Twiz
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I wasn't going to respond to this but then I wrote out two paragraphs of butthurt. . _.b
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You contradict yourself...I would make sure the game was well balanced and then add extra content. Also, I'll make Patroklos have the worse whiffing issues & the worse damage period.
You contradict yourself...
You don't understand why I hate Patroklos? He's an injustice to this game.
Reasons: Siegfried's Horrible Whiffing Issues & Horrible Story Mode/Setsuka Being Replaced Due Said Story Mode/Pat Being The Only One To Have An Ending
Richard Garriott said:"It's really hard to go to school to be a good designer," explained Garriott. He thinks that the majority of game designers only fall into the job because they are passionate enough about video games to want to develop them, but don't have any real skills as an artist or programmer. "We're leaning on a lot of designers who get that job because they're not qualified for the other jobs, rather than that they are really strongly qualified as a designer." He thinks that training options for would-be game designers are much rarer than those options available for artists and programmers.
"And every designer that I work with...I think, frankly, is lazy." Garriott says that for someone to be a "good" game designer, they have to really put in the hard yards like he did when he first started out, something that a lot of modern game designers just aren't willing to do. "They generally say, 'You know, I really like Medal of Honor, but I would have bigger weapons, or I would have more healing packs, or,' you know. They go to make one or two changes to a game they otherwise love versus really sit down and rethink, 'How can I really move the needle here?''
Do you have ANY idea how long 30 seconds is in a fighting game?*
*Bring back Soul Charge and make a mechanic where players have 30 seconds to perform powerful moves or throw
No shit, Idle.
My bad them.Isn't the title of this thread "How would you direct a SC game?" as opposed to "What's the best way to direct a SC game for the community?"
Like, this is a little place for people to spiel about their own little perfect Soulcalibur, not taking into account what other people give a shit about
Maybe I should change it to 2 minutes or where the players have the option to save it until they feel the need to use it. That or just bring the original mechanic to Soul Charge back.Do you have ANY idea how long 30 seconds is in a fighting game?
I'm going to have to ask you to elaborate further on this mechanic. 2 seconds is a pretty huge window in fast-paced games like fighters and shooters, let alone 2 minutes. Please explain in detail this game mechanic you are proposing so I can understand more clearly.Maybe I should change it to 2 minutes or where the players have the option to save it until they feel the need to use it. That or just bring the original mechanic to Soul Charge back.
I was referring to the article you quoted. We all know those morons who think they can become game developers because they like games a lot. I agree with you 100% in this thread.Also, I expected more out of you than anyone else. You know what it takes to accomplish things and actually affect change.
Look, how about we just bring back Soul Charge, and leave it as is. What I was going for was to have the player use Soul Charge, and giving them the option to save it and later use it as powerful attack. That's what I was going for.I'm going to have to ask you to elaborate further on this mechanic. 2 seconds is a pretty huge window in fast-paced games like fighters and shooters, let alone 2 minutes. Please explain in detail this game mechanic you are proposing so I can understand more clearly.
No.Look, how about we just bring back Soul Charge, and leave it as is.