Visual indicators

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  • Sivo
    Rookie
    • May 2016
    • 428

    #46
    Re: Visual indicators for Online

    Originally posted by Find_the_Door
    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.
    How would this kill ranked if it was applied to unranked? Anybody who became reliant on this would get destroyed in ranked as it wouldnt be useable in there. And if someone requires this for unranked i am not worried about beating them as fakes will be more affective with the indicators on. Hell there is a GA meter in unranked and UT which no one complains about and isnt killing ranked. When ppl say this will destroy online why if it was only applied to unranked?

    My experience of unranked is out of about 40 opponents(of which only 5 or so may have got me to the floor and then not for very long) and i may have played 6 people who where nearly as good or better than me. All the rest i can tell in the first 10 seconds or so that they couldnt compete, so i will practice headmovements until the opponent catches on and use the correct punch to counter or use overhand or flashy kicks for practice which thee gives the opponent more chances to ko me. I regularly beat 100 ovr cafs with 84 ovr fighters. So why wouldnt u give them a helping hand?

    My logic behind all of this is why force ppl who may only spend 2 or 3 hours a week on the game to spend them hours learning ground game against ai when if this option could be implememented they could practice against real people while also learning the ground game and as i have said before, we need more online players and this could be a way of increasing the bleed thru from single player.

    Yes this might increase the baseline for poor ground fighters but that is surely a good thing for everyone, better player means more competitive games. The biggest change would be in the clinch in unranked as this is the most difficult to pick up on the animations and this is also the most broken part of the game right now, so maybe that wont be a bad thing.
    Last edited by Sivo; 02-20-2018, 09:03 AM.

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    • Sivo
      Rookie
      • May 2016
      • 428

      #47
      Re: Visual indicators

      Originally posted by KeeganJacobs
      i agree sivo and i also think visual indicators for ranked games isn't a bad thing either as long as both parties agree to it.
      this could possibly be implemented but i just think it will be easier to get it into unranked in some form or another to begin with and after that we can start trying to persuade ppl that a mutually agreed one in ranked wouldnt be a bad idea

      Comment

      • Ksearyback
        Pro
        • Jun 2016
        • 639

        #48
        Re: Visual indicators

        Originally posted by Sivo
        this could possibly be implemented but i just think it will be easier to get it into unranked in some form or another to begin with and after that we can start trying to persuade ppl that a mutually agreed one in ranked wouldnt be a bad idea
        Im not in disagreement with you, necessarily, about including it on unranked. If it were up to me, and more people were (hypothetically) playing online, I would filter it out.

        Here is the part I think you are overlooking. I'm not saying you have to agree with it, but it's a valid point to me, and I presume it is to others across the spectrum of skill (I'm terrible, and like some others on here, have just an hour or two a week to play):

        Adding the indications to the grapple scenarios changes 'realism' attempted to be built into the mechanics. Most importantly, it moves the play toward something of an exercise in who's best at "Simon Says."

        Though flawed, the developers did a pretty good job building grappling system based on movement, and something of a respectable set of controls with relevant inputs based on timing and situational recognition, as well as some elements of reward for successful pre-emptive and reactionary measures.

        Main point isn't about more people getting better, or what's fair or any of that b.s... I don't want to play a game that has elements decided by a quick trigger finger based on reaction speed to an arrow that pops up on the screen.

        Anyway, there is another viewpoint to consider. Whether you vehemently disagree with my extrapolation, and conclusion, I figured it was worth sharing, just so you could see an argument from someone who couldn't care less about winning, but rather, values the pre-text of what I believe (hope) is a relatively fair contest in which we aren't partaking in two different skill-challenges during the same contest.

        Comment

        • Sivo
          Rookie
          • May 2016
          • 428

          #49
          Re: Visual indicators

          Fair point, i hadn't thought of it that way with lower level people wanting a balanced field against each other if one wants more realism than the other.

          I have no problem accepting specific points as long as its not just it'll ruin ranked or it took me a long time to learn which is what most reactions to this seem to be. Also that everyone comes on and automatically says it shouldn't be in ranked without even responding to the unranked part of the conversation. But it does appear that allot people take unranked much more serious than me.
          Last edited by Sivo; 02-20-2018, 01:34 PM.

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