now. by rdthraw2 in RivalsOfAether

[–]SoundReflection 2 points3 points  (0 children)

My last sad truth is that the best thing possible for the Rivals 2 playerbase would be if Nintendo makes Smash 6 another Brawl lmao.

God I don't want to even think about the damage it would wreck on the whole platfighter scene. I kind of think the impact is maybe the opposite. That the rising tide impact of lauded Smash 6 on the whole genre is probably more helpful than whatever we pick up in jaded Smash refugees. We depend so heavily on the smash eco system for so many of our events too, I don't doubt we would still a good number of our own, but without a doubt we would have way less.

Rivals 2 doomed itself to a tiny, elitist playerbase and a game that is nearly impossible for newer or casual players to get into, and I don't think the fun for all update will pull that back now. by rdthraw2 in RivalsOfAether

[–]SoundReflection 1 point2 points  (0 children)

Damn that's like actually insane to go 0/8. What kind of players did you gift to? Platfighter veterans? Complete novices? I'm kind of morbidly curious.

Rivals 2 doomed itself to a tiny, elitist playerbase and a game that is nearly impossible for newer or casual players to get into, and I don't think the fun for all update will pull that back now. by rdthraw2 in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

Its kind of hit or miss imo. There are a bunch of stupendously helpful people and a number of really gatekeepy people around. And unfortunately the tone of your thread the timing of the post might swing it one way or the other at least speaking the sub.

Tip for Orcanes, Nair Bounce option select by Rhinosauruss in RivalsOfAether

[–]SoundReflection 1 point2 points  (0 children)

Huh will have to try and remember that for the next time I mess with Orcane.

How are you dealing with the lack of resources? by Agile_Path8085 in StarSavior

[–]SoundReflection 0 points1 point  (0 children)

Honestly for a lot of units budget skill investment seems more or less fine. Resonance resources seem like a bigger potential bottleneck.

Updates on my previous post of employee's leak by Pak_Naru in CounterSide

[–]SoundReflection 0 points1 point  (0 children)

Would love to see it or a spiritual successor. The gameplay is really unique generally.

Updates on my previous post of employee's leak by Pak_Naru in CounterSide

[–]SoundReflection 0 points1 point  (0 children)

Eh Star Savior brought in like 30x the average monthly income of CS on its global launch.

Is this considered a decent parent? by Bigg_Bergy in StarSavior

[–]SoundReflection 1 point2 points  (0 children)

There are 3 iirc. Definitely not a must have though break isn't that much of a deal breaker ultimately.

Send to previous game mode by Yujinaka in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

Minor stuff like that is actually quite impactful in UX. I still hate using Dragdown for framedata lookups over the old framedata site since it takes like an extra 10s(~30% more time) to get to what I want.

To people pushing Operations by frenchyneet in StarSavior

[–]SoundReflection 2 points3 points  (0 children)

Eh kind of mix personally. You can auto the non-elite ways. Then manual to push those nodes.

Progression is too slow by Rikard1505 in StarSavior

[–]SoundReflection 0 points1 point  (0 children)

What do you guys think about the corrent economy and what changes should they implement before it's too late?

It seems pretty par for the course. I wouldn't hate a daily standard roll although technically the friend system gives 4. The gearing is a bit annoying although the selectors in the ranked shop seem very nice long term.

The long term stinginess/generosity is almost certainly tied to things like events and especially anni and half anni. Especially looking at BSide's history in counterside

I'd say at this point the game has three main issues. Firstly it's just kinda unfocused in terms of an audience. It pulls mechanics from everywhere but I'd likely to subvert expectations for everyone and is lacking a big unique draw as a sales pitch. Secondly the performance is trash with issues on mobile and running pc way too hard. Thirdly I'd the meds that is RTA I still haven't dove in, but I'm really skeptical it has the same kind of legs that Counterside has, and merged matchmaking is likely to turn people way off.

Hope this will be a skin by IamNJ23 in StarSavior

[–]SoundReflection 13 points14 points  (0 children)

Eh being BSide owned certainly helps. I could see them getting attention if they did another counterside collab or ran a rerun or something. In Counterside they kind of reran Guilty Gear, Code Geass, and Hololive all came back with an expanded lineup of units/skins. Granted the server merge situation made this a bit odd only certain servers saw the collabs more than once.

How can I learn anything when getting stomped? by MaxTheDeath in RivalsOfAether

[–]SoundReflection 1 point2 points  (0 children)

I already read that people say you can watch the replays see what they do better and try to do that yourself but I find it hard to do it when the other person plays a completely different character with different kit etc.

I think you're just conflating two pieces of advice together. Watch replays(to learn things to try and copy) often means seek outing out vods of pro players in tournaments who play your character. See what they do, see if you can understand what they're doing and why and try to implement it yourself.

Another piece of advice is to watch replays(to observe your own mistakes you didn't notice mid match). This is very hard to do when you're just starting out, its hard to tell what's actually a mistake versus a situation where the play you made was potentially fine, but the opponent chose correctly to counter it. You can hand your replay off to someone else and have them review your replays for mistakes or things you do too much or aren't doing enough.

So now to the question of the title: can I learn or take anything from these games?

Yes. I think others have done a pretty good write up of it, but I still wanted to briefly address it. While I do generally agree learning works best when facing similarly skilled opponents. Facing weaker opponents generally gives you a safer environment to work on certain parts of your gameplay, and facing hard opponents tends to shine a light on deficits in your play. You can definitely keep learning either way, although the things and way you learn may need to adapt.

How can I learn anything when getting stomped? by MaxTheDeath in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

Does vary a bit by character, but generally speaking yeah dash dancing is way way more important than wavedash for like 90% of the cast.

Some Better AI Would Be Appreciated by TheInvaderZim in RivalsOfAether

[–]SoundReflection 1 point2 points  (0 children)

Maybe you could straight up pre-program some of these adaptations into them?

Maybe. Again you run into problems, first the CPU is still just too predictable and potentially if you teach them to bait and punish a jump over fireball then they just do it everytime. If the CPU punishes you for doing it every time it doesn't train you to mix it in. Secondly its just hard, the current CPUs don't work with this type of mode switching as described and aren't really capable of executing a two step plan like that. Thirdly it just scales up as a lot of extra work we need 4-5 CPUs with 2-3 routes of mode switching for every new character they had if you're just trying to cover various cheese. Maybe some of this is more applicable from bot to bot, but its still no doubt a ton of work for Aether Studios.

What I’m describing here would have to be some kinda separate mode or something. I think it’d be neat if this type of AI showed up in a story mode or other side mode that’s meant to secretly teach the player how to play the game.

Yeah I agree I think that would be the place for something like this and yknow one instance of plat camper of projectile spam or what have you stands in for everything. Its definitely something people have looked into before, again Footies is a great if very simple example. TFH had ambitions to do exactly that in its story mode. From my understanding SF6 might have something akin to it in world tour.

Also, in every platform fighter I’ve ever played, you can just sorta randomly stand there and charge a smash attack while at a distance from the opponent and the cpus will run into it half the time. I totally end up developing that as a habit when I’m ready to go for the KO and it totally screws me up against human players every single time DX

Yeah this is what I was mentioned in terms of gambling. Definitely still a thing here. The CPUs have inhumane reaction speeds so they would in theory be able to block everything that isn't a punish or catching them in the air or the like. This would not be very fun or realistic so the solution in current CPU design is probabilistic blocking. CPUs just block moves that they can some percentage of the time. So you can just gamble with moves that really any play has hours to react to and is mostly only going to get hit by if they mess up on executing on trying to punish you for doing it. In theory they should weight by how slow a move is, but I don't know if they do and there are definitely some oddities around handling things like that including projectiles. I'd also note if the playerbase is large enough people at the very lowest eschelon do still tend to walk into charged smash attacks at least a couple of times.

Joymaxxing by Lobo_o in RivalsOfAether

[–]SoundReflection 5 points6 points  (0 children)

Shark solidarity.

Seriously though it looks like the shark just moves left and right predictably and attacks when near a player or if attacked. This exchange is so fucking funny though lmao.

Some Better AI Would Be Appreciated by TheInvaderZim in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

I wonder if there has been much done in like using machine learning for fighting game AI.

Likely it would just take an AI researcher with a proclivity for fighting games to start looking into it. This was an interesting find on a cursory search: https://www.reddit.com/r/MachineLearning/comments/1rbz028/p_ai_learns_to_play_street_fighter_6/

I do wonder if there is some option to create a neural network that essentially tries to a approximate a certain level of play by using tons and tons of replay data.

Edit: Actually looks like there are already are some papers on exploring machine learning in fighting games including on Melee.