As long as PvP is a level playing field - meaning all RPG elements removed, or at least the option to turn them off for competition - I think it could be a fun side event.
Ready to feel like that again? <3
Right, and to my knowledge that ain't happenin'. BUT, you specifically said
So I'd like to point out that these are not the same thing. The former is an ending you do not get unless you PAY, the latter is an ending you do not get unless you BEAT SOMETHING for which payment is not required but is a possible a shortcut. In fact I'm not even sure why you mentioned the latter, if the former was what you were talking about.
It definitely took me hundreds of hours to learn SF2, but this is likely down to what you mean by "learn". I bet I could do a fireball on command from nothing in under five hours, but a DP on command in battle was probably 20 or 30. "Proficiency" in anything is generally defined in thousands of hours...
I summon thee, @dragonos451!
FLL basically summed it up for me. I don't mean a literal paywall behind the ending, I mean the boss fight is so unbeatably hard to the point where you feel it was specially designed to make you just pay for it and get it over with. If that's the case, to a degree some people will feel forced. They have the skill and time, but it's not doing them any good, as it's a fight that can only be won with payment. A bunch of games actually do this, too.You must realize that there is a limit to that, though. Like, beating Marie 300%? Completely doable if you put in the time and effort. Beating Marie 300% with a pixel of health? That's something that 99% of the playerbase would be completely unable to do, and even among those who could, I doubt that it would be consistent. There's a point where the difficulty becomes absurd to the extent that the 'anything is possible without paying' starts to break down as an argument.
Let me make one thing very clear: I do not think that Skullgirls Mobile will have that issue. At all. I have full confidence that the dev team making the game will dodge these particularly egregious pitfalls.
You bring up a very interesting point, but what if you took that scenario, and applied the option to just pay the game instead of putting in the dedication or 30 minutes of practice? And this isn't just a personal thing either, the boss fight itself is intentionally made too difficult to overcome through dedication. While the former does still happen often, it's not really cruel or cheap by any means, it's just difficult. That, to me, is the threshold between "Difficult" and "unfair". Add the fact that developers can sometimes hide things behind this barrier (EG story progression 'what happens next?', unlockable characters/stages/modes etc) to further push you towards taking the money route. I'm in agreement with Lightning, however, in that I'm sure nothing of the sort will happen in SkullgirlsAnyway, sure, but I don't look at that as "difficult", I look at that as "generally impossible, but sometimes possible because it's luck-based". Though now you bring up, where is the threshold? I bet it's in a way different place for me than for 99% of players in the first place, since I've been told more times than I can count, "Man, you're still (trying to beat X thing in a game)? It's been hours!" I see that as an okay time investment to count as dedication, personally. I put Marie 300% at the decently-high end of "difficult", which is why she's the hardest thing in SG. Heck, I put the pit climb in Indivisible on the "easy" side because with about 30 minutes of practice I could do it 99% of the time in one shot, and people still complained.
You can't dash without attacking, but if that ends up sucking in the Beta, they made a note to try allowing you to cancel it into blocking.
So ^ that, andFLL basically summed it up for me. I don't mean a literal paywall behind the ending, I mean the boss fight is so unbeatably hard to the point where you feel it was specially designed to make you just pay for it and get it over with. If that's the case, to a degree some people will feel forced. They have the skill and time, but it's not doing them any good, as it's a fight that can only be won with payment. A bunch of games actually do this, too.
this ^ are matters of personal opinion, though. That was my whole point.And this isn't just a personal thing either, the boss fight itself is intentionally made too difficult to overcome through dedication. While the former does still happen often, it's not really cruel or cheap by any means, it's just difficult. That, to me, is the threshold between "Difficult" and "unfair".
Remember:
I am literally unable to promise anything. Lab Zero ain't makin' the game, yo. Let me emphasize that. I have no power over the dev team - just the ability to annoy people who I disagree with, and the fact that they respect Lab Zero because we built the trust of the fans. I know I don't want to do that kind of crap and would be disgusted with the game if they did, and would say so in public...but that doesn't mean they CAN'T. Hopefully the distinction is clear.
Misunderstanding, my fault due to poor wording. I'm not taking your word as an absolute promise, as in if the game does end up with a system like this I won't hold you or anybody at Lab Zero responsible or call you liars etc. I meant as in you saying that Hidden Variable seemed focused on making a fun game on mobile instead of opening their pitch with how much money could be made. That seemed like a promising statement, and the point you've been trying to drive home for a while's been that Skullgirls mobile's team has a conscious when it comes to in-game payment. Again, sorry for wording that badly.I am literally unable to promise anything. Lab Zero ain't makin' the game, yo. Let me emphasize that. I have no power over the dev team - just the ability to annoy people who I disagree with, and the fact that they respect Lab Zero because we built the trust of the fans. I know I don't want to do that kind of crap and would be disgusted with the game if they did, and would say so in public...but that doesn't mean they CAN'T. Hopefully the distinction is clear.
My dedication is gone. Some hits randomly don't damage Marie or build meter when the combo counter is 2 or higher, and the characters I was working on have combos hitting too fast to avoid building that counter. That plus the projectiles not applying enough hitstop, killing the painwheel combo (maybe also parasoul's and peacock's, but I'm too afraid of that possibility to even test, I would be pretty depressed if peacock's 64k damage combo wasn't a thing).I summon thee, @dragonos451!
You very seriously underestimate what dedication means, Mister-or-Miss Lightning. :^P
Really hope I get in on the beta. But thinking about how it'd feel (and pretending I'm playing on my phone) I feel like slide+tap would work well as a way to dash attack, letting you dash by sliding and add an attack by tapping like normal. It could quickly be done with two fingers, one sliding and the other tapping immediately after. Actually, you could probably just make dash cancel into everything, letting you cancel with tap (attack), block, or grab.You can't dash without attacking, but if that ends up sucking in the Beta, they made a note to try allowing you to cancel it into blocking.
Walking automatically happens if you don't do anything for a period of time. If that ends up sucking in the Beta, they said they'll change it somehow.
Beta beta beta beta beta Beta beta.
THIS is a good point. Let me ask what leveling or whatnot, even does.
Please man, no armchair design until you've played it...
I'd love to! Hook me up with the beta, then I can make bad but informed design suggestions.
Played around with it a bit. I really enjoyed myself, actually. The controls feel very intuitive. It took me like a minute to fully adjust, and it totally clicked from there. Was pretty fun messing around with the grabs, launchers, dashing, etc. Felt... yeah, like Skullgirls. Different, of course, but the pacing of the fights felt right.
Ravid showed me how it looks like on a phone screen. And yeah, if looks really nice.
I had the gacha/monetization stuff explained to me a bit, too. You earn crates (relics is the nomenclature, technically) that contain some random loot - special moves for your characters, new versions of characters (?), and such - and if you get duplicates, those convert into skill points for the character that special/palette was associated with. You spend the skill points in the progression tree those characters have. They'll have daily events (on a rotation? I wasn't sure) where you're guaranteed a crate for that character's drops. And then you can buy in-game currency to buy these crates yourself if you want. No stamina stuff, either.
But that all doesn't matter because what really matters is that Charley gave me a quick glimpse at the story menu and I see that one of the chapters reaaaaally looks like it concerns Black Dahlia. All I need from this story, really.
Suplex City, next stop?
Because I stumbled onto invisible Behemoth monsters that counter everything with Meteor but I read somewhere I can kill them anyway by draining all their MP and I want to see if I can...
This is a great post! I just want to say that.
Yes. :^P Even if so it wouldn't be the way it is in SG.
I want you to think about adding a pay-for-more-power option to any classic RPG we loved. Nothing else would change, just sell EXP packs for 99 cents. No, "obstruction," just boosts.
Do that, and then when you look at that game from then on, all you will see is unnecessary grinding. ... They must be trying to get us to buy their goddamn microtransactions!
I asked. Noise Cancel is a Gold level (I guess that means rare?) ability that you can get and can equip on any Big Band. So it's one of those icons you have on the side that you tap to use it, and it has cooldown after the attempt. I suppose a successful parry leaves them open...I wonder if you can tap it during superflashes or post-superflash.
I would assume Hidden Variable will have a system to report things, because I'll bet money they don't want to comb through a thread on some forum.
Actually this is my first time here but thanks!
While there definitely isn't a discreet way of implementing in-game payment for perks such as advantages and content, I think we as people just reject Micropayment options when they present themselves as something we feel we can accomplish by ourselves, but at the same time we hate things that can only be unlocked by microtransactions.Do that, and then when you look at that game from then on, all you will see is unnecessary grinding. All the grinding we just accepted as the way to raise stats, that will now appear manipulative. Why would you spend 2 hours in the mystical forest battling the same enemies over and over again, if you could just pay 1.99 for an EXP+ pack? They must be trying to get us to buy their goddamn microtransactions!
Those are old games from the early days of Android when most phones had 480p screens, so many games didn't bother including assets for resolutions any higher than that. Nowadays it's standard for phones and tablets to have much higher resolution screens, bigger than most TVs and monitors even. Your Galaxy Note Pro for example is a whopping 1600p. That's a 3.33x magnification for 480p sprites, and that's especially bad since it's not an integer multiple. I also don't think most of these older games bothered to implement any sort of filtering to try and smooth out upscaled legacy graphics.
Can confirm they will not. Decompression is a major CPU bottleneck on mobile devices, and decompressing 1440p assets can be up to 4x as expensive as decompressing 720p assets. Not to mention taking up 4x the memory when decompressed and ~3x the hard drive space.
They could do that if they wanted to, yep. Autumn owns the IP, we do not.
Nope. We can argue, and they know I'd say something in public if they went against something we disagreed with and someone asked me about it, but we do not have the power to make final decisions on SG Mobile.(hypothetical example, but you got the idea: if they do something you're completely against, be it a battle where no skill could help you if you don't spend cash to buff yourself up or spend hundreds of hours grinding for stats instead of improving as a player. Or maybe a storyline going in a way Alex completely disagree...
Could you veto it?)
You already touched on a few of these, but I'll add my thoughts, too:
I feel like I read somewhere that this story is before fortune got chopped up.
- Ms Fortune could be in a prequel story, because the exact timeline of her original, "death," is not known. The initial SG stories treated her immortality as a nebulously recent development, though.
- Double works at the behest of the Trinity, so any story that doesn't deal with them makes it a lot less likely that she'd show up.
- Squigly's in the ground. A prequel can't involve her.
- Beowulf is retired & laying on the couch, not to mention that his overall importance to the main story is next to zero. Low likelihood of showing up in a prequel.
Yep, I'm watching the anime expo panel now and one of the Hidden Variable devs just mentioned it.