Well, what i actually meant was that their level in the video is newbie (not actually newbie ofc, i just mean low/average level) compared to how ppl play nowadays, which is just normal because now is 8 years later.
Must be a language barrier here
Now do you mean to compare the playstyles of the systems or that over time people get better, etc?
Either way, its just a whatever statement.
Of course that old playstyle wouldnt work in this build and you'd be shafted as a noob. The other bit about time and experience is just as nonsensical. The saber system hardly changed over a good span of years. And when it did, it'd only take a few weeks or months to adapt..and once you mastered it, the plateau, the cieling, whatever you want to call it, nothing more left to learn or do except wait for the next update and see if anything changed.
That was one of the problems that led to 5 minute duels. Some people reached the plateau and then it was whoever made the first mistake. No doubt you'll just call it randomness
Anyway, you don't keep getting better. Once you know how to use and abuse everything that can be used and abused...Adding extra years isn't doing squat except keeping your reflexes honed and reactions ingrained - muscle memory.
Even if you might have a hard time seeing why, any duel-nerd can, because they get interrupted while suddenly running and starting a swing, because they miss swings after being slapped away due to not expecting to be slapped away and reacting too slowly thus still swinging for nothing, because they miss swings due to not adjusting their aim because the opponent moved to the side, they miss many slaps, they run into swings due to poor timing, they obviously sometimes just hold attack when blocking/nudging stuff occurs because it's too fast for them to control closely etc.. FSM vs Firestrike is the most skilled duel there, but there are still many of those flaws in it, and again that's just normal, i mean they were playing for max 2 years then right ? That's not the same as 10 years.
Same nonsense.
It should only take at most half a year for any dedicated duelist to master the system...on his own without help imo. Adding 1, 2, or 10 years to it won't make him any better because he's already mastered everything! The only thing that 10 years of dueling will give you outside the plateau is knowledge of old systems and styles...
Anyways, i meant that yes, they know what they are doing to some extent, but obviously they are far from controlling the mechanics as they were then, including the mechanics which are still the same (footwork, timing). The main point being, since this is a thread about blocking, do we see clearly in the video when they PB and when they don't ? Like, really ? I mean it certainly doesn't look like they are even trying to, or maybe some hints of it - and those hints are coincidentally, trying to look at the incoming saber. Except... that doesn't work, or maybe it does, who knows. 50/50. PB zones make sense because that's what people would be trying to look to even back then when it was saber/saber collision. Because looking at the incoming saber swing does make it feel like you're putting your own saber in the way. Well now it's 100% reliable.
I get it now. You're obsessed with perfect block. That's why you've built this entire system around it. To me the entire concept is just wrong. Fyi, perfect block was an ancillary and not a main focus of dueling back then. You're attacks, timing and rhtymn were what mattered more, pb was just a sweet bonus. To judge it based on that pretext, is faulty. This isn't just about block but philosophy!
And morality. Sexuality? How many strokes of a saber does it take before you turn into a blubbering mess on the ground?
You're just thinking about it wrong. Perfect block was supposed to be the pinnacle of blocking ability. Doing it consistently, 100% of the time, was never intended, at least, not in the beginning...that's just what you wanted and see through everything as. Ok, so you couldn't perfectly block 100% of the time? So effing what? You still mitigated bp dmg by blocking with your saber ffs. Its only your update that pb made it make or break in duels now...
Frankly, I'm not a fan of pb being so easy and so rewarding to use. Nor a fan of what you have to do to get around it. Forget about different blocking arcs, you've kind of killed different attack patterns as well. If you're not pbing or comboing, than you're doing it wrong.
You took something you didn't understand, didn't appreciate and made it generic. That's what it really is. Generic and simple. Sorry, un-random
No that's much better. Because instead of the system mechanic being "random" because uncontrollable, it's the player actions that are "random", i.e. diverse and without repetitive patterns. Randomness brought by the player is always part of the gameplay in any game, is necessary, is what makes the games not boring. But randomness in the gameplay mechanics themselves ? Hell that's annoying.
Adapting to the situation and maintaining control to the best of your ability...I'm sorry, you might think you're making the system more realistic? But even that's a far cry since, guess what, real fights are messy and out of control. But again, you're exaggerating. Telling everyone that they don't know what they're doing? You need to stop with that bad habit.
This whole randonmness sthick is really just arcade chickanery. Loss of control, lol, ur saber being askew for .2t5th points of a second due to the actions of your opponent is not random or loss of control, its part of the game! Or was...
Randomness. Randomness? As a coder can you really claim that it was random? It's all math isn't it
It just speaks to your own lack of understanding if you're calling it random. If you can't explain why one swing caused that reaction and dismiss it as randomness, that shows your own inability to comprehend doesn't it? So in the end you're no better than the rest of us
Yes without a doubt, relying on saber/saber collision is better for the feels and movielikeness/realism and all, but again, in JKA/MB2 the saber animations are too wide, too fast, too teleporting to reasonably support a blocking system like that. Just look at other games with saber collision blocking, the swings are slower, there is a limit to how fast you can move the camera around, the footwork is slower, the gameplay is slower, and so, it becomes reliable and brings proper gameplay. In mb2 it's not. Or shall we substantially slowdown all saber animations, reduce movement speed, limit how fast you can turn the camera, and also while we're at it redo all swing animations so that they are more realistic and change the coding so as to remove all saber teleporting when chaining swings etc.
People actually played the previous builds and don't have a short memory? You're overly exaggerating every little thing and blowing it sky high out of proportion.
And saber speeds were decreased from b16 to b17. I was against that along with the introduction of slap. Worst update evah!
Yeah... with blue/dual styles you could PB reliably. Looking at the incoming saber swing didn't matter much though, walking back and looking straight was enough, so that there'd be some distance between you and your opponent. Funnily enough, the same applies now, since distance is crucial to be able to react fast enough to aim and PB. Except it works with all styles. Differences in blocking ability of various styles you say ? Yeah, right, blue/dual could PB, all others couldn't, end. Great variety.
Opinions aren't facts
The problem is in an attempt to make everything simple and easy to understand *cough* you've crippled the fluidity of duels.
You can attribute *some* of the fluidity of previous builds to the ol saber on saber blocking but that's really not addressing what's wrong now.
Flawed design. Not in the sense that it doesn't make sense, its just boring and exhausting. Focusing your attention on checking off invisible boxes compared to before where it was reflex honed with experience of intercepting sabers...combined with randomizing swings in an attempt to bypass someone who can block, combined with the jarring interruption of flow when your saber is reset due to a pb...
Those are the 3 big issues for me. I can probably stomach the pb blocking. But, well, I just find it ironic you talk about randomness when the system you built requires you to really rely a good portion on luck/randomness to bypass a good/competent pber. Literally spamming random combos.
Before people had their pet attack combos/patterns. Now, repetition that relied on timing and movement is less relevant than randomizing your attacks as much as possible.
Tired and I gtg so I'll end it quickly now.
Remove pb interrupt.
Remove pb bp mitigation.
Lower regen rate from walking.
Decrease overall saber defense arc.
Why? Never been a fan of being able to chain an unlimited amount of swings with perfect bp just by walking and holding block at the correct interval.
Every action should take something out of you.
Pb should decrease but not completely neutralize an opponents attack. Less an emphasis on randomized spam and it would encourage some more concentrated attacks again like in days of yore.
Sidewhacks of course. Heel hook swing needs to be brought back.
tldr? Stassi sucks!
BTW, the build that video is from is RC1 (I'm pretty sure) which had the worst nudging of anything that's been out since nudge existed. It was far worse than the current incarnation (you actually have control of when it happens and what happens afterward now..).
Part of the problem with how blocking used to work is that the only axis that really mattered was the vertical (which is why face-down dueling was a fad). Dealing damage/BP draining was based more on when you hit rather than the blocking (i.e. interrupts/parries were the main timing component). Sabering has kind of flip-flopped "philosophies" in that regard. It's shifted more to defensive aspects and had some finicky things thrown into the mix.
Well, there goes my hope.
Years and dozens of players, myself included, saying Rc1 was best and now this....all the coders...
Are Traitors!!!