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(i had to)
Like there are no "veterans" who are you talking about
You gotta realize how dumb some of these players are. Some brand new players will do no research on the game whatsoever, they won't even go into training mode to test out moves. They will then play a match online, get bodied very badly, quit the game, and refund. Now not EVERYONE complaining has done that, but I guarantee you some of those have the "I lost once, so now the game is dead to me forever!" type mentality, and I couldn't give one flying toss about them.
For those who are GENUINELY trying to put in some effort, I agree that we shouldn't immediately bash them for their valid complaints. But for anyone who has less than an hour of playtime, and left a review, they don't have valid complaints in my mind. Fighting games require more time dedicated than just about any other genre of game, if you're not into that, you probably will never enjoy fighting games to begin with.
There are poeple who played every platform-fighter ever and the skillset is 70-80% tranferable. A total beginner cant even move "right" becourse there are techs to move in certain ways to get faster than just using the stick to run. Thats just a very basic example.
This is a problem that plagues the whole fighting game genre. Simple moves need multiple inputs in either a certain combination or simultatiously and this execution barrier is often unneedet but most people defend this way of playing.
All negative reviews I've read up to this point in time say the same, they went too hard on competitiveness and tossed aside the casual group.
For a game that requires great sales numbers and mtx consumers to maintain a healthy longevity, they're literally punching themselves in the nuts. Casual players are more likely to spend loads than tryhards, most tryhards would only buy skins for their main and at most their alt.
Most casuals don't take it too seriously and would like to look cool as any character because of the skin flex. You may criticize Sakurai for making Smash more casual friendly, but there's a reason the game is STILL a top seller for the Switch 6 years later.
The devs may be able recover from this, but not by forcing exclusively online matches, who thought that was a good idea if you were expected to sell handsomely?
I totally agree, casual modes is what actually interests me A LOT about Combo Devils (another platform fighters in the works).
If that game launches with the initial features promised, and plays as polished as it looks, I predict that game having a better reception than RoA II. I want the RoA devs to succeed, but they're fumbling the ball hard and the first month is the most important for any new release.
The game having no single player mode is inexcusable for a "released" game, it behaves more like an early access type of game.
It is quite sad that people who understand how to get in game currency effectively, and are willing to learn how to play a game well, need people who seem incapable of learning from past mistakes, and have no willingness to learn from others to play well. We require the latter to buy cosmetics and other things at a stupidly high actual price for a game to actually make money. When I saw that some people spend 100,000$ on Diablo 4 Mobile to max level a character, I lost some faith in humanity.
Some skins are locked behind a paywall or an extreme grind, and that's fine because it does not break the game. What doesn't make sense here is the fact that the developers are pushing away a lot of potential customers.
And the "willingness to learn the game" goes out the window when the time required to learn it isn't available for many.
Some just want a casual match after a long day of work and to feel they're actually playing maybe win or maybe lose, but nobody wants feel like they're being dragged all over the place so bad that no matter what input you make, you still can't even land a hit to some sweaty tryhard.