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Remove auto-target from Virtua Fighter

37 replies [Last post]
Fri, 11/15/2013 - 21:41
Zeddy's picture
Zeddy

I know you guys don't make Virtua Fighter but you're pretty chummy with Sega so maybe you could talk to them about it? When I sidestep in it the opponent I'm fighting automatically turns to face me unless they're in the middle of an attack and I think that's just as bad as aimbots in Counter-Strike. Since Virtua Fighter is a competitive game I think everyone should have to aim for their opponents with a mouse, since that is the only way a competitive game can function.

Fri, 11/15/2013 - 21:55
#1
Fehzor's picture
Fehzor

It would also be nice if they could get auto-target added into the Mario franchise, as that is most definitely not competitive.

Sat, 11/16/2013 - 02:39
#2
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

I agree with fehz, they added it to Sonic too, why not Mario?
on a side note, I was about to whine about zeddy's fall before I actually read the post.
on a side side note, shouldn't this go to GD?

Sat, 11/16/2013 - 11:56
#3
Masterreeve's picture
Masterreeve
on ANOTHER side note

mario is nintendo, not sega.

EDIT: yo dude below me, ever heard of a joke thread?

Sat, 11/16/2013 - 11:42
#4
Pipipipipi's picture
Pipipipipi
The 4th wall shall be shattered!!!

I don't think OOO is going to do anything about some other game

Sat, 11/16/2013 - 12:59
#5
Warp-Master's picture
Warp-Master

I think Zeddy finally snapped.

Sat, 11/16/2013 - 13:36
#6
Klipik-Forum's picture
Klipik-Forum

@Zeddy: you could say the same about any other fighting game. ( I think?) And in either case, the effect of flipping the direction of your character in a one-dimensional game is infinitesimal when compared to a 2-dimensional movement system like in SK where turning your character automatically to face an opponent in a fairly wide range can make a much larger difference.

@Thunder: why does a suggestion go in GD?

Sat, 11/16/2013 - 13:57
#7
Deleted-Knight's picture
Deleted-Knight
A guy has to make a living you know...

Please stop the hate! :(
The economy isn't doing very well and I want to keep my jobs.

Sat, 11/16/2013 - 14:00
#8
Zeddy's picture
Zeddy
@Klipik

I'm not talking about flipping. See how I mentioned sidestepping? The playing field of Virtua Fighter (and most fighting games since Tekken) is in 3D. It's possible to step to the sides to avoid attacks and your opponent will automatically adjust to face you after this happens.

http://www.youtube.com/watch?v=3rWZaqmO2HM#t=18

Notice how the characters shift to the sides almost every time they get attacked. and both characters automatically face eachother at all time despite of this. Also, people rolling sideways after getting downed.

Needless to say, this makes fighting your opponent much, much easier than if you had to use a mouse to face them manually.

Sat, 11/16/2013 - 14:08
#9
Draycos's picture
Draycos

Question is, which is the better model? No aiming, so people can focus on the checks and balances, or aiming, so people can't?

They clash a lot when you have the option to switch between them.

Sat, 11/16/2013 - 14:20
#10
Pipipipipi's picture
Pipipipipi
The 4th wall shall be shattered!!!

@Masterreeve I don't think Zeddy means this as a joke

Sat, 11/16/2013 - 14:31
#11
Klipik-Forum's picture
Klipik-Forum

In that case, because the 2D (I'm calling it 2D and not 3D because you can't really move up and down) aspect is so limited it might as well not exist. I don't know much about the fighting game community, but wouldn't there theoretically be no difference between a sidestep and a temporary phase shift button? Mechanically, it would do the same thing, you would be unhittable for a second or however long, in one because you moved to the side and in the other because you became a ghost. Then it goes back to normal. Right?

Sat, 11/16/2013 - 14:37
#12
Zeddy's picture
Zeddy

A temporary phase shift button doesn't change your location on the map. See how it's possible to smash people up against walls and over fences?

You also have attacks that sweep left or right, making you able to hit people who are sidestepping. Some fighting games make much more use of 3D, as well. See Dead or Alive, where you can walk up and down stairs, hilly terrain and the ability to kick your opponents down cliffs and from building roofs.

Sat, 11/16/2013 - 14:40
#13
Mushy-Bucket's picture
Mushy-Bucket
Humph.

I'm still trying to remember when the suggestion forum was changed to the gremlin chatter forum.

Sat, 11/16/2013 - 14:59
#14
Bitsbee's picture
Bitsbee

When the Mad Hatter decided to join the Forums.

Sat, 11/16/2013 - 15:47
#15
Warp-Master's picture
Warp-Master

Nah, it happened because everyone who cared realized that nobody with creative control looks at this forum.

Sat, 11/16/2013 - 16:03
#16
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

@klip: I think zeddy is trying to raise a point more than making an actual suggestion.

Sat, 11/16/2013 - 17:59
#17
Klipik-Forum's picture
Klipik-Forum

And I'm ignoring the suggestion part and discussing the point. He's saying that AT in LD doesn't necessarily make it impossible for it to be competitive, because there are other competitive games that use AT and no one complains about it. And to that I say: Why is Counter-Strike only played competitively on PC, and not console? (Hint: console counter-strike has aim correction/assist)

Sat, 11/16/2013 - 18:04
#18
Zeddy's picture
Zeddy

And yet Virtua Fighter and Street Fighter are played competitively.

Also, League of Legends. I hear that one is pretty competitive.

Sat, 11/16/2013 - 18:11
#19
Draycos's picture
Draycos

That's because Counter Strike is entirely based around those aiming mechanics; it's not just about who gets the jump on who or who's using what weapon. That isn't to say that console CS doesn't have skillful elements either.

Sat, 11/16/2013 - 18:17
#20
Zeddy's picture
Zeddy

I would like to present some food for thought.

Your claim is that not having auto-target is better than having auto-target. Spiral Knights has auto-target, and Counter-Strike does not.

My question is this: Why are you not simply playing Counter-Strike?

I know the answer to it. You know the answer to it. That answer is the point I'm making with this thread.

Sat, 11/16/2013 - 18:39
#21
Draycos's picture
Draycos

Wait, did you mean me??

Sat, 11/16/2013 - 18:55
#22
Zeddy's picture
Zeddy

I'm just kind of throwing it out there in general for people who think Counter-Strike and Spiral Knights are equally affected by auto-target.

Sat, 11/16/2013 - 19:29
#23
Klipik-Forum's picture
Klipik-Forum

Yes, yes, because skill is not the only factor in choosing what game to play. Of course. But to play competitively? Much more important. If I had the choice of which game to play competitively, and I was to start over from scratch (whatever skill I had in both games being erased) I would play CS.*

And you also brought up LoL, I'm assuming the AT you're talking about being the normal attacks. That slips under the radar because whether or not your auto attacks hit is not usually a pivotal element of any game, and there are lots of more important things to worry about. Abilities, wards, last hits, the rest of your team and the enemy team, your lane, etc. And the more important/powerful abilities are usually either skill shots, AoE character-centric bursts, or abilities you have to click on a target.

LD does not have enough else going on for AT to become a convenience rather than a crutch. Anyone can beat anyone with any weapon if they land their hits and their opponent doesn't, and a lot rides on getting those kills. Perhaps not as much as in a TDM, but if your team's dead the whole time you can't exactly win, now can you?

LD in its current state would not make for a good competitive game. It has good concepts, but gear is too imbalanced and the effectiveness of AT is too high, which makes the skill cap too low.

*Actually, I would play Starcraft II, but that wasn't a choice :)

Sat, 11/16/2013 - 20:06
#24
Zeddy's picture
Zeddy

Starcraft II also has auto-target.

The fact of the matter is that Spiral Knights, and subsequently Lockdown, is about a lot of things that aren't aiming. Aiming barely even qualifies as a central mechanic. You time hits, you dodge, you intentionally miss with bullets to control your opponent's movements, you manage your class shield, you gear up and match your equipment for the situation, to match against your opponents, to match with your allies.

Counter-Strike is nothing like Spiral Knights. For any comparison you can draw between Spiral Knights and Counter-Strike, I could draw equally strong comparisons between Spiral Knights and Virtua Fighter. For every difference you can draw between SK and League of Legends, I could draw equally substantial differences between Spiral Knights and Counter-Strike.

Some games should not have auto-aim because it bypasses central mechanics of the game, as in the case of Counter-Strike. Other games should have constant auto-aiming because the action is much more about feinting, dodging and timing, as in the case of Virtua Fighter.

I propose that SK is closer to the latter than the former. It is a brawler rather than a shooter. Bullets are short-ranged and slow-moving, often used for straight up area-denial; not unlike a Hadouken. There are no mechanics involved for precise aiming in the vein of headshots. There are combos. There is blocking. There are dodge-moves. You can cancel out of attacks. AoE attacks are heavily telegraphed. There is barely any ammo-management, if any.

Sat, 11/16/2013 - 20:31
#25
Klipik-Forum's picture
Klipik-Forum

"There are combos."
This matters why?

"There is blocking."
Only if you choose Guardian. And let's face it, most don't.

"There are dodge-moves."
Given that they're only once every 8 or so seconds, they don't play much of a factor that often.

"You can cancel out of attacks."
Sometimes, only if you have monster ASI or are very lucky. Or have insane timing.

"There is barely any ammo-management, if any."
of course there is some (each combo/clip). But yes, not that much.

"Some games should not have auto-aim because it bypasses central mechanics of the game, as in the case of Counter-Strike. Other games should have constant auto-aiming because the action is much more about feinting, dodging and timing, as in the case of Virtua Fighter.
I propose that SK is closer to the latter than the former."

I disagree. Maybe the central central mechanic in LD is capturing points, but a close second is the 1-on-1 combat. Wether you can mindgame your opponent in some way or not is important too, yes, but more important is actually hitting and killing them. Having permanent AT not only makes it unnecessarily more difficult to miss on purpose, but it significantly decreases the skill involved in a 1v1 sword fight because it takes less skill to land hits and makes it virtually impossible to dodge a hit that's close to you that you could have dodged without AT with some quick thinking, recognition and action. It would also make hitstuns much harder to break out of, since there's a much lower chance of the opponent missing and breaking the hitstun themselves.

And SCII's auto targeting in most cases falls into the vein of LoL's "you could aim by yourself, but it's not the focus" and takes it a step further. If you had to manually target every single unit you wanted to fire at, the insane level of micromanagment required would necessitate 10 SCII geniuses' brains implanted into flying jellyfish with prehensile tentacles using a keyboard with several thousand keys to perform the same level of control that the current top-level players can accomplish with *merely* over three freaking hundred actions per minute.

Sat, 11/16/2013 - 20:49
#26
Zeddy's picture
Zeddy

"This matters why?"

I dunno. Why doesn't Counter-Strike have combos? You have a knife in Counter-Strike, I'm pretty sure. If I had to throw out a random guess, I'd say it's because Spiral Knights has a greater focus on timing close-range.

"Given that they're only once every 8 or so seconds, they don't play much of a factor that often."

Unless you pick Striker shield. And let's face it, almost everyone does.

"Sometimes, only if you have monster ASI or are very lucky."

Bullsquid. You press the shield button after attacking, and that cancels your attack early. Everyone can do it. Everyone do do it.

" but a close second is the 1-on-1 combat"

Which brings us back to Virtua Fighter or any other versus fighter, where the central mechanic is 1-on-1 combat; it would also take more skill to hit an opponent if you had to aim in those. You're going to have to explain why SK should not have auto-target while it's fine for other fighting games.

Sat, 11/16/2013 - 22:42
#27
Kathrine-Dragon's picture
Kathrine-Dragon

There's a major point you missed: alchemers. See, the skill shot there requires no AT and "skill". What I suggest is to auto-enable AT for regular attacks and remove it for charges. This does nothing for bombers but for, say, brandishes, I can no longer lag spike and somehow do a split second point perfect charge unleash on a slime. Higher risk, same reward. I'm also comparing regular attacks to auto attacks in LoL because people don't really use them all that much. Except guns. And what does it do to guns? Nerf alchemers.

Sun, 11/17/2013 - 00:31
#28
Arelic's picture
Arelic
Give Bombs AT Please

Unrelated, dodge moves are not only limited to striker's movements and the dash that can be used every eight seconds at least if placed in the context of evasive maneuvers in which feints and misdirection can cause aim to go askew. Besides, isn't there a range and scope on record to which AT detects its opponent?

Tue, 11/26/2013 - 23:09
#29
Klipik-Forum's picture
Klipik-Forum
Hey I came up with an answer after like a week and a half!

AT is ok in Virtua Fighter but not SK because: The effect of rotation is much greater in SK than VF.(do they call it that?)

In VF, sure, there may be gimmicks like map obstacles, but SK takes that to a whole different level because you can turn 180 degrees almost instantly thanks to the camera angle. VF is a fighting game, which is a genre that evolved from the 1-D days of Street Fighter II where the only way position played a factor was how far away to the left or right your opponent was. With the indroduction of the depth dimension came things like dodging to the side and whatnot, but because the genre originated as a 1D genre that is the main core of all games in the genre and the second dimension is minor in comparison.
In SK, because it is a top-down-ish camera angle with mouse-controlled(optional) rotation, the game was developed and balanced around the fact that there are two prevalent dimensions for the player to move in and control.
If you took the second dimension out of fighting games, it would have a much smaller impact than if you took SK and made it essentially into a fighting game. If you've played against AT brandish users while you're using a toothpick, you know the toothpick's extra swing radius is nullified by the aim correction unless you're fighting multiple enemies at once. Same goes for GF/Acheron since the buff. And with guns, while AT isn't as effective (since bullets don't curve), it still has an effect of the same nature especially if you use fast bullets.

Wed, 11/27/2013 - 02:31
#30
Hexzyle's picture
Hexzyle
@Klipik-Forum

Everything you just said shows similarities between Spiral Knights and Starcraft II as well as League of Legends.

Abilities, wards, last hits, the rest of your team and the enemy team, your lane, etc [...]
LD does not have enough else going on for AT to become a convenience rather than a crutch

But certain attacks like charge attacks and gunslinging (abilities) and bombing (wards) don't utilize AT.
Additionally, if players were more focused on the objectives like they should be, AT complaints would arise far less often.
And finally, not everyone needs carry a sword: there's three weapon classes is there not??? (why does everyone go with swords? It just makes it so bloody easy for me to waltz into a match with my 500ms ping and troll people with hazes! Why doesn't anyone else do this??? It's like, the ticket to winning lockdown! Caps get you a lot of points when your opponent can't stand on them)

but a close second is the 1-on-1 combat
I disagree. When teams actually play like teams, I see a lot more capping and player-stomping going on.
I'm talking a 3-man squad with a Guardian utilizing his shield when needed, recon dropping bombs or hazes, and a primary-fighter striker keeping the opponent occupied. Anyone who charges directly at that combo (which people do a LOT since a lot of players are strikers with only swords) falls within seconds, AT or not.

People hate on AT because they're playing the game wrong, and need to pick on something other than their own actions, regardless of whether or not AT actually improves one's fighting potential.
The way I see it, AT is the metagame counter for people who fight 1v1. Yes, that's right, I just said AT is a viable tactic.

Wed, 11/27/2013 - 21:38
#31
Klipik-Forum's picture
Klipik-Forum

"why does everyone go with swords? It just makes it so bloody easy for me to waltz into a match with my 500ms ping and troll people with hazes! Why doesn't anyone else do this??? It's like, the ticket to winning lockdown!"

For the same reason I try not to spawn camp: you win, but it's boring.

I'm talking about the game in its current state of balance and metagame, where virtually no one cares about actually winning as much as having fun beating up the other team. In that situation, AT has a much larger effect than what you're describing. But if you're going to use that logic, then why is aim correction frowned upon in CS if you can use tactics to overcome superior aiming?

Wed, 11/27/2013 - 23:33
#32
Hexzyle's picture
Hexzyle
When you're this swag this world just bows at your knees

then why is aim correction frowned upon in CS if you can use tactics to overcome superior aiming?

Hmm...
Well... a win condition on CS is to eliminate the opposing team.
Actually, a more compelling argument is that when you shoot a hitscan weapon, you deal damage regardless of where you're shooting from and when you shoot, provided you have the crosshair directly on an enemy (assuming no scatter since there's no such random aspect in Spiral Knights)
Additionally, shooting a gun at someone on CS means death, while on Spiral Knights the skill of your opponent can migitate the damage, say if they block or strike first, (I'm not going to say dodge because both games you can keep up elusive movement)

Wed, 11/27/2013 - 23:48
#33
Bustware's picture
Bustware
WTF, I can't believe I have to post this

Stop spamming about removing auto-target, you can take it down yourselves in options. Just a good search.

Thu, 11/28/2013 - 01:25
#34
Zeddy's picture
Zeddy
@Hexzyle

"(assuming no scatter since there's no such random aspect in Spiral Knights)"

This is not what my tests showed.

Thu, 11/28/2013 - 02:02
#35
Hexzyle's picture
Hexzyle
When you're this swag this world just bows at your knees

Stop spamming about removing auto-target, you can take it down yourselves in options. Just a good search.

Did you read none of the thread?

Fri, 11/29/2013 - 10:26
#36
Klipik-Forum's picture
Klipik-Forum

But swords are hitscan weapons.

Fri, 11/29/2013 - 17:13
#37
Hexzyle's picture
Hexzyle

With minuscule range and a windup animation.
We don't complain that we get killed by a Heavy because you can hear his windup, the spread is pretty terrible, he's slow and autoaim or not, you only have to point the minigun in the general direction of the enemy and pull the trigger and they'll die quickly.

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