MultiVersus

MultiVersus

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Zeash May 28, 2024 @ 9:07pm
In Defense of the slower Gameplay
Having 230+ hours on the older version Multiversus, I was very put off with how much the devs dialed down on the speed of everything. However after some matches I've come to appreciate being able to whiff punish much easier against opponents who throw out hitboxes with reckless abandon. You actually have to think a little bit more about your approach this time. There's still work needed to be done to make maneuvering feel smoother especially with Velma. Oh god VELMA. Playing her hit me the hardest with her reworked moveset and ungodly end lag. The game has a lot of problems yes, but right now I'm having some fun once I got to play against real opponents and not bots. (Give me back all those skins I unlocked you jerks!)
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Showing 1-8 of 8 comments
soiberi1 May 28, 2024 @ 9:22pm 
3
no it is trash. stop defending
󠀡󠀡 May 28, 2024 @ 9:27pm 
why are you praising such a downgrade, especially when you put so much time into the play test?
Sairek Ceareste May 28, 2024 @ 9:46pm 
That could be remedied without slowing absolutely everything down and making the game feel so floaty.

And... the scaling of everything looks so bad. The characters look like they're giant on a lot of maps because they are scaled to the old character sizes. It gives the feeling like everyone is 8 feet tall.
Netsa May 28, 2024 @ 10:21pm 
Prepare for the hate train, but you're not making a bad point.

The main problem with the slower gameplay isn't really what it does to the mechanics, it's the fact that they slowed down what seems to be every single animation in the game, so nothing feels snappy anymore. Combos can be slower in a more technical-fighter kind of way and it's still cool. But I can't even jump without noticeable animation lag. It was the first thing I noticed in the tutorial.

For example, play Lebron and it feels like there's a full half-second lag time between pressing the button to throw the ball, and him actually throwing the ball. Weirdly enough, doing a no-look pass isn't any more consistent than it was before, either. I press behind him, he takes 5 years to decide to throw, and then he throws in front of him.

Someone could have a field day just compiling the frame data on all these moves. I bet there's at least one that takes a full second to come out.
Codester May 28, 2024 @ 11:03pm 
What do you mean you have to think now...?
The game is no different tactically, just now it feels worse because of how slow it is.
In the beta you had to do the *exact* same things you are describing, but faster to be able to react with the games speed.
It doesn't feel good now, at all. For a game where the *main* appeal is being a competative platform fighter. I think they have taken a huge step in the wrong direction.

Keep in mind, a live service game like this will ONLY survive due to the players that continue to play months after. All of the casual players only playing "for fun" as some folks say, or just to do rifts. Are gonna get bored real quick and move on.

Catering to the casual player in a game like this is a literal death sentence. Having more input delay and recovery frames after attacks are fine. It is easier like you say to punish people, that isn't an issue. The game speed though is just a big yikes from me. Now we even have the top platform fighter streamers making videos and saying it doesn't feel good.
Do you remember on day1 beta release when practically everybody was praising this game and saying how fun it was and good it felt to play?

Yet here we are now in the forum, with a 60/40 mix. 60% of people saying it feels crappy, and 40% enjoying it.

I'm just saying, this is a VERY bad sign for the game. Especially after hyping and marketing themselves a bit in the last couple months about this great new net code and engine and how they were gonna address all these issues annnd Oh wait. Who cares about that, because more than half of the player base no longer enjoys playing it.
Dirt McGerk Sep 1, 2024 @ 6:39pm 
Originally posted by Zeash:
Having 230+ hours on the older version Multiversus, I was very put off with how much the devs dialed down on the speed of everything. However after some matches I've come to appreciate being able to whiff punish much easier against opponents who throw out hitboxes with reckless abandon. You actually have to think a little bit more about your approach this time. There's still work needed to be done to make maneuvering feel smoother especially with Velma. Oh god VELMA. Playing her hit me the hardest with her reworked moveset and ungodly end lag. The game has a lot of problems yes, but right now I'm having some fun once I got to play against real opponents and not bots. (Give me back all those skins I unlocked you jerks!)
we must not be playing the same fkn game, the recovery is as fast as it was in the beta and its even harder to punish anything that whiffs not excluding very specific buttons like black adams neutral special because of how slow characters move. this game is literally the worst fighting game ive ever touch fundamentally, and ive played everything from vs games, to 3d games, to kusoge, to traditional 2d games. this game is fundamentally horrible
Uchidan Sep 2, 2024 @ 10:12pm 
Slower gameplay is better. We want more people to play the game, not just the sweaty melee players.
AndyT2G Sep 3, 2024 @ 6:28am 
The speed is great now. I think most people truly forgot what the beta was like because it was ass to play and watch tournaments. Also the old speed gave me headaches and I can't be the only one, but now I can play for hours.
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Date Posted: May 28, 2024 @ 9:07pm
Posts: 8