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Fordítási probléma jelentése
EXACTLY. That is exactly what certain V Triggers did and that is what I am trying to get them to avoid. They finally nailed the Mechanics to avoid that feeling in SF6 but they risk ruining it by allowing Modern Controls to be used in competitive fighting.
People are saying "You can't use certain moves" culling is also what you do when you want to OPTIMIZE. Cull the wrong moves and now players can't make mistakes that they otherwise could and might. Now add to that single press Specials and certain characters become too OPTIMIZED under what was suppose to be just a more accessible control scheme. You must allow people to learn what not to use too.
But in this case, that thing doesn't have to be there. This is a chance to eliminate one of the excuses.
Modern controls being character specific is just a character having easier controls.
But easier Controls won't make it universally easier for to play well with all Characters. Some characters require a fuller kit than others to be effective. That's what makes it unbalanced. See: Guile
Finally someone who wants the genre and community to grow.
The true fighting game loyalists will remain and claim the game
All official control schemes belong in all levels of every fighting game. Below is my 3 point breakdown on why.
1.) There is no wrong way to play a fighting game. The game itself will dictate what is and isn't allowed by the nature of what you can and cannot accomplish.* Perpetuating this idea will only continue to damage a community that already suffers greatly from attrition.("That character is a crutch." "That move is broken." "That control scheme won't make you better," etc)
2.) I suspect those who strive for mastery in these games enjoy taking it upon themselves to outplay and out master their opponents. They need no incentive to stick to classic beyond their own desire to improve. Obviously financial incentives at tournaments muddy that water a bit, but that brings me to my final point . . .
3.) Modern controls may not be the best path to victory for the technical master. The lack of options and the inherent damage penalty may not make up for the fractionally quicker execution. While faster specials do add to the mental stack an opponent must contest with, it could balance out or possibly result in their advantage due to the options stripped away via Modern.
Will SF 6 get the Modern/Classic mix perfect at launch? I highly doubt it, but thankfully in our era of game patches and updates, I have faith that Capcom will find that sweet spot in which both control schemes, while never perfectly mechanically balanced, each offer enough nuisance to be a legitimate option when playing on the couch, over the network and even under professional stage lighting.
*Addendum: A note on hard bans - These serve a necessary ulterior purpose in preserving the viewership required to make hosting a tournament viable. To those who feel broken characters and games cannot be enjoyed on a professional level without bans or other exterior enforcement, I invite you to enjoy some of the EVO footage from Jōgai Rantō!? Shuyaku Sōdatsusen.
It's great you're having fun. There is a thick sugar coat that is being displayed on what the overall average player may experience. Nearly everyone was on their best behavior during the beta.
I never thought I would go back to fighting games, not because I don't like them, but because I was not willing to put the effort to memorize and practice long and complex execution commands for big combos that dominate fighting games (I am perfectly able to do a DP input, but that is not enough for classic controls). My former experience and knowledge was still there, but it was not enough to enjoy fighting games anymore, so I let it go. Nothing wrong with that, I never went to any fighting game forum and complained that I couldn't enjoy it.
Then SF6 comes and gives me a drive meter with some exclusive mechanics (among which Drive Impact is the most interesting IMO) and modern controls, I play in the open beta and win most fights against players using classic controls and memorized combos and I have a blast. Obviously, I met my share of players that were way above my skill level, but that was great too because I learned a lot from them and applied what I could in my next fights. That would never be enough for me to best them, but it helped me to improve and win against more players. I improved a lot after 2-3 days of open beta.
I don't care if I will be playing SF6 for a long time, I will have tons of fun and it will totally be worth my money, even if I stop after a few months. So what? All that fun was made possible because of the new stuff the game brought.