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On SFxT 2013 (pt. 3)

posted Feb 4, 2013, 7:40 PM by Tyler Bustinza

I'm not sure TTT2 mechanics would help out, maybe except for netsu although I'm not sure how they'd implement it compared to TTT2. I'm obviously a TTT2 fan but I also like SFxT, I just wish the game wouldn't devolve to the point where running away for the last 10 seconds is a valid strategy. I have a couple ideas to reduce the hit and run style of the game but they are a little more extreme than simply reducing stam across the board.

On SFxT 2013 (pt. 2)

posted Feb 4, 2013, 7:39 PM by Tyler Bustinza

Whoa, whoa, whoa, 50 stam reductions on ~33% of the cast is a start but I don't think it's near enough to make a considerable dent. I'm talking at least a base 10% stam reduction before individual nerfs, while still retaining the passive regen value of the secondary character. What this would do is make it so the regen speed, while not increased, a greater % of the total further valuing the tag system mid-combo.

So on one hand characters will bleed more while on point but create more dynamic swings in health while on the offense. This is actually most prevalent in the NCR sets of SFxT, where people were still not accustomed to the tag mechanic as SFxT was still somewhat new, but Infiltration was and was able to successfully rotate his team such that neither character was ever in danger of dying due to red life recovery.

That is how the game should be played, complete health swings (in the sense of damage on the opponent as well as recovering health on the secondary) and the increasing desperation to not lose either character, obviously resulting in the loss of the round. You can see they're half way there with the universal DP tag nerf, but Capcom still hasn't committed to making the fear of being KO'd a somewhat constant threat.


On SFxT 2013 (pt. 1)

posted Feb 4, 2013, 7:37 PM by Tyler Bustinza

The big mistake they made was to not universally reduce stam. Patching out "cheap shit" isn't going to solve SFxTimeout, if anything it might just make it worse. Sure small damage buffs here and there are nice, but we're talking maybe 2 moves a character out of their entire movelist.

Casting RTS/FPS vs FGs

posted Feb 4, 2013, 7:35 PM by Tyler Bustinza

The problem is that in RTS/TBS you can see the game develop and seeing from an outside sort of "all-seeing eye" perspective is that there really are no surprises to the commentators. They can see what tech the players are going and then speculate whether this strategy will succeed/fail. This is immediately apparent in the beginning of an SC2 match; 11 pools/2 gates/early expand all bring similar openings to SC2. This is very similar Chess where simple opening pawn moves dictate the type of early game to be expected (i.e. sicilian/french defense). From there they can see the openers evolve into late game where RPS style matches come into play. At high level play, I wouldn't be surprised if a well read commentator can predict the outcome of the match with 90% certainty due to the RPS style of SC2 and general vision of economy and free resources left.

This is very different from FGs where the only universal resource is HP. SF is a little easier to predict with super and ultra meter, but this doesn't necessarily mean translate over that all FGs with meter are predictable since MvC3's TAC system allows for meter swings and immediate meter gain. In this case the remaining teammates can be seen as a resource, although historically it's easy to see that having 3v1 situations doesn't mean shit. Instead you can only weigh the "come back"-ability of characters who might have a chance of a 3v1 swing (i.e. Magnus, Wesker) versus those who realistically don't (i.e. Hsien-Ko, Haggar). I remember someone actually did a small, scientific study regarding this in vanilla MvC3 regarding Wesker that's worth checking out.

Then you have games like Tekken/VF/DoA with no real meter system to speak of and instead is mostly yomi. Sure a player might get more desperate as their health dwindles down, but for TTT2 a secondary health bar makes this less prevalent. So all the commentators can then comment on (with near 100% confidence) is wall positioning, overall momentum, and useless fluff such as match and tournament history. Meterless games tend to ebb and flow until a clear winner can be seen, but this typically doesn't occur until a round is almost over. Instead we're stuck commentating what we're seeing (which is what everyone, including the players, is seeing except with more educated eyes) and what they could have done differently.

TL;DR - Casting RTS/FPS is fucking easy when compared to FGs.

On eSports (pt. 1)

posted Feb 4, 2013, 7:35 PM by Tyler Bustinza

The problem is that eSports, for me, is like Baseball.

It's fun to watch every once in a while, it's fun to personally play, in big crowds people seem to be enjoying themselves, but at the end of the day it's still just the pitcher versus the batter.

Also getting drunk helps.


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