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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - Zaelar

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101
2v2 tag battle and team battle.

In training have some way to have the dummy play a random recording from a set.  Basic example of usefulness is set the dummy to jump in with an attack then land and go low, set the dummy to whiff the jump in and go low, set the dummy to jump in with an attack and do a second overhead of some kind.  Then try to block as long as you can.

102
You can pause during "Round 1....FIGHT!".  Revolutionary.

103
Zaelar's House: "Local" NY gathering spot.

104
Regional Community / Re: Zaelar looks like a hobo - Melty in NJ
« on: December 15, 2011, 01:18:16 AM »
I look like a hobo.  Chibi is a hobo.  Together, we create, ONE HOBO!

Please learn our language. http://i.imgur.com/k0Szl.jpg

105
Melty Blood Auditorium / Re: Is Melty both accessible and deep?
« on: December 09, 2011, 02:47:31 AM »
Accessibility is how hard it is/how much practice it takes/however you want to word it to get to playing at a competent level.  Depth, depending on how you look at it is either how many [good] options you have in every situation or infinite by default because the options loop infinitely countering each other in rps fashion.  The true depth in fighting games comes from figuring your opponent out and is thus entirely reliant on them.  I'm not sure how to explain it but the basic idea is that when you play your opponent instead of the game you have more options.  It's not like now you can wakeup mash as an option, but planning for "mindgames" ahead, such as you're going to go high twice then low instead of deciding individually each time you set up the mixup.  This is why talking about depth in fighting games is mostly meaningless, every fighting game that isn't completely broken has the same depth.

One of the things that people seem to think is depth but isn't is the number of moves/combos/whatever you can do.  In the case of combos, outside of escape-able ones which I won't get into, there is zero depth.  After the point of hit-confirming you are always going to go into the best combo for the situation.  The decision making comes before the combo, as in how to land it, not the actual combo itself.  It's not a choice of do you want damage or do you want oki because unless you aren't prepared for the situation you will always choose the best one.  An easy example is when the damage option will kill a character/win a round.  It's obvious which is the better option then.  If you don't know which is better that isn't depth, that's you not being prepared for the situation.

An exercise you can do to help understand this is find any situation in any fighting game that you want.  Make a list of every option that both players have in this situation.  Include every single option, not just the good ones.  Now create a grid/spreadsheet and write what happens when both players use said options.  You'll quickly realize most of your options are completely useless because there is another option that does better against everything else.  Not understanding this makes games seem deeper than they are.  Even though your 2a will win against some things, your 5a does just as good or better against everything, thus 2a isn't an option for you.  In this situation 2a isn't providing depth but an uninformed individual might think it does.

What people are saying about the initial hurdle of accessibility for Melty is true.  Melty's chains don't work like any other fighter and there are a lot of system mechanics thrown right at you at the start, especially with the three moons but after you get over that it's easy for a while.  Most basic and almost advanced combos/techniques are easy, although some of the higher end stuff will make a vegetarian want to kick a kitten.  Once you get there you then have 80ish matchups to learn which isn't hard but it does take time and practically the entire world to get you a full roster.  All in all I wouldn't classify the accessiblitiness as hard but there is a lot to do and a bunch of it is thrown at you day 1.

TL:DR just because you can do something that you shouldn't doesn't make depth.  Not that people posting were talking about it but people reading it were.
Also lets keep arguing about how accessible and deep melty is when everyone thinks those words mean something different.

106
Tournaments and Events / Re: Interest Check: New Years MindHau5 bash?
« on: December 07, 2011, 05:11:41 AM »
I'm posting this post to keep you posted that I'm postulating presenting myself.

107
Melty Blood Auditorium / Re: Is Melty both accessible and deep?
« on: December 06, 2011, 12:52:27 AM »
That's saying the game isn't accessible since you'll need to play for 40 days before you can compete on an even level with the current best.  Using your rpg analogy change the level cap to 100 and the last 10 levels take a day each, that is you can get close to the top fast but that last stretch is a pain in the ass.

108
Tournament Results / Re: NECXII Melty Singles/Teams
« on: December 06, 2011, 12:43:33 AM »
I apologize to my opponents for not being able to play at my best this weekend.

109
I'd love to help with streaming, but I don't have the equipment for it.
sorry, you get no cookies for meaningless gestures. wish ppl would stop doing that lol.
Hypocritical Hippopotamus

111
Melty Blood Auditorium / Re: Is Melty both accessible and deep?
« on: November 18, 2011, 04:57:11 AM »
No fighting game is.

112
Melty Blood Auditorium / Re: Is Melty both accessible and deep?
« on: November 14, 2011, 03:27:59 AM »
If you only want "experts" to do the most damage go play an mmo.  It doesn't matter if it's 20% or 233% more damage, it's a stupid idea in any competitive game.

113
I am going.  You can find me playing skullgirls trying to find my new 236c.  I will enter tournaments but please eliminate me early so I can spend more time playing skullgirls.

114
Melty Blood Auditorium / Re: Is Melty both accessible and deep?
« on: November 13, 2011, 11:35:49 PM »
Can Melty be considered a good example that you dont need high execution barriers to have a deep and competitive FG?

Overall yes but it also depends on what character someone wants to play.  I'd say somewhere between 40-50% of the characters in the game either have very easy combos or you can sacrifice a little bit of damage to do a much easier combo.  I'd say another 40-45% of characters have somewhat easy combos if you spend a decent amount of time practicing them.  The remaining characters have fairly high execution requirements.

This.  If you have good fighting game fundamentals (aka you aren't as dumb as a corner brick that got it's brain chopped off so it could fit the building) you can play in a casual setting with 5 minutes of practice with a good chunk of characters.  Getting past that, however, is another story.

It's as deep as a competitive fighting game can be.

115
I think I'm busy that day.

116
Depends on the body that life sends you.

117
Regional Community / Re: NY/NJ/PA/CT/MA
« on: October 27, 2011, 06:50:32 PM »
This whole week, not sure if stomach upset or hungry.

118
So...he played me?

119
Results for the people that got stuck in traffic.

Tournament 1

1)Zaelar
2)Pincher
3)Master Chibi
4)Tsnowflake

Tournament 2 Random Select one game single elim

1)Zaelar
2)Pincher
3)Tsnowflake
3)Matt Coma (ai)
5)LPT (ai)
5)Ehrik (ai)
5)Master Chibi
5)Chaz (ai)

Yes, we actually added random ai to get an 8 player bracket.  Clearly we had the better tournament.

120
But it's not marvel without glitches...

121
I love you all so much that I decided to not infect you all with a not so lethal lethal disease.

(This means I'm sick and didn't want to risk you all getting sick by going.  I know it'll be hard to have fun without me there but try your best!)

122
I'll be there with bells on.  Bells not included.

123
Yeah I want to get NJ scene popping with Roku again

Too late, it already is.

124
Some people are taking the there is no melty blood anime thing a bit too far.

125
" I’ll lie to myself for now and just say it’s because  I play a simple character."

Komidol on people knowing stuff about F-koha.

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