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Everything posted by Henaki
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[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
-- I think it would be cool to have either a fat girl like Leap or a badass old-lady in GG... i mean, there are plenty of ass kicking grandpas in fighting games, why can't we have a fighting grandma or some kind of female version of Mr.Heart... that's something i've never seen and would be awesome to see it done by Ishiwatari. chiyoko from akira comes to mind, really liked that character in the comic. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
that character sounds fun and well designed imo -
chariot tackle, because thats what urien uses to do double tackles too also i updated the wiki w/ general potemkin strat stuff, i just added what ive seen in xrd.
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[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
thanks hopefully that means we can buy ps4 digital download on release. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
i asked this elsewhere, but didnt get a response: does anyone know if you can purchage digital games from other regions on ps4? -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
id say permaban this dude but we were also stuck w/ blade and reaver forever so i guess we're stuck with him too we've made the holy trinity actually blade hasnt been that egregiously dumb since i came back so ill give him a pass, we have his replacement -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
not referencing the article, but... using 3d provides for a lot of scalability. they use the engine and animations to port GG elsewhere, it also streamlines the ability to make more 2.5d games in the future. p4a piggybacked off blazblue's engine so it was much less time consuming to develop. before, if someone approached arc and went "we want you to make a 2.5d fighting game", arc might not have been able to say yes. now if say, capcom went up to them and said "make darkstalkers for x amount of money, since you already have the engine and animation tools to do so" arc would be able to accept a much shorter term, lower money contract. the ability to make pure 2d and 2.5d fighting games enables them to make fighting games for anyone at the drop of a hat instead of developing the tech for that one contrac game specifically. like, for all we know, capcom instead of outsourcing dimps, might outsource arcsys for street fighter 5. that's actually possible now that arcsys has an engine and proof they can make a good 2.5d game. on top of this, it allows arc to say, jump into a new "graphical upgrade" because they can just scale up the graphics instead of completely redrawing them, like how ps3->ps4 is working. except now they can do it with entirely new models. they can also make graphical changes for storyline purposes. so if say arcsys decides "hey, you know what? zato has a hat, and it's CANON now." they can just add the hat, instead of redrawing every zato sprite to have a hat, and as we all know, hats = money. it also allows them to make alt costumes for money, because more hats = more money. so lets say arc just was like "you know what/ we're making arcsys vs capcom, for some reason", they can now just take all of the GG animation files and dump them in Brand New Game We'll All Bitch About.bat or whatever, and just like when Capcom made SFxT, we can complain about how lazy arcsys is. so yeah, they dont have to worry about mismatching graphics or anything, they're data scales across graphics, consoles, and now they can make games for money they couldnt before, starting with of course, HnK2: Kenshiro's Glorious Cel-Shaded Cleft Chin, The Sequel -
heat knuckle knock down 6k a tiny bit more range or return 2s to vaccuum 5p always combis into 5s as anti-air increase pb damage by a small amount nerf ram, eddie and faust a tiny bit most of those are reiterations of whats said above but pot doesnt need a lot, trisula and icpmm dont need buffs. they have uses.
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Hokuto no Jersey thread: Fist-pump of the North Shore
Henaki replied to bbq sauce's topic in East Coast
i dont have a ps3, which is why im asking -
Hokuto no Jersey thread: Fist-pump of the North Shore
Henaki replied to bbq sauce's topic in East Coast
how hard is it to get japanese digital releases on ps4 or do we not know yet just wondering bc im assuming nec this year is on the 6th-9th, so that would give us enough time to have a xrd tournament which im going to enter steppin out of the fighting game old folks home. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
skullgirls i think has the best training mode out of any 2d fighting game by the way, at least in terms of features, i hate the ux of it. bb probably has the best ux for an extensive training mode. in general, arc sys is very good at ux design in terms of functionaity and lowest effort to access stuff, even if their ui tends t be a little bloated and have too many bells and whistles. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
this is exceptionally ironic coming from blade lmao i dont really care for the new designs, but yeah, theres nothin to to talk about, so people will whine about everything. we could cycle back to yrcs ruining the game if you want dawg. people are gonna whine on the internet, also, you, for the longest time, were the KING of whining about gameplay. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
was expecting end of december release anyway is ps4 region free?, ill wait the three days or whatever, but im ordering the japanese version if it comes out 3+ weeks earlier -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
they just threw on the same frame, pot buster is throw immune, so im guessing that may overdrive is throw immune too. pot canceled recovery afterwards because he had a longer whiff animation and was probably panicking. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
licensing an engine is completely different than managing people overseas or dealing with version differences, script submission/changes, approving requests etc -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
its not that he uses the same mechanic, its the intention of the mechanic. he has a lot of gated offensive power and you have to choose when to stop your momentum, which allows you to go super aggro or chill on a lot of potential. its similar to how HOS is gated, but the mechanic has different pros and cons. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
subtitles detract from any viewing experience unless specifically intended to create the atmosphere of being foreign, sorry. dubs are just easier to access. argue with it all you want, having to read and look at video at the same time just dont work that well, and it removes a layer from the experience a lot of the time. now, most people aren't going to go "im not buying it because subtitles", they're gonna look at it, go "huh this is weird and different" and care less. also dubbing isnt that expensive if you dont use union vas (aka someone actually in a union does the job under a different name). -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
xx is not #r, slash, ac or ac+r dude lol i think #R pot was bad but not terrible. it seems like xrd pot is between #R and slash power, and those games had characters that were worse than pot (but not many). i think ultras changes were very well intentioned and pretty good in most cases, to be honest. I think combofiend is a good designer (or at least provides very good feedback) and id like to see what happens to a game when hes involved from the beginning. fwiw i think s-kill is pretty smart when it comes to fg design but apparently no on at capcom japan would listen to him haha. combofiend also likes some really bullshit, good games, so i trust him a little more than s-kill to make a fun game. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
i like this style of balancing though, becuase otherwise the game gets stale. making fundamental change for the sake of change is imo more fun in the long run, unless you happen to REALLY like everything about your character exactly. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Yeah just from casual observation the game doesn't look very imbalanced. Pot doesn't seem very good, but not like XX bad, which I'm used to and understand if find it personally aggravating. I'm just explaining why Arc System Works would err on the side of their grapplers being on the bottom of the tier list. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
no, but it wouldnt be surprising if it gave some stomach meter -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
haha, there was some silly argument going on at the time and everyone focused on that, felt like a waste of breath there though. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
I've posted something similar before in the BB forum about grapplers being frustrating, it of course got ignored because blazblue forum lol anyway: You basically have three options towards grapplers: make a grappler that isn't frustrating at low levels of play (design well), have a shitty grappler (in terms of overall power), or have new players quit your game in droves. So let's try and narrow down why the first option is the best, and why the second happens a lot. Let's try and narrow down what is frustrating: Another player of perceived equal or lesser skill beating you, and losing to "random numbers", which is a different kind of losing to something that isn't perceived skill. In the first portion, grapplers are commonly easy to play because they have a very easy to understand and execute goal. Get close, toss a dude, do 1/4th of a lifebar. In this case, you don't need to know a combo, grabs are hard to avoid, and it's difficult to deal with the nuance of fighting a grappler up close. Basically the counterplay is keep him out, but the risk reward for him vs you is skewed in his favor because his goal is much easier to do. this is very common at low levels of play because well, if you can do a grab motion, which is easier than a real combo, you are probably better than the other guy. Since a grappler has an easy to achieve skill ceiling, this means that grapplers are basically more effective at equal skill removing all other equations. So yeah, if at low levels of play, if a dude has six queens in Chess. but then at high level play your boards are even, this is gonna SUCK for new players. The other part is the RNG. Losing to RNG sucks. Period. It feels like it's out of your control, and let's face it, we play video games because life is pretty much 80% out of our control, and 20% in. All of your choices in a video game matter which is empowering. When you subtract those choices. Then things get hairy. There's two forms of choice subtraction when fighting agrappler: things up close no longer work because a dude can just throw you out of what you're doing, which means your gameplan changes more dramatically. You might get new options even, but the subtraction of your obvious and reliable options feels bad. The second part of this is the "RNG" factor. Since a grappler, more than ANY other form of character, relies on double blind choices (rock paper scissors/guessing/mixups, however you wanna phrase it here), when you get hit, it feels like the other person guessed right (they did). So if they guess right and hit you, it feels worse (people also tend to remember bad over good in general which inflates this issue). Like, now you're all "oh god, he just GUESSED RIGHT, that wasn't skill, that wasn't him out chess-ing me". This creates the illusion that the other player isn't SMARTER than you, but LUCKIER. This problem is especially more interesting because the more you subtract the human element of fighting games (not being next to a person), the less it feels like you got out guessed and the more it feels like RNG. Anyway, so this leaves you with a design problem: You either make a not frustrating grappler. this means giving them a higher skill cap at lower levels of play. Basically, making basic stuff as hard to do, if not harder, than other characters. You can also just nerf your grappler (this is the easiest option arc sys opts for), or you can go with the final option: make a game more people quit early on. And before you go "well im not frustrated by potemkin/tager/zangief/insertgrapplerhere". That might be true for -you-. But to the -majority- of people, the reason they quit a game? Because they got very frustrated early on. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
iirc you would have to invent a process to capture all of the images in "2d" beacuse the game renders them on the fly (take 3d, apply lighting, display as texture). this process is stopped when you land a dust, use a super or end a round and the game renders in 3d again. you could pull the model.animation.lighting data from the game and then render it yourself on your computer to save yourself the headache... but then youd have to get all that data which is a completely different headache lol i believe they did this at capcom (or whoever capcom outsourced to) to make the iphone versions of street fighter without as much middle man (render the model, play the animation and then copy the frame as an image to store in the game, rather than rendering). this is also how games like chaos breaker, dkc, old killer instincts etc got made. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
can we call him... OK?