Defecting SC players

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1.) Low turnouts.

I made a grave error in underestimating my local scene. The importance of going to events, the lifeblood and engine of the community, should always be first.

2.) Lack of activity via community forums... I waited two weeks for a front page topic covering the events.

Coverage is a group act. We have to work together when it comes to this. We're a lot like Vikings with no domineering leader. I was glad to see you pick up the torch, while others turned their head the other way to continue playing online casuals. Online in general has sucked the soul right out of us, because why do anything at all when someone can poke their friend from home and begin a match.

Edit:
I'm also a fan of enabling the status messages for only people who have placed on the tournament leader board. In fact, the more functionality that is allowed for tournament go-ers only, the fucking better.
 
holy shit people actually play this game. that's amazing. I thought I was one of like, five.

I haven't been playing SCV because without online capabilities, there isn't a whole lot there for me. There's CaS but I fill up slots like a motherfuck. But the real reason is that I've started to develop a backlog and I want to get through it [currently playing DMC1 and going in numerical order]. I'm an average SC player, so there isn't really much to get rusty.

that and my PS3's getting fixed.
my 360 has been shutting off for about 2 months now so ive been playing some games that i bought but never played. ive been doing Castle mode in judgement to unlock all the extra costume accesories. but i love the CaS in sc5 and i have 50 characters. its hard to make new ones cause i hate deleting old ones XD. Namco, gimmie 50 more spots! i have a ps3 but it broke a while back so its going to get expensive to try and fix everything.
 
if namco wants to continue in the direction of sc5, i hope they would make a "Broken Destiny 2" that would continue the direction of sc4.
 
For a casual player who does not have internet access the game really does not have much to offer after obtaining all the equipment and beating the "story." Soul Calibur III had it correct for all players, it had minigames a interactive story, also each and every character had their own ending. Soul Calibur IV was at least passable, there was the difficult tower of lost souls, each character had a story and there was also an arcade mode.

The character customization in SCIII was the best hands down, there was more equipment and they had plenty of weapon choices for the characters. Although the "special" system in SCIV had a lot of hate, I for one loved it because it brought a new dynamic and benefit to customizing your characters to "look cool" and be effective in battle. Then I would beat the story to see my characters in the cinematic. Even though it was generic for customs I still enjoyed the experience. It also seems like customization was kind of thrown together last minute. The armor never clips correctly, there are tons of conflicts, most of the armor is stolen from SCIV and even some of the faces!

I believe that Soul Calibur has lost its roots with this recent game, they went towards the market that was the LOUDEST rather than their main market which was the general public. Although I think it is cool that there are tournaments for players who are extremely talented I did not enjoy the tournament influence on the game. They removed the basics of the game that new and casual players enjoy, so big surprise that Soul Calibur V did not sell as well as Soul Calibur IV. I believe that single player comes first, it is the foundation of gameplay and too many games today are forgetting this manner (Looking at you Call of Duty...)

If I offended anyone or appear ignorent, sorry...
 
But as I said, it's very unrealistic and would need a lot of input from so many bigger names and better players, that it's almost not worth the time. A shame really because I think it would improve the game for everyone involved.
There is always an issue of time. We are also online- I cannot observe your inputs or attitude, or practices outside of the game.

That being said- when it comes to "coddling", this isn't possible. It is simply the nature of the game.

I can't punish for you, I can't land that wall combo for you. I can't play safely for you. I can't space for you. I can't adapt for you.

It's personal responsibility when it comes to the game. You get out what you put into it. If you're not putting forward the effort, you're not going to improve. Pure and simple.
I can only show you the door. You're the one that has to walk through it.

Now- I know that there are people out there who want to improve, who are willing and able to put forward the effort and time. I was at that place myself only a few years ago.

And in this case- all that these people need to succeed is information. The knowledge and experience to change their ways and find the path to power.

I teach a few students occasionally. I write articles to share this information with others. But anyone following me who has success- isn't because of me. It's because they have the drive to change themselves in the first place. It's their work, their skill, that leads to their improvement. I am just a catalyst for this change.

All I can do is advise. Nothing more.
 
There is always an issue of time. We are also online- I cannot observe your inputs or attitude, or practices outside of the game.

That being said- when it comes to "coddling", this isn't possible. It is simply the nature of the game.

I can't punish for you, I can't land that wall combo for you. I can't play safely for you. I can't space for you. I can't adapt for you.

It's personal responsibility when it comes to the game. You get out what you put into it. If you're not putting forward the effort, you're not going to improve. Pure and simple..

Granted, but even playing someone online you can get an good feel for their psychology - What things they always fall for, where they drop the strings etc. A post-game discussion of those things would greatly benefit the learner, no?

No, but you could teach them ABOUT that punish, and why it's good, and when it's optimal (generally), the same for the wall comob - You can teach them how to do it, how to play safely, that character's best spacing tools and how to make the most of it. Naturally these things are something to learner has to really feel, but there's a lot you can do to point them in the right direction, stuff they may not have realised on their own, and yes this stuff mostly exists in the various SAs and such, but there's a mindset that can be better explained through a personal relationship.

I'm not saying you should spoon-feed the game to them, that's counter-intuitive and nobody would benefit - They'd mindlessly regurgitate the things they've been taught. What I mean, is that once they've been told the basic combos, frames, stances, spacing tools etc etc, then they can learn how to improve on their own.

A better understanding of the basics of their character leaves them in a better understanding of how to adapt and capitalise.

I don't wanna clog this thread up too much with this mind, but I'd be happy to continue on a wall post or PM, if there's anything further to discuss.
 
A better understanding of the basics of their character leaves them in a better understanding of how to adapt and capitalise.
This is what I do when I teach. The aim is self-sufficiency, and the teacher just helps them get there.



Everything negative I see comes from people not being good at the game. From a general standpoint, you normally have more fun if you're winning- or at least, to go further, when you're being moderately challenged with a chance of succeeding.

Let's see.

1) Low turnout at tournaments.

Some people wouldn't like to admit it, but- people don't go to tournaments because they're just not good.

Lot of times you ask a person, "Hey, you live just next door to this place, why don't you go?" and the answer isn't "I don't have enough money." or "I don't have a car." or "I'm busy today."

(And it may very well be those answers, but a lot of times that isn't really true, and they really mean this:)

The answer is "I'd just get beaten anyway."

If you are not confident, or you think it is fruitless, why go to a tournament? An entirely logical way of thinking, no? I can't fault people for this. Why go if you don’t have a good reason?


2) New mechanics.

I have seen a lot of people turn their face at these. And it's fine- you don't have to like the new mechanics to play the game. But I've seen people drop the game completely and blame these mechanics. It seems to me like a lack of understanding.

An edge attack is just a move like any other. None of them are really even superpowered- a lot of them are just old moves (Mitsurugi 2KB, Nightmare GS KK, Taki 66B:A…)

Guard Impact costs meter. Yeah, but now it impacts high, mid, and low! You don’t even have to think. Honestly, it’s a lot better than previous versions, and it’d probably be broken if it was free. Some people would say, “I liked being able to use GI all of the time, though.” In which case- that’s what they put in Just Guard for!

JG is even better than Guard Impact, and GI in this game is pretty damn good. No whiff animation, no re-GI risk, makes safe moves unsafe. The only problem is executing it correctly. Huh, well, too bad nobody talked about how you could learn to do it


3) Balancing.

Some people say that “this character is this, that character is that.” People argue over tiers, as if it is their fate to win or lose.

Half the people you talk to haven’t even taken the time to study basics or study matchups. Which is- somewhat disturbing, but they might not have been shown the light before. I write articles to attempt to correct this. And it is important that it is corrected, because- well, if you don’t study matchups, if you don't know "the rules", you’re not even playing the real game.

(The real game is pretty fun. Fake Calibur 5 is pretty bad.)

The other half… the people who nail their punishes, and know their spacing, and declare it is hopeless anyway-

Well, that is a matter of attitude. I am the stubborn, never give up, strength means nothing because war is deception so if I keep looking I can find or create your weakness type. If others… want to accept their fate, well… that’s entirely their choice. I can’t fault them for leaving.


4) No single-player experience.

Yeah, I understand. SC is kind of known for that and it didn’t happen this time around.

But… SCIV was bare-bones, if I remember. Equipping skills was rather hackneyed… Tower of Lost Souls sucked. There, I said it.

Other games on the market don’t even really have single-player stuff. Like MvC3, for example. Those menus looked pretty small to me.


In SCV, the netcode was improved. I was already an online player- Tower of Lost Souls sucked, what else was there other than online?
So I hopped right in. And… well…

In SCIV, the common response was, “Lag makes the game different”. And it does, it really does. Here, you can still find the topic.
I don't care how good you think you are, true high level play in this game CAN NOT BE ACHIEVED online. It is a myth. It does not exist.
And that was true. Back then.



But then SCV came out. You could block 1As on reaction. You could break throws. You could whiff punish worth a damn.

Suddenly actual tournament players started to play online. Real OGs with battle-tested skills.
High level play may have still been impossible- but for these people, it was close enough. Close enough that those who swore off online in the past started to play.

It is said that you are only as strong as your toughest opponent. And as it was- the skill ceiling shot up.

And thus I saw the true splendor of the game. Spacing! Punishing! Abare! Frames! A new world was revealed to me, and I studied and studied and trained and trained to match the challenge.

And this! In this I found absolute wonder! The thrill of battle, the joy of success. Knowing your limits, and then overcoming them.

My personal growth became more entertaining than any story mode or campaign. And it is this that caused me to realize that this is fighting games. Not playing alone- testing your might against others.

MVC3’s sparse menus make sense to me now. Honestly, if you are good at competitive play, you don’t even need a story. But it is nice to have one, I don’t doubt that.




So- if people aren't good at the game- well- let's change that!


There are two halves to improvement- drive and knowledge.

Really, there is only one part. Personal drive can make you better all on its own. Knowledge, however- and this is the beauty of the internet- information is a... sort of condensed experience. You become better faster when you have the combined power of all your predecessors before you.

I can offer the knowledge- but people have to be willing to commit for it to work.

On a somewhat related note- this is why I get upset when companies don’t share frame data, or don’t offer tutorials or resources to help new players improve.

If I’m losing all of the time I’m not going to play your game. Period. I can’t see why developers don’t understand that. It’s not enough to just put out the game, you have to help your new kids, because your new kids become your veterans.

On the flip side, SCIII and VF4 had awesome tutorial modes. Neither had online play. What a bugger.
 
This is what I do when I teach. The aim is self-sufficiency, and the teacher just helps them get there.

Which is precisely what I'm suggesting, but on a larger scale - More people helping more people, and possibly from the bare basics right through to the more complicated mechanics.

Everything negative I see comes from people not being good at the game. From a general standpoint, you normally have more fun if you're winning- or at least, to go further, when you're being moderately challenged with a chance of succeeding.

Which is precisely why the idea of a "teacher system" would be so appropriate.

So- if people aren't good at the game- well- let's change that!

There are two halves to improvement- drive and knowledge.

Really, there is only one part. Personal drive can make you better all on its own. Knowledge, however- and this is the beauty of the internet- information is a... sort of condensed experience. You become better faster when you have the combined power of all your predecessors before you.

I can offer the knowledge- but people have to be willing to commit for it to work.

This is pretty much everything I'm saying. The newbie would need to WANT to learn, and the teacher would be (obviously) want to teach. As long as both parties were settled in that regard, the means could be figured out between them.

You're basically doing this on your own with the guides you've been making, which I can personally say have been extremely helpful in upping me game. My suggestion would take things to a more character-specific level, assuming that once someone had the basics and really learnt a character on top of that, they'd be more encouraged to play at higher levels, or learn new characters etc.

I must stress though, this isn't something I could realistically see happening - The amount of time, patience and resources it would take are just too high. It's a nice dream though, eh?*


*I cut the stuff I didn't think applied to me, if that weren't obvious enough.
 
I can offer the knowledge- but people have to be willing to commit for it to work.

i feel your pain....

If I’m losing all of the time I’m not going to play your game. Period. I can’t see why developers don’t understand that. It’s not enough to just put out the game, you have to help your new kids, because your new kids become your veterans.

it depends. the community has been told to have an optimistic perspective THOUSANDS of times. This doesn't mean that you are happy that you lost or that you are in a land with fairies and unicorns and everything is okay. what optimism is supposed to mean is what you are reffering to: motivation, devotion, etc. Optimism is based on having a competitive spirit and learning from failures.

if i like this game and i am losing all the time..... shouldi improve? yes. how? by playing more with people that are at my skill level.

However, if i like this game but the community fails to recognize what they are given and fails to be devoted or be optimistic (therefore pessimistic) to the game and whine..... then yes i will hate this game.

EX: if 1 vetran stops playing this game or states their opinion and it is negative then 10 newcomers will have the same perspective.

if you would like a reference please look at the viola ban petition and kayane's negative assertions on leixia (just an example nothing else.)

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By the way, whoever said that online casuals are sucking out the more competitive side of the game or whatever that is VERY wrong.

If i LIKE this game and LIKE THE COMMUNITY then i would rather play against/meet these spectacular people in person than play against them in what seems to be a very unenthusiastic and trite environment.

EX: personally i think online is boring. i want to witness the excitement of a tournament in person and meet these wonderful people.

the only reason why i play online is to advertise because there are tons of poeple out there that like fighting games. This is where you start in getting people into the game.
 
I play when I can, cuz I am really fond of Soul Calibur.
But the this game is so shallow, makes me sad to think that such amazing series had become so "small"
but Soul Calibur, in my humble opinion, have the best mechanics and very clean.
But when Resident Evil 6 comes out....I may player less often....
 
I won't defect from the series as a whole, but I will of this installment, but that's because I'm VERY spoiled, and I LOVE fighting games in general. DOA5, TTT2, AND even Jet Set Radio all at once?

*squeals loudly*
 
See if I had locals, I would go. I would love to become a competitive player, I'm too young, I got school and generally do not have enough money to go anywhere. I really want to be but until I know that I can actually get in the top 16 of a big tourney, i don't think I will be competing anytime soon. I hope that SCV (or SCVI) is still alive
 
Prepare yourselves for a long, in-depth rant on my time spent playing this game.

SC5 is probably the only 3D fighter where I can hold my own and perform decently. In fact, it was SC5 that inspired me to actually learn a 3D fighter instead of just facerolling the controller and hoping I won. It's very well-balanced, and they made it easier to get into. It also has really good netcode, which was implemented into Tekken Tag 2 and enhanced slightly, but that's beside the point. I will always hold SC5 in high regard as an excellent fighter and, dare I say it, a great primer to 3D fighting games.

SCV is not without its faults, however. I hate the fact that Guard Impacts cost meter now, and I also despise the Just Guard system, which IMHO is a less flashier, meterless GI that functions in the exact same way that it should act, but requires timing. A lot of the old characters' movesets, to me, were altered too little or too drastically (Siegfried lost like half of his moveset, Mitsurugi is easier but they added bullshit properties to 4B and other moves, etc.), and the new characters use over-simplified and/or more rage-inducing versions of deleted old characters' movesets (Pyrrha is a casualized Sophitia who has too much frame advantage and blockstun on too many moves, Natsu does too much damage for little effort, etc.). There's also the Single Player aspect, which everyone has bitched about so I won't bother going in-depth on that. Also, the new characters feel too much like various cliches. Off the top of my head:
-Patroklos goes on and on about revenge for his family just like Sasuke Uchiha (not to mention having the same English voice) and is overall a confused, naive child who prides himself on justice but eventually grows a pair and becomes badass as a result, just like Ky Kiske from Guilty Gear.
-Pyrrha is a moeblob whore who is overly apologetic and has demonic powers that activate when she gets stressed enough. Noel Vermillion (BlazBlue) + Oichi (Sengoku Basara, again sharing the same English voice).
-Natsu is a stray Sexy Jutsu Naruto who had a time-travel accident and ended up in 16th Century Japan.
-Xiba is very clearly Goku, minus the badassery (so far, anyway).
-Viola and Z.W.E.I. are obvious Twilight references, but at least they're executed far better than Twilight will ever be.

Another one of the worst parts about the game is that Namco killed support for the game completely once they were nearing completion of the console version of Tekken Tag 2. Again, another common subject to talk about. The only time Namco showed support was when they patched the game one time and added a new DLC line which we were all excited about. Shortly after EVO 2012, Namco ate up Project Soul and cut off all support for the game. We all were, and in some cases still are, pissed. There are still glitches and infinites that need to be fixed, and we know beforehand that they announced 10 DLC packs but we ended up with only 9. You know what would've been a much better and clearer message? "Sorry guys, no more DLC! We know there's still one more pack but fuck all of you because you guys peeked into the game's files and that's illegal and could hurt our potential profits in some way! This wouldn't have happened if you didn't treat every fucking game that came out like a Capcom game!" That didn't happen, and it gives the wrong impression that Namco treats Tekken as their favorite child, while Soul Calibur is their unloved, adopted son who they abuse and experiment on to make Tekken better.

And now we come to my least-favorite part about SC5: the online community - the main reason why I have just decided to stop trying to play this game ever again. I've been playing fighting games my whole life, so I know what separates a good, likeable player from a bad one who just bitches and makes excuses like calling moves cheap or calling their opponent who just won a cocksucking faggot nigger. For some odd, inexplicable reason, if I'm playing a 3D fighter that isn't called Tekken or Virtua Fighter (usually), a majority of the people I face online are the latter. Soul Calibur, unfortunately, is no exception. I admit I've only gone into a few random lobbies on SC4, but looking back I could tell that those people were whiny scrubs who ragequit on a whim. I had hopes for SC5, I really did. I prayed deep down that I could finally get some good practice and an enjoyable experience with my fellow fighters. Needless to say, I didn't get that wish. And to top it off, everything was worse than it had ever been. The kids, social outcasts, weeaboos, and wannabe gangsters came in even greater droves, kicking and hating every good player who beat them, and making lobbies with retarded rules such as banning throws, ring outs, certain characters, and even the entirety of the already-selectable characters (CUSTOMS ONLY LOLOLOLOL). I dealt with it for a time, but it wasn't until I encountered that infamous booster Catman that I realized that the lot of people who play the game are petty fools who throw fucking temper tantrums when others make even the tiniest criticisms about them or defeat them. Hell, they even hate on you for trying to HELP them. I've had enough. I don't see myself playing this game in the foreseeable future, except on rare occasions or if I'm invited by the few friends I've made here.

There's a lot more I would like to say, but this is long enough already and everybody's already said it for me.
 
See if I had locals, I would go. I would love to become a competitive player, I'm too young, I got school and generally do not have enough money to go anywhere. I really want to be but until I know that I can actually get in the top 16 of a big tourney, i don't think I will be competing anytime soon. I hope that SCV (or SCVI) is still alive
I know how you feel! Age thwarts me again:(
 
Never let the factor of age bring you down. age is only a number. if you can blow it up, you can blow it up. i would love to see this community to explode with younger players like myself (i am 19). This game honestly needs a younger generation of competitors that are willing to travel and hype shit up. that's what will keep this game alive, and its not anywhere close to what we have. i just feel overall this community has a lack of motivation to get out of their houses and come to events. thats whats "defecting" me. i want to support this game as much as i can but i find it so difficult to that i kinda just want to have a group of people who are always down to play and come out to events. im going to jaxeldome hopefully i'll see some people come through.
 
I stopped playing SC5 months ago, then again I'll probably be defined as one of those "silly new people" even though I've played the games since SC2.

I'm curious what Namco is planning now. It's not a great sign that all of the big game conventions this year has already happened with no news about SC. Maybe Namco allocated people from SC team to help out with various releases of Tekken. I think there's at least some crossover with programmers in the two teams. Looking at TTT2 files, they're using several technical features they had first incorporated into SC5.

I guess we'll just wait and see. I doubt people will magically come back to SC unless there's something new to become excited about.
 
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