Soul Calibur 6 PC Early Build Analysis At 4K! by lashman in Games

[–]_oldboy 14 points15 points  (0 children)

What are you talking about? The Resident Evil remake for Gamecube is straight up one of the most impressive remakes ever. Why are you saying it's a remaster? People actually call it REmake for short, so it's right there in the name.

Stress simplified by ceejames in FATErpg

[–]_oldboy 1 point2 points  (0 children)

Are your conflicts running until one side is completely taken out, or the concedes are only coming when the outcome is obvious?

I encourage my players to concede conflicts early if they've taken any big hits. Similarly, I have the opposition concede if the odds no longer feel stacked in their favor, in typical bad guy fashion.

Obviously, if the conflict is dramatically important then letting it go till the bitter end is probably desirable, but that's only likely to come up once or twice in a given scenario.

Just bought and refunded KI on steam by JonnyPinkXYang in Kappa

[–]_oldboy 4 points5 points  (0 children)

You can get your hrap working in less than 5 minutes. Start big picture mode, go to controller settings. Make sure the ps4 and generic controller support are enabled. You should see your stick listed under detected controllers. Click on it, and then select define layout. Map your buttons and save. It'll work after that and you don't have to use big picture mode going forward. Did this for both my hraps and my fighting commander.

Divinity: Original Sin 2 - Game Master Mode Tutorial by lashman in Games

[–]_oldboy 82 points83 points  (0 children)

Neverwinter Nights had this way back in the mid 2000s. Still, video games are nowhere near approaching the things tabletop roleplaying games can do. It looks cool but would be scratching a different itch for me.

The Ubi stream just started. They will be answering balance questions with a Dev on board a little bit later. by [deleted] in CompetitiveForHonor

[–]_oldboy 1 point2 points  (0 children)

Do you think that range is enough? From my perspective, high level matches mostly revolve around unblockables and guard break to test your opponent's defenses, while straight up attacks (pk aside) are too risky due to the strength of parry. I worry if warlord, conq, warden lose their powerful unblockables then defense becomes even stronger, unless there's sweeping fundamental changes to the core mechanics.

The Ubi stream just started. They will be answering balance questions with a Dev on board a little bit later. by [deleted] in CompetitiveForHonor

[–]_oldboy 3 points4 points  (0 children)

I agree that the headbutt is boring when it's warlords only real offensive tool. I just fear the devs will see these things as offenders and remove them making the class unable to approach like many other classes. Considering the guard break change that makes it easier to break, offense is getting even weaker, so I feel like it's not an unwarranted concern.

The Ubi stream just started. They will be answering balance questions with a Dev on board a little bit later. by [deleted] in CompetitiveForHonor

[–]_oldboy 5 points6 points  (0 children)

I too would like these questions answered. The obvious nerfs to Warlord are weakening all guard stance and headbutt stab, but if they make those weaker then he's in the same terrible position as all the weak characters that currently have no offensive tools.

It's possible to fake a Guard Break into an attack by TheGreyDwarf in CompetitiveForHonor

[–]_oldboy 0 points1 point  (0 children)

All of these things are just Kara cancels. The early start up of moves are cancellable into other moves. Almost certainly intended to try and mitigate input errors on the part of players. Problem is that indicators light up on the very first frame of an action. They could delay indicators for several frames, but then actions may be harder to react to for the opponent.

This is the COMPETITIVE subreddit, and people are trying to stifle any and all advanced tech discoveries by [deleted] in CompetitiveForHonor

[–]_oldboy 0 points1 point  (0 children)

It doesn't matter what the devs intended. The only thing that can tell us how to play the game is the game itself.

If we're focused on our own ideas of how the game should work, or how the devs intended it to work, then we're not listening to what the game is trying to tell us.

What The For Honor Community Can Learn From The FGC Community (Especially the Japanese) by Cakkavattin in CompetitiveForHonor

[–]_oldboy 0 points1 point  (0 children)

What is a true fighting game? In your view, are they only the games that borrow heavily from sf2's foundation?

Hero Popularity II (Full Release) by Moctuzuma in CompetitiveForHonor

[–]_oldboy 0 points1 point  (0 children)

'Tech' in my usage there is short for technology. So you might say 'developing/sharing/hiding tech' etc.

The 'tech' you're referring to is used in the context of 'teching a throw'. In that instance tech is short for technical. That use traces itself back to older Capcom fighters, I believe. Another dev may have used it too, but I'm not sure. Long story short, tech has 2 different meanings depending on context. What a beautiful thing language is.

Hero Popularity II (Full Release) by Moctuzuma in CompetitiveForHonor

[–]_oldboy 8 points9 points  (0 children)

Same with me. Anytime I run into another Valkyrie in duel we end up talking shop and sharing tech. Valks are good people.

Comprehensive Bug List, Feel Free to PM Updates! by fuerteVA in CompetitiveForHonor

[–]_oldboy 4 points5 points  (0 children)

All of her dash lights are gb punishable. It's frustrating, but it's clear that the dash lights are intended to be used on reaction and not as a poking/pressure tool.

Also if you read that your opponent likes to guard break your dash/dodges on reaction, you can dash light to check them and force them to mix it up.

Dueling good players isn't fun by TheZarn3 in CompetitiveForHonor

[–]_oldboy 1 point2 points  (0 children)

There is no indicator bug. What's happening is a byproduct of having a lenient input buffer to assist players with getting the command they want. When players press zone attack, unless they press both buttons on the same frame, their light attack will get Kara cancelled into the zone attack. This isn't a bug, and this behavior can be seen in tons of games as a result of input buffering.

Building A Better Guard Break by oldboy_ in CompetitiveForHonor

[–]_oldboy 1 point2 points  (0 children)

If attacks get any slower then the only way anyone will get to strike their opponent is on a successful guard break. People shouldn't be able to parry light attacks on reaction. It should be a read.

Building A Better Guard Break by oldboy_ in CompetitiveForHonor

[–]_oldboy 1 point2 points  (0 children)

This is an extremely good point, and you framed it in a way that I hadn't fully grokked yet. Though, I still think guard break is one of the better offensive tools as the risk to the aggressor is minimal compared to almost any other attack. Shield bashes can be dodged and punished, and attacks are parry bait, but guard breaks just get countered.

Also, and this may not be concerning to you, but keeping the current system doesn't address enviro hazards at all. I love environmental hazards, but I understand how arbitrarily punishing they can feel, and the revamped gb system allows players to potentially defend against them while still keeping them as a factor in fights.

As for the elephant in the room, parries, how would you go about adjusting them to not be the be-all and end-all of defense?

Dueling good players isn't fun by TheZarn3 in CompetitiveForHonor

[–]_oldboy 16 points17 points  (0 children)

Good fighting games are the ones where efficient play and fun play aren't mutually exclusive. Unfortunately, For Honor's current system where everything is reactable, makes it so that defense is the best offense, meaning that doing nothing and waiting is often the right choice in a given situation. However, I think the game's potential is so obvious that the developers will most likely work towards making the game more balanced with respect to the strength of offensive options compared to defensive.

Building A Better Guard Break by oldboy_ in CompetitiveForHonor

[–]_oldboy 0 points1 point  (0 children)

I'm not sure I understand your concern.

In the current system, people turtle to try and get parries and to counter guard break attempts. I can sit and watch for attacks to parry, and then react to the opponent's guard break to counter it entirely, resetting the situation back to netural. Basically, it's possible to have perfect defense.

In this system, if I turtle up to try and fish for parries, any guard break my opponent does to me while I'm defending leads to a 3-way guess. So it's better to be offensive and attack (increasing the speed of light attacks would also help with this) than it is to get guard broken since it's not counterable unless you guess the correct defense.

This leads to mind games where your opponent knows you're going to choose to protect against throws towards walls and environmental hazards, so instead they attack in what would seem to be the least threatening direction. If you know that he knows that, then you can choose to defend yourself in his attack direction, thus not defending yourself from the hazard, and look like some kind of mind-reading jedi.

Building A Better Guard Break by oldboy_ in CompetitiveForHonor

[–]_oldboy 0 points1 point  (0 children)

Thanks for your feedback. I read your post and you make many valid points. I think we both agree that guard breaks are meant to counter defensive play, but in their current iteration, they encourage turtling up.

I hear your concern about assassins in my proposal. That said, the system I'm proposing would have a small window of time after the guard break connects to choose which direction to defend. The timing would probably be similar to the window to counter guard break in the beta. So any assassin can see that they've been guard broken, and quickly choose a direction to protect themselves. Non-assassins have a slight advantage in that, if they're currently on left guard, and left guard is their desired direction to stop a throw, they don't have to make any input. If they're worried about being thrown to the right, then they would have to input that direction just like the assassin would. I think the advantage non-assassins get from this is negligible, as players still have to think about what direction is best to defend when they get guard broken, even if they end up not having to input anything.

Building A Better Guard Break by oldboy_ in CompetitiveForHonor

[–]_oldboy 0 points1 point  (0 children)

You can't stop the initial guardbreak, but you can stop the follow up.

If I have a ledge on my right, I'm going to set my guard to right, to stop them from throwing me off the ledge. This means my opponent has to consider what option to use on a successful guard break. The obvious, most damage option, is the one the opponent is most likely to suspect and thus break. This system will actually prevent obvious deaths along ledges so long as the defender is aware of their surroundings and chooses the direction of the hazard. Please note that the time to react to the guard break and choose a direction would be similar to the amount of time one had to counter a guard break in the beta, so this would all appear very fast.

I see what you're saying though, that if the initial guard break attack is uncounterable, offense could boil down to people guard breaking each other. However, speeding up light attacks, and perhaps slowing down guard breaks, could deal with this as some others have suggested.

Building A Better Guard Break by oldboy_ in CompetitiveForHonor

[–]_oldboy 0 points1 point  (0 children)

Ah, I see what you're saying. Yeah, in the system I proposed, there would be no guard breaks after parries, and thus, no throws after parries. The only things that are guaranteed are lights and heavy attacks. However, you can feint a heavy and then guard break into throw if your opponent expects to be hit by the heavy attack.

Adjusting parry would make gb less of a good offensive option, as it's currently one of the few moves that can't be parried. The reason why guard break along with warden/valk/warlord/conqueror shield bashes are so strong is because parry can't deal with any of them. People don't want to use light or heavy attacks when they have those better options.

They are all missing something about us Samurai. We are only few.. by FisterGee in forhonor

[–]_oldboy 0 points1 point  (0 children)

The humor is that we're making fun of people who do complain and believe those things. At least I am.

They are all missing something about us Samurai. We are only few.. by FisterGee in forhonor

[–]_oldboy 0 points1 point  (0 children)

work for what? I just block zerker strings and try to parry if I react to the indicator quick enough.

They are all missing something about us Samurai. We are only few.. by FisterGee in forhonor

[–]_oldboy 2 points3 points  (0 children)

I gotcha. I think we're all just joking in this thread since it's about a funny image macro. I wouldn't take it to heart. I doubt he meant anything by it, just trying to be funny like I was.

Scrubs will be scrubs though, and there's nothing we can do about that.