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No.Or simply disable it
The solution to the TK system problem would be that your TK points decrease by 100 when you get executed by it. This way you won't get executed 10 rounds in a row for one unlucky TK.
No.Or simply disable it
Umm, no. But that's subjective.which is, you must all agree, better
I have a feeling this was an irony, or smth.
Umm, no. But that's subjective.
Fun fact:
Basejka had its own dueling scene, and guess what? Even though their game have no such "abstract concepts" as, for example, ACM, their duelists developed own set of techniques. And these techniques neither was obvious nor easier to learn.
Being newbie sucks
If you ask me, I would remove all unique sabering mechanics that separate this mod from baseJKA so that newer players become less frustrated with having to spend time learning how to play a game.
If you ask me, I would remove all the PB, ACM, ACC, semi-PB, PB counter, and other abstract concepts from the sabering system, BP drains on swing would be per swing and not on holding attack button, just like in the previous patch, and there wouldn't be swingblocking. All the perks would be removed too, both gunner vs saber and saber vs saber, the choice of a style would depend on the personal liking of their concrete form (how they swing, how fast, how much damage, etc.) and playstyle. The winner of a duel would be the one who achieves more swings while receiving less (depending on the swing speed of different styles and their different BP damages). This would be much more intuitive and concrete and wouldn't rely on some abstract concepts, but on concrete, material, visible things. The only abstract concept that would stay would be BP. This kind of approach would bring MB2 sabering system closer to the JKA sabering system, which is, you must all agree, better, as it doesn't deal with any abstract concepts or anything alike, but only with that which can be seen the saber and player peform. It would basically be the same as the JKA system, as BP is basically an extension of your health, and only when it is drained does HP get affected. I would also reintroduce all the saber katas as they would work with this kind of saber system. This system would then put more emphasis on what's there on your screen, on the direct interaction between you and your enemy and your sabers. There will be ways to cleverly strike your opponents with your swings, and to dodge them by jumping or what else, or to knock the enemy down for getting more swings on them or defending yourself, etc. It will all be there on your screen. What's more, this kind of sabering system would be much easier to learn and much more newbie-friendly, but it wouldn't lose the possible window of mastering, improving and getting better with it with practice, just as the JKA saber system is.
I have a feeling this was an irony, or smth.
Umm, no. But that's subjective.
Fun fact:
Basejka had its own dueling scene, and guess what? Even though their game have no such "abstract concepts" as, for example, ACM, their duelists developed own set of techniques. And these techniques neither was obvious nor easier to learn.
Being newbie sucks
If viewed in that light, MBII is just a much more polished version of base dueling, but it's all built on the same base. Stripping away all the good features of MBII is not gonna make noobs play better. All it's going to do is remove alot of skill from dueling. Might aswell go play base if u feel that MBII's system is so super complex... I mean, it's not like there are several guides, a ton of videos and forums on which to ask questions. It boils down to if you're willing to put in the time to get better.
i bet doing that would actually speed up the death of the dueling portion of this game. older players would become frustrated with it, newer players wouldn't have any drive to learn anything because there wouldn't be much to learn aside from how to accurately press buttons
I'm not writing this here only because that system would be newbie-friendly, which it would anyway be, more than the MB2 one, but because I think that system is better, and, in fact, I've met numerous other MB2 players stating the same thing. I know everything about the dueling in JKA, and yet I know nothing about MB2 dueling, as I didn't find it alluring to learn.
Oh yes, let's just throw out the most complex and indepth lightsaber mechanics to have ever existed. Because new players can't learn things.
I'm not writing this here only because that system would be newbie-friendly, which it would anyway be, more than the MB2 one, but because I think that system is better, and, in fact, I've met numerous other MB2 players stating the same thing. I know everything about the dueling in JKA, and yet I know nothing about MB2 dueling, as I didn't find it alluring to learn.
I have to disagree that MB2 saber system is better. Some people may find it like that, but I don't. I didn't even bother to learn it. The JKA one is much more interesting for me and I learned everything about it. It was so exciting to learn to saber in JKA, mastering all those techniques and strategies with other people and practising and discovering new things.
I know this system I proposed will probably never be implemented, I just wrote it there how I would do it/like it.
I don't know, I've never counted it. Plus, I haven't played JKA since 2014. Why do you ask that?Which game has more players at this point base JK or MB?
I don't know, I've never counted it. Why do you ask that?
You can't compare MB2 and JKA as a whole. MB2 has other things than the sabering system, and I certainly don't prefer it over the JKA sabering system.I would have a base to agree or disagree, more or less. I used to play both base and I am currently playing Movie Battles.
Base JK, Lugormod were so highly exploited... cheaters, ddosings, selling personal information all that roaming free.
MB has a standard to things at least. Basic dueling follows all these "friendly" things I have mentioned. From these choices I definitely prefere what Movie Battles has to offer.
You can't compare MB2 and JKA as a whole. MB2 has other things than the sabering system, and I certainly don't prefer it over the JKA sabering system.
JKA can be very fun if you join a good clan.And base JK just got boring very fast because of dull maps and lacking ideas of what to do.
JKA is actually the only game where I took part in a tournament. Being in a good clan really improves the JKA playing experience.Competitive does not apply to base JK. There is way more better games.
If you ask me, I would remove all the PB, ACM, ACC, semi-PB, PB counter, and other abstract concepts from the sabering system, BP drains on swing would be per swing and not on holding attack button, just like in the previous patch, and there wouldn't be swingblocking. All the perks would be removed too, both gunner vs saber and saber vs saber, the choice of a style would depend on the personal liking of their concrete form (how they swing, how fast, how much damage, etc.) and playstyle. The winner of a duel would be the one who achieves more swings while receiving less (depending on the swing speed of different styles and their different BP damages). This would be much more intuitive and concrete and wouldn't rely on some abstract concepts, but on concrete, material, visible things. The only abstract concept that would stay would be BP. This kind of approach would bring MB2 sabering system closer to the JKA sabering system, which is, you must all agree, better, as it doesn't deal with any abstract concepts or anything alike, but only with that which can be seen the saber and player peform. It would basically be the same as the JKA system, as BP is basically an extension of your health, and only when it is drained does HP get affected. I would also reintroduce all the saber katas as they would work with this kind of saber system. This system would then put more emphasis on what's there on your screen, on the direct interaction between you and your enemy and your sabers. There will be ways to cleverly strike your opponents with your swings, and to dodge them by jumping or what else, or to knock the enemy down for getting more swings on them or defending yourself, etc. It will all be there on your screen. What's more, this kind of sabering system would be much easier to learn and much more newbie-friendly, but it wouldn't lose the possible window of mastering, improving and getting better with it with practice, just as the JKA saber system is.
Im gonna be sick. Seriously, these ideas are very, very bad. There would be no skill in saber v saber this way, making it awful, and ruining duel mode. No thank you.If you ask me, I would remove all the PB, ACM, ACC, semi-PB, PB counter, and other abstract concepts from the sabering system, BP drains on swing would be per swing and not on holding attack button, just like in the previous patch, and there wouldn't be swingblocking. All the perks would be removed too, both gunner vs saber and saber vs saber, the choice of a style would depend on the personal liking of their concrete form (how they swing, how fast, how much damage, etc.) and playstyle. The winner of a duel would be the one who achieves more swings while receiving less (depending on the swing speed of different styles and their different BP damages). This would be much more intuitive and concrete and wouldn't rely on some abstract concepts, but on concrete, material, visible things. The only abstract concept that would stay would be BP. This kind of approach would bring MB2 sabering system closer to the JKA sabering system, which is, you must all agree, better, as it doesn't deal with any abstract concepts or anything alike, but only with that which can be seen the saber and player peform. It would basically be the same as the JKA system, as BP is basically an extension of your health, and only when it is drained does HP get affected. I would also reintroduce all the saber katas as they would work with this kind of saber system. This system would then put more emphasis on what's there on your screen, on the direct interaction between you and your enemy and your sabers. There will be ways to cleverly strike your opponents with your swings, and to dodge them by jumping or what else, or to knock the enemy down for getting more swings on them or defending yourself, etc. It will all be there on your screen. What's more, this kind of sabering system would be much easier to learn and much more newbie-friendly, but it wouldn't lose the possible window of mastering, improving and getting better with it with practice, just as the JKA saber system is.
I've gotten some interesting ideas out of suggestions that in themselves weren't fit for implementing so there's no harm in making suggestions.While I do think that the saber system is more complex than it needs to be, you can't pare it down quite down to the level of baseJKA and have something that's fun to play, in my opinion. JKA is more random, and not in a twitch/good way like JK2 1.02 was. I have my own opinions about what the saber system could be but it'd also likewise alienate a lot of the hardcore duelists out there.
This is more or less what I've been doing. Making things more understandable is always a challenge but it's something I have talked with others about.It'd be better for the devs to just listen to the pros about what could make each style more competitive and derive a useful way (as a developer/noob) to make that more understandable to the player.
Agreed. On the swingblock thing, you don't have to walk to swingblock. It's just generally better in regards to control over what you're doing. Walking can also help mask whether or not you're swingblocking against those who attempt to Mblock and whatnot.Although, it should be pointed out that depth for the sake of depth leads to a bad experience for the player and there are a couple of key things that I think shouldn't exist for this reason (things like, having to walk instead of run for optimal swingblocking)