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SFV's Urien coming 9.23 with dailies and some stage transitions

What is there to improve?

It's textbook survival mode.

Fight with one lifebar until you lose. Enemies get harder as you continue.

Now that colors can be obtained in other ways, there's no problem with it.
It's still one of the primary sources of FM and it's still a shit mode. Easy and Normal is still bearable but Hard and above is just bad.

The fact that you can sometimes go 5-rounds straight in the last stretch and only get a low health replenishment option is just horrible. I still don't get why they made that particular thing random.

Granted, colours no longer being tied to it and the introduction of dailies means less reason to suffer through it but it's still bad.
 

mnz

Unconfirmed Member
What is there to improve?

It's textbook survival mode.

Fight with one lifebar until you lose. Enemies get harder as you continue.

Now that colors can be obtained in other ways, there's no problem with it.
Nah, it's a garbage take on survival
- takes way too long to pick up any difficulty
- colors should've never been unlocked this way
- options at the end are random for some stupid reason
- CPU design sucks; it doesn't even punish -20 moves like blocked uppercuts, but instead starts reading inputs
 

hey_it's_that_dog

benevolent sexism
What is there to improve?

It's textbook survival mode.

Fight with one lifebar until you lose. Enemies get harder as you continue.

Now that colors can be obtained in other ways, there's no problem with it.
The mode continues to suck and be a complete waste of time. It could be reworked to be equally difficult but far less time consuming but we know that isn't going to happen. It's a lost cause and a permanent blemish, a reminder of Capcom's rushed and badly designed single player content at launch.
 

Steroyd

Member
What is there to improve?

It's textbook survival mode.

Fight with one lifebar until you lose. Enemies get harder as you continue.

Now that colors can be obtained in other ways, there's no problem with it.

Other survival modes I've played doesn't go on for 50 matches where the AI goes from brain dead to wtf, back to brain dead to breaking pixels to win, if hard survival was more condensed with say 30 matches with a consistant difficulty spike and you got health back after each round depending how quickly you dispatch the AI it would have been a lot less hated.

Tying the colours to that mode instead of levelling up the character was also stupid, colours 10+ had the right idea but goddamn.
 

farisr

Member
What is there to improve?
Easy, lower the number of rounds, increase the difficulty accordingly.

The 25ish rounds of easy difficulty at the beginning of ever difficulty normal and up are a big waste of time.

Of course ideally, I'd rather it be 10 rounds max, all set at that particular difficulty (all 10 matches on easy, all 10 matches on normal, all 10 matches on hard, all 10 matches on hell)
 

mnz

Unconfirmed Member
This is survival mode. The entire POINT is to make you face large numbers of opponents depending on the difficulty you select. Why would they lower the number of fights?
The point is not to play 25 rounds of easy garbage to suddenly input reading BS from hell. The way it currently works is just a waste of time for the most part.
 

Spman2099

Member
What is there to improve?

It's textbook survival mode.

Fight with one lifebar until you lose. Enemies get harder as you continue.

Now that colors can be obtained in other ways, there's no problem with it.

If they didn't seem to build the monetization system largely around one of the least enjoyable survival modes I have played in a fighting game, I would agree with you.

They need to fix the mode. They need to make it more enjoyable, and less cheap. Or they at least need to give you some kind of reward for making it part way so it doesn't feel like you are throwing away hours of your life.
 

hey_it's_that_dog

benevolent sexism
And this is different from ALL survival modes...how?



This is survival mode. The entire POINT is to make you face large numbers of opponents depending on the difficulty you select. Why would they lower the number of fights?
The specifics of its flaws have already been enumerated multiple times here and a million times before.

The difficulty curve and AI design is why this mode is especially bad and especially a waste of time.
I take back what I said about the pricing earlier. I thought they meant per character. This is a pretty decent value.
 

KingBroly

Banned
This is survival mode. The entire POINT is to make you face large numbers of opponents depending on the difficulty you select. Why would they lower the number of fights?

There's too much against you from succeeding, though. It's tedious and time consuming, the AI can go insane and destroy a run at any point. It's not fun. It's annoying. Not to mention that the server can D/C you at any point, forcing you to restart for no fault of your own.

It's the epitome of bullshit. Infiltration complained about how bad it is. And he's the World Champion. That's how terrible of a mode it is.
 

SmokeMaxX

Member
The Survival mode is supposed to be terrible... that's the entire point. Capcom's model isn't "we're giving you all of this free content!" It's "you are technically capable of earning this free content, but it won't be easy. If you want easy, pay for it."
 

FSLink

Banned
What is there to improve?

It's textbook survival mode.

Fight with one lifebar until you lose. Enemies get harder as you continue.

Now that colors can be obtained in other ways, there's no problem with it.

Look, when you can watch pro players on Twitch struggle badly to unlock colors, there's something wrong with the difficulty. It doesn't also help that the sense of progression is completely off, you can literally just mash buttons for more than half of it and then suddenly the CPU is reading all your inputs.
 

Neoxon

Junior Member
The Survival mode is supposed to be terrible... that's the entire point. Capcom's model isn't "we're giving you all of this free content!" It's "you are technically capable of earning this free content, but it won't be easy. If you want easy, pay for it."
They could at least let us use one continue for a shit-ton of points, or maybe a checkpoint.
 
What is there to improve?

It's textbook survival mode.

Fight with one lifebar until you lose. Enemies get harder as you continue.

Now that colors can be obtained in other ways, there's no problem with it.

Stop the after fight shop being random, so that after 95 fights you get screwed by poor RNG giving low health. Speed up the flow of the whole thing since it takes forever with the downtime when not actually fighting.

Enemies don't get harder either, its a huge slog of mash with eyes closed and suddenly the CPU is reading all your inputs and pulli BS.
 
What's your source on this?

Not too long ago KI saw 6 million unique players in a single month. Has SF5 even reached half that number of owners in total sales yet? And there's no way all SF5 owners are even playing it every month at this point. Steam unfortunately only shows friend activity for the last two weeks, but not even 10% of the SF5 owners on my list have played it during that admittedly shorter period.

Obviously I recognize F2P has a different sort of market (which is also why I've been pushing for SF5 to introduce some kind of free to play option for a while now), but in my original context of player numbers it's obvious that SF5 couldn't be the winner. You can make various excuses both valid and silly, but regardless it doesn't have KI's reach. Maybe in a few years?

Anyway, SF5 survival mode is really bad. If they were going to fix it they could start with looking at successful survival modes in other fighting games. Dead or Alive has done a particularly great job with the mode since all the way back to DOA2's release. Just removing the random store options and cutting down all of the time wasted on non-fighting would be great yet simple improvements.
 
(And in terms of player numbers KI is a significantly more successful fighting game anyway.)

Not too long ago KI saw 6 million unique players in a single month. Has SF5 even reached half that number of owners in total sales yet? And there's no way all SF5 owners are even playing it every month at this point. Steam unfortunately only shows friend activity for the last two weeks, but not even 10% of the SF5 owners on my list have played it during that admittedly shorter period.

Oh, that.

Yeah, already knew about that "6 million unique players" article from back in March.

That one month (which was also the month when Season 3 came out) isn't indicative of the CURRENT player base, though. It's free to play. So, a lot of people might try the game out...but are those dedicated "players"?

I was hoping you had actual data of the current player base. People who actually stuck with it. That's MY definition of "successful player numbers".

Because, the tourney numbers are no where near SF5's. And, the amount of buzz and conversation about KI is very limited from what I see online.
 

Shadoken

Member
Oh cmon you can't compare F2P with a retain game. It's like comparing a demo , people will literally just download F2P games just to try it out and never again.


If KI is having 6m active users ( or even 1m ) every month tho ( not just launch ) , that's a completely different case.
 

VariantX

Member
Nah, it's a garbage take on survival
- takes way too long to pick up any difficulty
- colors should've never been unlocked this way
- options at the end are random for some stupid reason
- CPU design sucks; it doesn't even punish -20 moves like blocked uppercuts, but instead starts reading inputs

The last point is exactly what makes it unfun. Reading inputs negates player skill and youre stuck searching for dumb shit the AI cant respond to get ahead to rather than learning what moves are best in the current situation.
 
I guess my original post was unclear, sorry about that. I was talking about player numbers, and only that, because I was suggesting there are some people (including myself) who might care about the release of Shadow Lords, coming shortly before this SF5 patch. If KI has more than a million people playing it every month -- and I see no reasonable justification for why six million would drop to under a million in such a short period of time which also coincided with the release of tons of new content, wider platform penetration with strong X1 sales and new Win10 installations, and a whole new retail push -- then that's pretty strong evidence in my favor, right?

We don't really have any realistic way to measure who is dedicated and who is not.
 

Aenima

Member
They could at least let us use one continue for a shit-ton of points, or maybe a checkpoint.

Thats would defeat the point of the "Survival".
Only thing they needed to do was adjust the AI to be more fair and not God Mode, and also make the purchasable boosts fixed and not random. The random boosts make it a game of luck and not so much of strategy used to survive.

I managed to beat hard mode cheesing the AI with my Rashid, for all other characters i just did Easy and Normal Mode, and i actually like survival in those dificulties. More than that is just a waste of time.
 

Spman2099

Member
Oh, that.

Yeah, already knew about that "6 million unique players" article from back in March.

That one month (which was also the month when Season 3 came out) isn't indicative of the CURRENT player base, though. It's free to play. So, a lot of people might try the game out...but are those dedicated "players"?

I was hoping you had actual data of the current player base. People who actually stuck with it. That's MY definition of "successful player numbers".

Because, the tourney numbers are no where near SF5's. And, the amount of buzz and conversation about KI is very limited from what I see online.

Yeah, I think you nailed it. It is pretty silly to use the amount of unique players as an indication of the active player base when the game is free to play. The investment required to try KI is extremely small (just the time it takes to download the game). It just isn't worth much.
 

VariantX

Member
I really hope it hits arcades. Was in Japan recently and arcades had rows and rows of SF4 machines. Seems like a big missed opportunity.

It definitely needs to happen. I can't see the harm when there's a significant community of folks who would play the game with specific needs. Arcade owners might be a bit pissy about having to compete with consoles, but they could still offer things at the arcade that you can't get at home first.
 

Sayad

Member
I guess my original post was unclear, sorry about that. I was talking about player numbers, and only that, because I was suggesting there are some people (including myself) who might care about the release of Shadow Lords, coming shortly before this SF5 patch. If KI has more than a million people playing it every month -- and I see no reasonable justification for why six million would drop to under a million in such a short period of time which also coincided with the release of tons of new content, wider platform penetration with strong X1 sales and new Win10 installations, and a whole new retail push -- then that's pretty strong evidence in my favor, right?

We don't really have any realistic way to measure who is dedicated and who is not.
Nah, not really, you fell for MS PR tricks. That number include the number of people who tried the f2p version during the PC release month, if a third of that number stuck with the game, it would be the most active fighting game out there(might even make it MS most active IP after Minecraft). But that's not how f2p works, DoA5 have millions of downloads too, yet not enough active players to be a main game in most tournaments.
 
I don't think there's any lore to the costume. Has he ever been human?

Costumes tend to have some relation to the character and it's thought that he was an ancient Aztec deity or something along the lines.
But for all we know it could just be some old Japanese warrior soul he consumed then stole his clothes.
 

Teepo671

Member
Costumes tend to have some relation to the character and it's thought that he was an ancient Aztec deity or something along the lines.
But for all we know it could just be some old Japanese warrior soul he consumed then stole his clothes.

I think I an eventhubs article mentions that costume was designed on Kazunoko's instructions as part of his prize for winning the cpt 2015 back when he was planning to main necalli.

Color prices are a lot more reasonable than I thought now that capcom cleared that up! Considering their current pricing I was also thinking it was 5 bucks per character colors! :O
 

OVDRobo

Member
I've been down on this game pretty much any time it's been mentioned because of how much it was a disappointment to me, but it seems like Capcom are finally putting the pieces together to make it the game everyone hoped it would be rather than the game it turned out to be.

Might finally jump back in with this update since most of the problems I have with the game have been sorted. Still a bit salty about survival mode remaining awful and them circumventing complaints by just letting people pay to get around the wall, but it's not the end of the world.

That Necalli costume is strange. I feel like a lot of the recent Street Fighter costume packs from the end of SFIV until recent have been odd choices. They're not necessarily bad designs (though some of them certainly are), so much as not making much sense for the character they're on. Using this as an example - Why does Necalli have a Japanese samurai-esque outfit despite being a some sort of ancient supernatural force?

edit: Just read the above. I guess that explains it and it does look good even if it makes no sense. As long as we never reach SFIV furry outfit levels again, I'm good.
 

BlizzKrut

Banned
Aww yiss. I was sceptical because that Hot Dog looked so huge in another picture. But they just went with it anyway. Awesome.

The weird thing is that this will now happen all the time, because there's no door to break through first like on the HK stage.

You can break through the bank, every stage now has 2 Stage KO's and 1 Stage Transition just like the HK one.
 
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