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Controversial gaming opinion: video games are good.
Dark souls shouldnt have an easy mode or any out of game difficulty modifiers
That doesn't stop snipers in PlanetSide, everywhere, constantly, all the time. Forever.
But as you said, because of the size of maps and the fact that they get cloaks, those snipers have "surprise" on their side.
Mod box on every page said:A reminder: this is the thread about what controversial gaming opinions you have, not the SV equivalent of "I know I'll get downvotes for this but here is my popular opinion."
Dark Souls difficulty is now a banned topic for this thread.
Dark souls shouldnt have an easy mode or any out of game difficulty modifiers. It just wouldn't be the same(not to mention there's a lot of ways in game to affect difficulty).
Oh and usurping the fire is the absolute worst thing you can possibly do. Seriously.
Dark souls shouldnt have an easy mode or any out of game difficulty modifiers. It just wouldn't be the same(not to mention there's a lot of ways in game to affect difficulty).
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Oh and usurping the fire is the absolute worst thing you can possibly do. Seriously.
There's not enough fuel left to keep the Age of Fire going and going into the Age of Darkness with no protection is a fool's gamble. Based on every case study in the games, humanity can't survive in the darkness. Fusing Light and Darkness together is the last, best chance at survival. We can all wait out the Age of Darkness together, and when the sun returns we can jump out at whoever was meant to replace us before they expect it.
You're kinda conflating the role of a designated marksman with that of a sniper, though?Tbh I think that:
1. Any game which wants 'realistic' long-distance combat should model suppression;
2. The benefit of snipers should not be dealing high damage, but suppressing the fuck out of people.
Make the sniper an explicit support class, where it's not about aiming, but about knowing when to take your shot, because you're generally only going to land shots near someone, and your goal is to make it impossible for them to get out of a killzone or do anything but crawl to cover, rather than actually get kills. That would make 'scout-sniper' actually meaningful-as a sniper, if you are ending the match with a KDR above 1, before counting assists, you are either doing something very very wrong or very, very good.
Tbh I think that:
1. Any game which wants 'realistic' long-distance combat should model suppression;
You say this as if people don't obsess over KD:R even if it's immaterial to victory in the game.From what good Battlefield players tell me you are supposed to play the objective and the KDR ratios is not important, it being possible to influence a match while not having a very K/D.
That is called Metro...and no one likes playing on Metro (well, except for those weird people who only play metro, but they are a strange and unknowable breed )It's Battlefields fault for not having enough bullets and explosions so as to make not dying every two minutes literally impossible.
From what good Battlefield players tell me you are supposed to play the objective and the KDR ratios is not important, it being possible to influence a match while not having a very K/D.
You say this as if people don't obsess over KD:R even if it's immaterial to victory in the game.
From what good Battlefield players tell me you are supposed to play the objective and the KDR ratios is not important, it being possible to influence a match while not having a very K/D.
This feels like it should make sense but the actual games don't really have it hold true. Blazblue is a huge offender here yet continues to constantly push product while SFV's "never have to make another purchase" barely moved. Tekken and Soul Calibur never did the yearly update thing either.Probably not all that controversial but it needs to be said anyway.
Personally I feel the main reason why Fighting Games are such a niche within a niche genre is because of the terrible precedent Street Fighter II established by releasing like 10 bajillion 'updates' to the original game almost yearly to the point where it's now almost an industry standard, and even when it's not as bad as it was in SFII's case when speaking to other casual fighting game fans about it their response is always some form of 'Why should I buy this game when some incompatible updated version is gonna get released in, like, six months and everyone goes to that' which then usually leads to 'Why should I buy this 'ultimate edition' of this game when the straight up new game is gonna get released in like six months and everyone goes to that', which ultimately contributes to Fighting Games's legendarily terrible player retention.
They also don't have progression systems. All of a character's moves start unlocked, so you can't start people on the simple stuff and have them work their way up like rts or rpgs do. Even in MOBAs laning is pretty simple.The problem is that fighting games are hard. They're hard to get into due to how weird you move and general execution requirements, they're hard to get good at because they actually want you to practice and learn, and they're hard to play if you didn't have a scene before the late 2000s because you couldn't really play them online. There's no team to blame for your failures, no one easy trick to overcoming obstacles, just a long grind of getting better. It's about a billion times easier to teach someone Starcraft tactics that'll get them midway up the ladder than it is to even get the basics of footsies to sink in.
I mean, there's often characters who power up throughout the fight and there's tutorial modes that slowly teach you the game?They also don't have progression systems. All of a character's moves start unlocked, so you can't start people on the simple stuff and have them work their way up like rts or rpgs do. Even in MOBAs laning is pretty simple.
...I mean, there's often characters who power up throughout the fight and there's tutorial modes that slowly teach you the game?
The problem is that fighting games are hard. They're hard to get into due to how weird you move and general execution requirements, they're hard to get good at because they actually want you to practice and learn, and they're hard to play if you didn't have a scene before the late 2000s because you couldn't really play them online. There's no team to blame for your failures, no one easy trick to overcoming obstacles, just a long grind of getting better. It's about a billion times easier to teach someone Starcraft tactics that'll get them midway up the ladder than it is to even get the basics of footsies to sink in.
EC did an episode on Fighting Games that lays it out pretty well.I mean, there's often characters who power up throughout the fight and there's tutorial modes that slowly teach you the game?
EC did an episode on Fighting Games that lays it out pretty well.
If you want the short version; Fighting games are designed by and for a specific kind of high level play that most casuals never see because it requires you to memorize the moves of every fighter in the game and know the execution and limits of at least one fighter intimately. This is made worse by the fact that fighting game tutorials are famously awful things that don't teach you anything so much as put you in a classroom with no teacher and a few things written on the board.
This post is frustrating me because there is so little substance in it. It's a more verbose 'they r wrong' with not much elaboration. I looked up footsies and it's apparently midrange ground play? No idea how that disproves their core assumption on the nature of fighting game difficulty. If they are wrong, how are they wrong? I'm genuinely curious because I'm not part of that niche, so I'm taking what they say at face value.No, that's a bad show and spreads all sorts of terrible ideas. It's too focused on specifics and misses out on how fighters actually work (such as the entire concept of footsies), probably because the people doing it have no clue in the first place. Most of the ideas they put up are awful and build bad habits as well; you want a solid learning mode, go with a GG Mission Mode which is "here's a bunch of skills and techniques. Here's a common situation. Figure out a way to use them to win with your character" and then hints if you keep failing because it's actively trying to teach you how to think about fighters.
And you cannot teach someone how to do more than what is basically a few recorded situations and maybe hit confirming via single player because AIs do not play at all like a human.
Footsies are the entire core functionality of fighting games, the meat of the game, how to get and avoid damage. They're one of those lifetime to master issues and teaching just the very basics of them is absolutely required to progress beyond entry level. Everyone thinks of fighting games as big combos or mixups, but the question of how you get to that point is the important bit. And any "how to make fighting games work for new players" which doesn't cover "how to teach footsies" ain't worth the space it was recorded on.This post is frustrating me because there is so little substance in it. It's a more verbose 'they r wrong' with not much elaboration. I looked up footsies and it's apparently midrange ground play? No idea how that disproves their core assumption on the nature of fighting game difficulty. If they are wrong, how are they wrong? I'm genuinely curious because I'm not part of that niche, so I'm taking what they say at face value.
Alternately, it might be your opinion is that the EC crew are terribad and should never give games advice ever, which works as controversial I guess, though I disagree. EC is aimed at devs, not players. I mean, this dude partly disagrees with EC because he thinks getting to high level play is entirely a player side issue about dedication vs. salt, but EC is mostly dev advice and discussion, so it's not really surprising that they're only looking at or proposing solutions from that angle.