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Posted

Thats good to know man. Hopefully those last few months in japan are the best in a while.

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Posted

While I don't think you get meter for it, it looks like the game is doing that thing from BB where if you IB the first hit of a multi-hit move, you'll IB all the hits.  I IB'd Rensen and got the "Just" icon 4 times and flashed 4 times.

That is probably the IB window being big and Rensen's hits being fast, which is the same thing that happens in BB.  If the IB window is 12f (say) and you have 3 hits happen inside 12f then you will IB all of them as long as the input was still valid.  It's not some specific exception that's made so the IB input lasts longer on multihit moves.

 

My E3 Xrd impressions:   (feel free to ask questions and whenever I come back next I'll look)

- I'll say this on the positive side:  the game is absolutely BEAUTIFUL.  Like holy-crap-is-this-real beautiful.  There are some rough edges, but in matches you don't notice at all.

- It certainly does feel slower than AC+R, noticeably slower.  Likely this is due to longer hitstop? since the individual actions themselves didn't feel slower.  I had to slow down my button press timing for Potemkin P->K->S->2D, for example.

- YRCs are the least Guilty-Gear-ish thing you could add to a Guilty Gear.  They singlehandedly took the game from making good reads and knowing their character well in order to win to "just throw stuff out" and "oh oops, YRC" which is incredibly un-fun.  Not to mention the burst-safe OS junk.  Even in the Versus games you can't cancel to NEUTRAL on whiff, only to riskier attacks.

- Watching cinematics each time you do a super got old pretty quick, and the camera cuts on Dusts and on the KO hit are very jarring while playing.  At least to me.

- The lack of force breaks and newer moves that had unique utility makes characters feel...flat.  I'll admit to not really being excited for them when they were added originally, but going back to not having them after this long, when the newer added moves don't cover the same holes in characters' movesets, feels stale.  [edit] Because Force Breaks cost meter they were able to have properties or strengths that you just can't give to a meterless special attack.

 

My takeaway:

I have absolutely no desire to play this game.  Zero.  I came away with the same impression I got from MvC3 - "Well, that's enough of that game."  And I don't mean because Pot is awful*, I've played Pot since the beginning regardless so I can lose 25 in a row no sweat.  :^P

It just...doesn't feel like a Guilty Gear to me.  (More like a GG fan game?  I guess that's pretty harsh.)  It's a huge regression for the series, like the creators didn't play anything after #r.  Whether or not #r is where GG started from, for the last eight years "Guilty Gear" has meant AC, and on the whole I think the series made a lot of positive strides.  Things like choosing between damage or knockdown kinda don't seem to exist in Xrd, you get both.  The addition of the random element in Danger Time, Hell Fire making you do absurd damage, or the seemingly complete absence of Tension Pulse encouraging willy-nilly meter use are just so backward for GG.  

It's like Capcom deciding to make MvC3 and base it off XMen: Children of the Atom, or people wanting to play World Warrior instead of ST.  It's great for laughs, but it's not something I would choose to play when the alternative is available.  Heidern98 could come back from another universe and challenge me to matches and I'd say no.  (Unless he wanted to play some AC+R, that is.  :^)

 

Maybe the next version.

 

* We already know Potemkin is absolutely terrible, so I'll gloss it over.  Heh.

Posted

yeah the stuff mike said (thank you for your impressions, they were very insightful) reinforces a lot of the stuff i've been feeling just watching the game. it seems to me that yrc negatively effects the neutral game in a pretty substantial way. the speed is clearly dialed back, which isnt the end of the world i guess, but the general pacing seems to be off in a way i cant put my finger on. i really dislike the silly SC2 GI game of chicken blitz shield puts people in. overall though, i don't think this game looks bad at all (maybe just a bit underwhelming from my perspective) and although im not particularly interested in playing it at the moment i am very hopeful that they will improve on the system in the future. of course i mean no offense to those of you who like it as it is but i really hope they aren't afraid to make big changes to future iterations.

Posted

Stuff

I'm curious, did you leave any feedback with anyone. Not that the option to do so was necessarily available, just curious.

Posted

- YRCs are the least Guilty-Gear-ish thing you could add to a Guilty Gear.  They singlehandedly took the game from making good reads and knowing their character well in order to win to "just throw stuff out" and "oh oops, YRC" which is incredibly un-fun.  Not to mention the burst-safe OS junk.  Even in the Versus games you can't cancel to NEUTRAL on whiff, only to riskier attacks.

 

This sounds like something I've seen before...oh yeah, FRCs and Force Breaks!

Posted

Now that I think about it, I don't recall on ArcSys giving a clear explaining why they decided not to add in Force Break in Xrd. I wondered what their thoughts were if they were to add that back. I'm guessing it's something that they were basing their mechanics back to #reload.

 

So uh... looks like tension pulse doesn't exist anymore.  I tested it a little more thoroughly today and there's no difference that I could tell between meter gain when staying in the other player's face and meter gain during negative warning.  That said, you still get meter for "acting aggressive", and you get a lot of it.  I suppose doing it this way still rewards moving toward the opponent without punishing zoning too much?  Negative Penalty is still a thing and you lose all your meter along with having an extended period of time (probably still 10 seconds) where you can't build meter, but you don't get reduced meter gain when your pulse is low.

There's no Tension Pulse??? Weird how we didn't notice that before. I was assuming the little white light moving across the tension was pulse. I didn't pay much attention if it was moving faster or slower.

Posted

I personally feel like FBs are difficult to balance properly. They're definitely interesting tools, but there's a good risk of making them too strong, plus they can occasionally make the cast feel more homogenized if they're designed to close up gaps in a character's design. Feels kinda lazy.

Posted

There's no Tension Pulse??? Weird how we didn't notice that before. I was assuming the little white light moving across the tension was pulse. I didn't pay much attention if it was moving faster or slower.

I thought this too. Was surprised to hear there is none...

I also wonder how big the buffer is exactly. Makes for interesting reversal situations, especially with Blitz Shield being a thing...

Posted

Going off what Titanium said:

 

I've actually gone out of my way to limit my use of FB's because, at least Ky's are so strong that it makes me lazy. Why practice my FRC's for CSE when I could simply do his FB projectile for the same meter use?

When Xrd was first announced and it was stated that FB's were gone, I was asking myself how am I going to optimize my pressure strings to punish mashers without his FB's???

 

So, to me those sort of changes are a good thing, now I actually limit my sue of FB's to about once a match, otherwise I've been forcing myself to make use of my FRC's in matches. But I'm just a Ky user, I'm sure other characters have even better FB's than Ky's, like Eddie (at least in AC).

Posted

FRCs

 

how exactly did people react to the addition of FRC in XX? being able to turn gunflame from 50f to 15f must have sounded utterly insane lol

Posted

I know that not many of you care of my opinion but...

... I certainly can understand what Mike feels, to me GGXrd feels so extremly vanilla for me, for example, the moment when you have players like Kusoru looking like any other random Sol player you know that the game lacks certain flair to it.

Mind you, i still think that YRC is an acceptable replacement for the FRC's, but at the same time i feel that it took away some stuff from the game with the slowdowns and how you cant YRC on the middle of your combos/blockstrings, for reference i feel that stuff like what kusoru did during FRXV finals http://www.youtube.com/watch?v=skrcaaBev5A can't be done on Xrd as it is right now, and the fact that you can YRC idle animation/back dash still feels quite dumb imo, i also think that stuff like hellfire and danger time weren't needed.

I still plan to buy GGXrd because is a new GG (and i am sure that i will enjoy playing it), and i want to see what direction will they take with the game

Posted

I hope the pacing is rock solid and still fast. Thats what got me into gg, and yea a few more moves being taken out of the group of yrc-able things would have been nice

Posted

Are you sure about tension pulse? In one of Nakamura's recent FT10s, his tension gain became abysmal after he got negative penalty, and I'm pretty sure I've seen the gain increase whenever I see players try stuff in sparring mode.

Posted

Hecatom: Funny, I feel the exact opposite. Maybe you have to watch certain players and certain characters. If anything, the fact that YRC is possible on almost all moves makes it even more exciting. So many more options available. There's no magical depth in being able to do FRCs on hit or block, honestly.

 

SuperJ: The community wasn't as developed back then, people were just happy to have a new game. FRCs were a point of excitement, for sure, as it meant more options compared to GGX, where RCs were very limited.

Posted

regarding tension pulse: i'm pretty sure it's a binary system like BB: meter cooldown for X seconds after certain moves (RCs, maybe supers), then back to normal.

Posted

Xrd is defiantly a Guilty Gear.

I am getting my ass kicked and I am spending like 15$+ a day.

And I never felt once that I lost because of something related to the game mechanic.

I am losing the same way I used to in any previous GG which as my lack of knowledge and experience.

(BTW managed to grab my first burst today thanks to the footage from Mikado, looks like the burst start up is a little slower so you have to delay the grab a little bit)

Sent from my Nexus 5 using Tapatalk

Posted

I personally feel like FBs are difficult to balance properly. They're definitely interesting tools, but there's a good risk of making them too strong, plus they can occasionally make the cast feel more homogenized if they're designed to close up gaps in a character's design. Feels kinda lazy.

I have always found people have a bit of a misguided view that filling in all the weaknesses of a character makes a game more interesting.  You want ideally for all the characters to be at the same overall level, but it is ok for some to have a weakness against crossups, especially if they are designed in such a way to be able to prevent getting into that spot to begin with.  Intentional weakness that are still balanced are actually a sign of good character design I would say.

Posted

Yep, there's a fine line between "everyone's strong" and "everyone plays the same". Same idea with FRCs supposedly being so much deeper than YRCs; all that's really lost are optimized combos and some pressure strings. Is there really a huge amount of depth that gets lost in the process?

Posted

Well, if you choose to gloss over all the good press the game has gotten from people who have actually played it for more than a day or two, I guess it would be easy to come to the conclusion that GG is dead. Otherwise, I think you're overreacting and you just want to be disappointed. Very lame.

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