Visual indicators
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Re: Visual indicators
only arguments that have been made against this involve either it being too easy or that it took me hours of practice to learn so it should take everyone the same amount of time. I don't know how anyone can complain about it being implemented in unranked. If your that bothered about winning or losing in unranked than i dont know what to say.
If it makes more causal gamers feel more comfortable playing online then it is hopefully atleast being considered by the devs.Comment
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Re: Visual indicators
This is why most of my friends and I tend to stay away from online cause it’s not fun at all on ground without visual indicators. I get the fact we don’t play hours and hours to learn every block transition in every grappling or clinching position
Even if we did learn all the positions and block transitions there is a input lag and not only do u have to guess for example 3 directions , up , right or left on blocking the transition but we have like a split second to do that Input since the input lag is there. By having indicator there , it will eliminate most of the input lag cause u don’t have to wait on most of the animation being executed to see which side to block.
Why not just add that indicator so more people will be more comfortable playing online and not get frustrated on guessing which side to block and then also frustrated on when u guess right , input lag kicks in. With inidicator on , we can at least take the guessing out of equation but still have to be quick on input.
Even u put the indicators on , there is no advantage for both fighters cause u still have to time when to block your opponents punch or kick or block their transition or be quicker than your opponent on the transition u wantComment
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Re: Visual indicators
only arguments that have been made against this involve either it being too easy or that it took me hours of practice to learn so it should take everyone the same amount of time. I don't know how anyone can complain about it being implemented in unranked. If your that bothered about winning or losing in unranked than i dont know what to say.
If it makes more causal gamers feel more comfortable playing online then it is hopefully atleast being considered by the devs.
The fear is the very best players would a.) get even better; b.) a new subset of players would enter the elite ranks using annoying tactics -- abusing the indicator... AND most annoying outcome would be the actual nature of the gameplay would change from a movement based fighting game, that attempts to be a simulation (despite adding hard-coded combinations, which kills this argument a bit). Anyway, to me, it would suck for the game to be changed from a visuals based game to one in which reacting to an indication meter offers a significant advantage, therefore compelling everyone to adapt.
(And again, there are caveats to my argument -- partisan to a game in which movement is germane to all gameplay -- as the submission mini-game, and the new striking combos are definitely more of an arcade feel.)Comment
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Re: Visual indicators
I feel you on this one. I've got a full time job and two young children... however, I don't think gameplay should be altered to make learning everything easier. At least not at the expense of realism, and attempting to avoid more ways in which better players ruin realism with spamming/exploiting loopholes missed by developers.Comment
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Re: Visual indicators
THere are some positions that look very similar to either up and left or up and right and with input lag, that just kills it. Put the visual indicators for online, and all of us can have fun with it.Comment
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Re: Visual indicators
Isn't high level play meant to be reserved for ranked tho? in unranked/quick fight it shouldn't be a matter of winning at all costs especially seeing as u matchup with everyone regardless of division, unless u just wanna smash low level players. It might be just me but i always assumed unranked was there to have fun and try things out and ranked was there to be competitive but it might be just me not being competitive enoughComment
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Re: Visual indicators
Isn't high level play meant to be reserved for ranked tho? in unranked/quick fight it shouldn't be a matter of winning at all costs especially seeing as u matchup with everyone regardless of division, unless u just wanna smash low level players. It might be just me but i always assumed unranked was there to have fun and try things out and ranked was there to be competitive but it might be just me not being competitive enoughComment
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Re: Visual indicators
Isn't high level play meant to be reserved for ranked tho? in unranked/quick fight it shouldn't be a matter of winning at all costs especially seeing as u matchup with everyone regardless of division, unless u just wanna smash low level players. It might be just me but i always assumed unranked was there to have fun and try things out and ranked was there to be competitive but it might be just me not being competitive enough
While this would create fewer potential opponents at higher levels, due to more filtering etc., I think the best solution for unranked online play would be to add this as a filter option, potentially. This may thin the pool of potential opponents online too much, but that's the best option, all else equal.Comment
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Re: Visual indicators for Online
I vote that this should never grace online period. This should only be available as an option offline in playnow matches if anything beyond practice mode.
Man this would absolutely kill ranked.Antonio Rodrigo "Minotauro" Nogueira - UFC Hall of FameComment
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