LarryTyphoid
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- Sep 16, 2021
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I'd like to play Virtua Fighter, but there seems to be no way to play it on PC, so I'm stuck with the Accent Core weeb game like everyone else, plus Darkstalkers.
You can play VF5 using teknoparrotI'd like to play Virtua Fighter, but there seems to be no way to play it on PC
This is almost exactly what I've wanted for years but the price is retarded. Cut the price in half and make a left handed version and I'll buy it.KB&M is way better than a controller for fighting games. Especially 6 button ones.
The Mixbox seems like the best of both worlds.
https://www.mixboxarcade.com/
Or just make your own for a lot less.
No, the game died soon after release because of the awful delay-based netcode, despite being downloaded over 10 million times. It was a tragic missed opportunity, but that's just par for the course for Sega. They're the kings of bad decisions and missed opportunities. I mean, for the game's first year anniversary they released a Tekken-themed costume DLC. It's like they're trolling.I think they did this re-release of VF5 on Playstation 4/5, it was apparently given away if you were on their subscription service but unsure if it maintained any sort of popularity.
Oh, this thread is back. When looking for it the other day, and despite coming up on the search and Google, whenever you clicked on it it was gone.
Project L is unsurprisingly going to be free-to-play.
The MultiVersus open beta has been going on for like a week now. Also unsurprisingly it's already like the biggest fighting game home release of all time. It routinely has over 100,000 players on Steam, and is one of the top games on there...and I'd guess the PS4 numbers are even higher.
Only a matter of time now before there's more big F2P fighting games. Still a surprise it took this like for F2P fighting games to happen.
Think about fightcade and how has conserved pretty old and great games.GG Strive has a reasonably healthy playerbase one year after release (1k-1500k players online on PC daily, probably more on console).
I don't think F2P is a good idea for players or the game in general - although it's a very good idea for the companies themselves, and Riot is the king of nickel and diming. The current FG model is already bad with season passes, broken DLC characters on release and so on. F2P will only exacerbate that issue.
Good comment. I agree with the crossplay observation specially. That would help a lot fighting games without risking shitty business practices.If you really want player retention, make crossplay the standard going forward.
Yeah, I don't see what gallivanting around in costumes brings to the table, but Generic-Giant-Spider knows what he's talking about so I guess he has a point.Good comment. I agree a with the crossplay observation specially. That would help a lot fighting games without risking shitty business practices.If you really want player retention, make crossplay the standard going forward.
BRO I LIKE THE LAST BLADE 2 MECHANICS AND GRAPHICS AND ESPECIALLY MUSIC IS MANY AWESOMEWhat's your guys' favorite fighting game and why?
Have you ever heard of emulators?I'd like to play Virtua Fighter, but there seems to be no way to play it on PC
Great points.The player retention problem is not exactly something that you can just easily fix and I have high doubts going F2P will solve anything and instead only make companies become shameless in their monetization. They did try F2P years ago with Tekken Revolution and KI, both of which didn't catch on with TR being shutdown completely and KI being dead. All F2P is going to do is give a company like Capcom that has had a history of shitty business practices to continue exploring those shitty business practices under a new guise.
As for player retention, the truth is this: the modern day gamer is a bitch. That's all there is to it. You can make one button specials, one button supers, F2P, tutorials that go into every painstaking detail, rollback netcode, rank based matchmaking, etc. and it won't matter because the modern day gamer fears failure and in a one-on-one fighting game which requires you to be the one to solve the problem your opponent presents it just doesn't work out for most out there these days. There's no team to fall back on or get carried by, there's only you. And when you are new to a fighting game and you're facing veterans, you're not only going to know it but you're going to feel it's insurmountable to ever get to that level.
Fighting games and RTS' in particular are brutal when it comes to the new player experience. It's why the best time to learn any fighting game is always going to be in the first two weeks of a fresh launch since you will at least have people either on a much more level playing field or have other new players to bounce off of.
But it's not something you can just enforce or make people do, they have to want to do it themselves and come to terms they're likely going to get fucked hard on the way to becoming proficient or decent enough to eventually present a realistic challenge to better players. Single player doesn't funnel them to online, F2P will at best result in a curiosity trip for an evening and then an uninstall the next day, making the inputs braindead easy just makes a good player no longer have to worry about execution and blow these new players up even quicker.
Reason why a game like Smash or this Multiversus thing are thriving is because of the huge brand recognition and that those party-brawler or whatever you want to call them games in particular are so easy to pick up and play it's feasible that a novice could steal rounds or entire sets off a more experienced player. Now imagine a novice in KOF XV or Tekken 7 trying to get victories over a veteran of the series, it's like they're playing two completely different games and crossed over into one another's world by accident.
It's even why battle royale games are so popular. The idea that "anyone can win, they just need to be at the right place at the right time" makes people feel they have a chance to win regardless. Fighting games don't have that because to win in them you need to actually learn and practice and most players out there don't find the idea of studying frame data and standing in training mode practicing counters or combos or set ups for hours to be worth the time investment for a rush they could easily get elsewhere with far less hassle.
If you really want player retention, make crossplay the standard going forward.
the modern day gamer is a bitch.
LB shits on SSI'm no FTG expert, but Shin Samurai Spirits is my favorite weapons based 2D FTG. It's basically Ninja Scroll, the video game.Anyone likes Last Blade 1-2?
In the same vein, I also really like Samurai Spirits 3 and Golden Axe the Duel, although I think they're considered broken af for serious play (SS3 has some tournies).
Last Blade series feels very conservative in comparison with the above games - standard fighting games where the sprites happen to have weapons. Again, no expert at all. Just my observation and thoughts after casual mame play with my wife and neighbor's kids.
Anyway, not to derail the thread too much - fighting games are one of the last bastions of skill in games, and it's always been a hard road. It's not a popular opinion, but actually think it's much harder for beginners now than back during the arcade days (despite the contrary often being thrown out as fact by people who weren't even alive back then), because there's no cost associated with rematching and information is just everywhere. This means that newcomers will frequently face optimal combos and setups the first day they play a new game, and get obliterated. This was never the case in arcades, because everyone was subjected to more or less the same learning curve (of course there's always been individual talent and other factors, but still). You couldn't just grind out hundreds of online ranked matches or spend 20 hours in training mode doing setups in a new fighting game, you just had to put up your token, do your best, and there was a real cost to losing - both in monetary terms and timewise. If the game was popular, you had to go back to the end of a huge line. These incentives cannot be replicated in modern games, and I think they were a crucial part of the experience. Part of what made me stop playing FGs entirely for many years.
Have fighting games learned yet to punish disconnectors and award the win to the person who was fighting the disconnector? I played so many fighting games, various MMA, boxing, and some random others, that when the opponent disconnected, he didn't get a loss, and you didn't get a win. Even in games where the person who disconnected got a loss, the other player rarely got a win. So of course poor losers would ragequit and disconnect in the last second of the match to deny you the win like 75% of the time. And if you called them out, half of them were like "just protecting my record bro".
I mean, you have to expect people to take advantage of any system, that's just stupidity on the part of the game devs.
Thread is back, nice. I bought DNF duel because I wanted to try it out. It's not the worst thing in recent memory, but it has problems that plague a lot of modern fighters. A lot of characters have moves that move them half a screen forward and are really fast. Or are even fullscreen projectiles in some cases. Said moves have zero risk and can lead to 40% off of your hp easily. Neutral thus becomes a frantic mess where you are spamming the same moves over and over and if you stop holding block for a second you might just get hit instantly. Reminds me of DBFZ in a way. Inputs are VERY simplified. Special moves are just special button + direction. Each character can do a shoryuken by just pressing down+special. Jumping is really bad in this game. Not sure if I am right on this, but the unique roll mechanic felt bad and way too risky. Characters also didn't feel all that different gameplay wise.
The game has actual combos though, and some grimy stuff, which I can respect. But the core is just too simplified. I think a lot of modern FGs put way too much effort into creating a game that can play itself. Everything needs to be undersandable upfront and a below average player should be able to flowchart his character in a week of playing. And single buttons do way too much. Devs should focus more into creating a game with solid mechanics first.
You're not wrong, roll is easily punishable and very situational, and yes, jumping (outside of safe jumps) is awful in this game (there's a 4f execution, plus when landing from a jump you can't move at all for 3f, just block or attack) - all defensive options are bad/terrible. It's an extremely offensive-oriented game with incredibly limited defense. Neutral is crippled because of it.Thread is back, nice. I bought DNF duel because I wanted to try it out. It's not the worst thing in recent memory, but it has problems that plague a lot of modern fighters. A lot of characters have moves that move them half a screen forward and are really fast. Or are even fullscreen projectiles in some cases. Said moves have zero risk and can lead to 40% off of your hp easily. Neutral thus becomes a frantic mess where you are spamming the same moves over and over and if you stop holding block for a second you might just get hit instantly. Reminds me of DBFZ in a way. Inputs are VERY simplified. Special moves are just special button + direction. Each character can do a shoryuken by just pressing down+special. Jumping is really bad in this game. Not sure if I am right on this, but the unique roll mechanic felt bad and way too risky. Characters also didn't feel all that different gameplay wise.
The game has actual combos though, and some grimy stuff, which I can respect. But the core is just too simplified. I think a lot of modern FGs put way too much effort into creating a game that can play itself. Everything needs to be undersandable upfront and a below average player should be able to flowchart his character in a week of playing. And single buttons do way too much. Devs should focus more into creating a game with solid mechanics first.