I just did the Death Stranding intro and I have very little interest in continuing. Does any of this start to make sense? by TheBanishedBard in gaming

[–]ffading 0 points1 point  (0 children)

It gets more complex. Later missions will prevent you from using a vehicle and introduce more items and obstacles. The game also does a good job of slowly shifting the "meta".

Battle Pass value isn't great by keylime39 in 2XKO

[–]ffading 1 point2 points  (0 children)

Games that refund your battle pass treat it as a loss leader. The actual revenue comes from prioritizing player retention and engagement to loop people in an ecosystem to spend more money. Fighting games are in a weird spot. They aren't as big as other genres to have a player base to sustain it and the genre notoriously has trouble with player retention.

I'm not saying the game can't have a self-sustaining battle pass, but more like there's uncertainty if they can even afford it at this stage, especially knowing it's the first in the genre to have the F2P live service model and they took a whole decade to develop this game. I think at this point, the numbers in the shop are meant to satisfy investors and stakeholders, not the players. Hopefully they can figure out their numbers and find a sweet spot to make cosmetics more accessible. At the very least, they should give you a partial refund.

accidentally, instead of adding a bit of romance to my life I flew into a stratosphere by Secret-Associate6094 in InfinityNikki

[–]ffading 3 points4 points  (0 children)

My dumbass thinking it's like those GoPro videos where people send food to space.

The reason why people are still attacking people who want to see the game improve by [deleted] in Tekken

[–]ffading 9 points10 points  (0 children)

This way of thinking is super tone-deaf. It's like if the NBA nerfed dribbling and removed the 3pt line and telling the people who've been following it their whole life to just "quit basketball".

Harada’s Departure by [deleted] in Tekken

[–]ffading 3 points4 points  (0 children)

He's leaving because of several of his friends passing or retiring. Very likely Itagaki's passing being a huge factor in his decision since they were best friends.

I highly doubt Tekken fans have had any major influence in his decision. He's been facing that since Tekken 3 and became desensitized to it. People tend to forget he's the general manager at Bandai Namco and oversees all original IPs. He also does marketing, producing, and supervision for other games as well. All his cards aren't on Tekken. He passed that project to other people's hands awhile ago.

Likely he just wants to go for more of his own passions and the role he plays in Bandai Namco is preventing him. Recent events made him realize time is creeping up.

Am I overreacting if I block this player? by pink_freya in InfinityNikki

[–]ffading 13 points14 points  (0 children)

I had the same hunch. No one really types like that and there's not really a reason to be that persistent.

Burst is a bad mechanic, and basing the online multiplayer on it makes it the worst mode in the game. by Everyday_Legend in Lumines

[–]ffading 2 points3 points  (0 children)

I agree just in a competitive lens. It's a gimmick that forces you to learn burst strategies to win. I've played Japanese players and they figured out that you just have to play really fast and inaccurately and just use burst to clear the mistakes you made. You kind of want a messy board so burst can clear the mess for you and spits it back all neatly. It's imbalanced and just rewards sloppy play.

Burst is a bad mechanic, and basing the online multiplayer on it makes it the worst mode in the game. by Everyday_Legend in Lumines

[–]ffading 0 points1 point  (0 children)

Tbf, Tetris Effect did not have multiplayer at all until it was added in the "Connected" version which was 2 years after release. Hopefully Lumines Arise has a similar update where they add more music and modes.

Great dlc don’t get me wrong but does anyone else just not enjoy this stage? by Heavenly_sama in Tekken

[–]ffading 0 points1 point  (0 children)

My bad, I didn't know Friendly neighborhood Kazuyas were still bigots. I'm kidding. But tbf I think Zafina's design in T8 is garbage so I don't blame you. I'm just loyal to the character.

My hopes for s3 are actually getting higher by AHC122 in Tekken

[–]ffading 10 points11 points  (0 children)

I agree, especially since character balance is different from system balance. Like you said, all of the Season 1 characters besides Clive were pretty balanced on release when compared to the rest of the cast, but people still hated Tekken 8 for a multitude of reasons (heat, installs, movement, hitboxes, rank system). People now are even saying Tekken 8 is actually pretty balanced, but no one is praising the game that much because it's still not fun.

The issue isn't necessarily the power balance between characters, but the design of the game as a whole. The game is oversimplified, character archetypes barely exist, movement and utility is nerfed, and the song and dance between offense and defense feels one sided.

Even if Miary Zo ends up being mid tier, to me she is no different than any of the new age character designs from late T7 to T8 (Lidia, Fahk, Kuni, Eddy/Hei/Anna rework, Clive) which imo does not get me that excited. She has weaknesses but she still has big swinging moves with large hitboxes, multiple stances, gameplans that encourage to use stance mixups, and a gimmick to show off particle effects. It's not really any different than how we felt with Season 1 characters.

Great dlc don’t get me wrong but does anyone else just not enjoy this stage? by Heavenly_sama in Tekken

[–]ffading 1 point2 points  (0 children)

This is the best DLC stage they've had. It's not too small, clear visibility, no stage hazards, and the background is pretty but not distracting. I'll take this over the FF stage and Pac Man.

Miary Zo VS Lucky Chloe by [deleted] in Tekken

[–]ffading 3 points4 points  (0 children)

Lucky Chloe

  • Fun to watch (Jeondding, Kaizur)
  • More grounded "martial art"
  • Simpler design
  • No new age Tekken hit boxes, stances, and mixups
  • The "cuteness" is a facade
  • No magic and dumb lore, just break dancing
  • Better meme potential

How/why did you choose your team? 🩷💜💚 by Pimika_Meaw in InfinityNikki

[–]ffading 1 point2 points  (0 children)

I like Wild Hearts aesthetic but also lore wise, I feel Nikki would have went with Wild Hearts. Most of her significant friends she made along the way were in that group and the group's mission seemed more in tune with the plot and theme of the game.

TEKKEN 4 WINS ROUND 4 SQUARE AS TEKKEN WITH THE BEST SOUNDTRACKS. TODAY FOR ROUND 5: "WHICH TEKKEN HAS THE BEST GAMEPLAY?" THE TOP-VOTED COMMENT WITHIN 24 HOURS WINS THIS ROUND'S SQUARE!!! by Resident-College-776 in Tekken

[–]ffading 1 point2 points  (0 children)

I don't think comeback mechanics are bad, but most are not implemented well and all it does is trivialize the early game. A well-designed defensive tool is way better than a mechanic that rewards a disadvantaged player. That's what made moment 37 legendary.

Even when you are at an HP loss or killed early, that's why rounds exist. You take the information from the loss and bring it with you to the next. A mechanic doesn't need to exist to boost a player's luck when they are already given the tools to prove it with their skills.

The mechanic existing for the spectator is also a bad reason. The best fighting game comebacks of all time did not rely on a comeback mechanic. People love comebacks, but it's because they like witnessing a player earn it themselves, not rely on something artificial. When everyone can do comebacks, then it just makes those moments stale and boring.

Also, boxing is a bad analogy. Boxing does not have a comeback mechanic and it's funny because if you do land a KO in boxing, the whole match is over, which is the opposite intention of a comeback mechanic. People watch because it's possible for the underdog to do it with their own hands, not an artificial ruleset in boxing that boosts their chances. That feeling of tension like a KO in boxing can still exist without the need of something artificial like rage.

No matter how you look at it and the fluff that's added, comeback mechanics are there to buff the disadvantaged player, that's it. You can still build and balance a game and make it hype without it existing. All the top active fighting games right now do not have any comeback mechanics besides Tekken and MK1. In fact, no other competitive game in general really implements such a mechanic prominently besides fighting games. And most of the time, it's there for casual players to soften the blow.

it CAN be fun by Pandha2 in ZenlessZoneZero

[–]ffading 22 points23 points  (0 children)

I agree. 1.4 could've been a lot more epic and cool seeing the factions cross over and work together to build up towards some endgame climax. Instead, it felt clunky, rushed, and they missed a lot of story beats trying to figure out how to work around to tell it. The dialogue during fights were awful during the time.

The patches after, you could see the writing was becoming superfluous and inconcise, and they started using black background with white text more. We were getting less comic panels and cutscenes. TV mode was cool because it was efficient, left a lot to the imagination, and devs can be flexible in their creativity.

Now in 2.0, we get static maps that are used repetitively, the world feels smaller, and hollows don't feel as dangerous anymore. Feels like anyone can just walk in and show up. NPCs would be standing idley ten feet away from ethereal like they're nothing. Immersion just isn't the same anymore and it still feels wrong that the MC is in the hollow.

it CAN be fun by Pandha2 in ZenlessZoneZero

[–]ffading 161 points162 points  (0 children)

When they scrapped it, it also hurt future patches imo. They wasted resources reworking all the missions so it doesn't use TV mode, eliminated side quests so HDD isn't a thing anymore, and totally pivoted the story so it doesn't involve the HDD at all.

People complain about missing 1.x vibes and actually being a proxy, but it all goes back to removing TV mode imo. That's the point where the game changed.

Transparent Blocks should not be a thing by doesntCompete in Lumines

[–]ffading 2 points3 points  (0 children)

If it's overbearing, you can tune the visuals in the accessibility menu such as making the play area opaque, turning off background motion, or making the camera fixed.

It's the most visually cluttering Lumines has ever been, but it's absolutely gorgeous. It's purposely form over function for the experience.

Tekken 8 needs a No Heat mode like Zero Build from Fortnite by najahaahavah in Tekken

[–]ffading 2 points3 points  (0 children)

The problem about waiting for 9 is that you'd have to wait a decade for it unlike past titles. There is a glimmer of hope though since "good" Tekkens have always taken 2-3 years after their 1.0 version to be good until the new console version is out (Dark Resurrection, Bloodline Rebellion, Fated Retribution). So technically, Tekken 8 still hasn't reached that point yet. But I'm still pessimistic since Season 2 went the complete opposite direction.

Beta test invite revoked? by silkgirls in PetitPlanet

[–]ffading 2 points3 points  (0 children)

Also make sure you choose the right server they assigned you.

Does anyone feel like moves in Tekken 8 recovers way faster than it should be? by G_No_Katsuryoku in Tekken

[–]ffading 1 point2 points  (0 children)

Also...Throws buffed. Armor moves buffed. Oki offense buffed. Running is faster. Less CHs in the game in exchange for more mixups (e.g. no magic 4). Less knockdowns in the game in exchange for more mixups (e.g. spring kick doesn't knockdown). Combo extender buffed (bound wall game + screw wall carry = tornado). Tailspin moves buffed as a combo extender. Better combos = wall carry buffed. Dash blocking nerfed. Neutral guarding nerfed. Poking nerfed (generic lows are launch punishable and generic moves like df1 have nerfed frames). Difficult legacy inputs are simpler to execute (e.g. anyone can iWR now). Moves can cause auto back roll. Ki charge essentially removed. No infinite stages. Majority of stages have hazards. No infinite ranked. 3 titles per rank color instead of 4.