Not really, it's all based on preference.I'm bad at Dragonball Fighterz.
Will a fighting stick make me better?, none of my friends play so I get stomped by other players online but have little to no trouble with the CPU most of the time.
Not really, it's all based on preference.I'm bad at Dragonball Fighterz.
Will a fighting stick make me better?, none of my friends play so I get stomped by other players online but have little to no trouble with the CPU most of the time.
Nope, fighting games have no desire to help me learn. They treat tutorial systems like government cheese - 'Well, I guess we have to'.
In the era of couch gaming I could get somewhere with them - kind of like how every co-op game is fun, if you're playing with friends you can have enough fun to progress with people are similar skill.
But now I find getting better at fighting games requires the kind of discipline that practising an instrument does The games offer no real path to improvement - no campaigns of increasing challenges, but sterile challenges to attempt and be discouraged by. Online resources are a lot better, put seeing a large amount of high-level play can also be discouraging. In the pursuit of entertaining yourself there are better ways to spend your time.
Negatory on that one chief, I'd rather play her in OW :)Too late I already play fighting games.
What if you could play Zarya in a fighting game?
Nope, fighting games have no desire to help me learn. They treat tutorial systems like government cheese - 'Well, I guess we have to'.
In the era of couch gaming I could get somewhere with them - kind of like how every co-op game is fun, if you're playing with friends you can have enough fun to progress with people are similar skill.
But now I find getting better at fighting games requires the kind of discipline that practicing an instrument does The games offer no real path to improvement - no campaigns of increasing challenges, but sterile challenges to attempt and be discouraged by. Online resources are a lot better, put seeing a large amount of high-level play can also be discouraging. In the pursuit of entertaining yourself there are better ways to spend your time.
Man, I wish my RL friends liked fighting games. I would probably play them way more if they were good at them. lol
If I told you there was a fighting game out there with a tutorial so great, it not only teaches you how to play that particular game, but the fighting game genre as a whole, would you buy it?Nope, fighting games have no desire to help me learn. They treat tutorial systems like government cheese - 'Well, I guess we have to'.
And that game is...If I told you there was a fighting game out there with a tutorial so great, it not only teaches you how to play that particular game, but the fighting game genre as a whole, would you buy it?
Have you tried Killer Instinct. it's on xbox and pc (steam and windows store). That's the game that got me backStill trying to get back into them.
Tekken, Soul Calibur, Street Fighter and King of Fighters don't really do it for me at the moment. I dislike Dragon Ball Fighter and Smash Brothers very much and get confused @ BlazBlue with its 10.000 systems in place. Man, really trying to find a fighting game that suits you is hard.
I've tried telling people they don't have to be good to play. They're generally not hearing it.
"O Lord, if you are there in my time of plight, give me a sign!"
*much booming thunder and shaking of earth commenses*
"Any sign at all, O Lord!"
Looks interesting. When the Switch port comes, I'll give it a shot.
Fighting games have complex mechanics and consistently the least inspired tutorial systems in the industry. People will learn them when there is a real effort to teach them.
Have you played any sports sims lately?
They're almost all as complicated as any fighting game. And comprehensive in-game tutorials are just as elusive.
I did actually play XRD's tutorial, and it is inventive. It was a nice presentation of a challenge-based tutorial system, and it really should be the bare minimum, but still I found it easy to leave it overwhelmed and not really having learned much.
But to me, for a fighting game, a real teaching system would have to be like a coach. It would need to recognise a player's inadequacies and give them a next step, not just have open access to the gym. 'You're taking a lot of damage from low attacks -> low guard tutorial 2', not 'Here's anti-air tutorials 1 through 10'. And, interestingly, it was something Killer Instinct wanted to do.
Fighting games have complex mechanics and consistently the least inspired tutorial systems in the industry. People will learn them when there is a real effort to teach them.
Was that confirmed?Looks interesting. When the Switch port comes, I'll give it a shot.
sorry to say this but thats frankly not feasible. Real time coaching is flat out impossible because players will never act the way you want them to for ideal coaching situations. Especially in air dashing fighting games, where players have an aerial backdash to counter anti air attempts, the burden is on the player to pull from his knowledge pool in a split second to find the right way to answer, or to just block. That's not even getting into tick throw situations, wake up oki, fuzzy mechanics, etc etc. The in-game coach would be a nightmare to program except for the simplest cases of fighting games.I did actually play XRD's tutorial, and it is inventive. It was a nice presentation of a challenge-based tutorial system, and it really should be the bare minimum, but still I found it easy to leave it overwhelmed and not really having learned much.
But to me, for a fighting game, a real teaching system would have to be like a coach. It would need to recognise a player's inadequacies and give them a next step, not just have open access to the gym. 'You're taking a lot of damage from low attacks -> low guard tutorial 2', not 'Here's anti-air tutorials 1 through 10'. And, interestingly, it was something Killer Instinct wanted to do.
Fighting games have complex mechanics and consistently the least inspired tutorial systems in the industry. People will learn them when there is a real effort to teach them.
nope
Have you played any sports sims lately?
They're almost all as complicated as any fighting game. And comprehensive in-game tutorials are just as elusive.
This isn't a 3-legged race you're in with them but a tug-of-war. Just sayin'.
What level of play are you expecting these tutorials to coach you to? Note tutorial is ever going to fix a "make me win or I won't play" attitude.
sorry to say this but thats frankly not feasible. Real time coaching is flat out impossible because players will never act the way you want them to for ideal coaching situations. Especially in air dashing fighting games, where players have an aerial backdash to counter anti air attempts, the burden is on the player to pull from his knowledge pool in a split second to find the right way to answer, or to just block. That's not even getting into tick throw situations, wake up oki, fuzzy mechanics, etc etc. The in-game coach would be a nightmare to program except for the simplest cases of fighting games.
No, but considering I barely get time to sit in front of my PS4 these days, a Switch port would be more viable for me to get more time. I've gotten in several more hours with DBFZ on Switch than I have on PS4. And this is from picking up both versions on their respective launch days.
I don't mean realtime coaching. I mean '34% of the damage you took in that last game was from throws. Here's the throwbreak tutorial'.
I don't mean realtime coaching. I mean '34% of the damage you took in that last game was from throws. Here's the throwbreak tutorial'. 'Your largest standing combo in that match was 5 hits. You can now access the 6-hit combo tutorial'.
Fighting games are too complicated for a linear "coaching" guide like this. People get thrown because they aren't expecting it. That's not something you can teach someone to avoid. The genre just isn't for you as you've demonstrated numerous times in fighting game threads.It doesn't need to fix that attitude. It just needs to give a next step for players who want one. Cutting the tutorial system into bits and delivering where needed, instead of letting a player run through and be discouraged when they can't complete 'Combo tutorial 7', would be a significant step up.
I don't mean realtime coaching. I mean '34% of the damage you took in that last game was from throws. Here's the throwbreak tutorial'. 'Your largest standing combo in that match was 5 hits. You can now access the 6-hit combo tutorial'.
I wasn't playing fighting games that much already, but then Aris' "Fighting Games Are Insanely Difficult" video just made something click and I dropped them completely in favor of other genres (I even backed TFH but played like an hour).
The article is pretty nice and basically opposes to Aris' video, but still.
I wasn't playing fighting games that much already, but then Aris' "Fighting Games Are Insanely Difficult" video just made something click and I dropped them completely in favor of other genres (I even backed TFH but played like an hour).
The article is pretty nice and basically opposes to Aris' video, but still.
Still plan on getting SCVI this year though, that franchise has a special place in my heart.
I think you're being really simplistic about this and I don't see how that helps. People don't get thrown cause they don't know how to throw break, they get throw cause they get outplayed. Also big deal if you took from 34% throw damage, that's not necessarily a bad thing or even the reason why you lost.
Losing often isn't a mechanical issue, just an experience one.