As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
We're funding a new Acquisitions Incorporated series on Kickstarter right now! Check it out at https://www.kickstarter.com/projects/pennyarcade/acquisitions-incorporated-the-series-2

Street Fighter X Tekken: Game out now. 12 characters DLC incoming. Day 1 patching.

1121315171852

Posts

  • Page-Page- Registered User regular
    edited October 2011
    Quite. There is no way to disable gems. In fact, gems are currently Capcom's selling point for the game. They plan to include upwards of 200 gems (though probably less), with separate pre-order and dlc booster packs of 9 available to supplement them (all retailer specific, of course), and right now the only way to get them all is to pre-order the special edition of the game.

    o05hex.jpg

    As you can see in the bottom right, 4 different retailers will each have a booster pack of 9 gems, and there is an additional pack of 9 that you can only get from the special edition, so that's 45 gems on top of those already included in the game.

    And that doesn't even address the logistical nightmare it will be for tournament organizers. If you've looked at recent screenshots you've probably noticed that there are 2 lines of gems, one above the super meter and one below it. That's because a player doesn't just customize their gems for their team -- they customize them for each character they pick. That means that both characters have separate gem pools. That's 4 selections of 3-5 gems out of a possible 200 each time there's a new match, and at least one of them will have to go through that process all over again if they decide to change their team after a loss.

    24yslxh.jpg

    Page- on
    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • interrobanginterrobang kawaii as  hellRegistered User regular
    seriously, this game is going to be a fucking mess for tournament organizers

    like i want to like it, i'll probably play it for fun, but i can't imagine how it will be run in tourney scenarios

  • TaramoorTaramoor Storyteller Registered User regular
    seriously, this game is going to be a fucking mess for tournament organizers

    like i want to like it, i'll probably play it for fun, but i can't imagine how it will be run in tourney scenarios

    If they want to make it a tournament game, they will. You won't be able to hold them back. Look at Smash.

    I hate to make the comparison, because SxT is such a straightforward, 2D game at the heart of it and all of the bells and whistles that are attached look like they would increase the amount of skill required to be successful. Smash has the problem where all the extra stuff (stages, items, tripping, etc.) introduces an element of randomness that can hurt gameplay and make it irritating to watch (not to mention making each match last upwards of ten minutes). But I think everything they've told us about just amplifies the amount of strategy that can be included.

    Yes, it would take a while to set your gems, but think of the kind of changes you can make to your strategy and how you deal with your opponent. Depending on how the gems work, you might not just be picking the +20% speed gem because, well, +20% speed, but you might be picking between different gems that have the same effect but a different activation condition.

    Your opponent a turtle? Then pick the one that activates after a certain number of blocked attacks. Are they going to rush your shit down? Then pick the one that activates after you block a certain number of specials.

    We don't know, but I think it's going to be awesome provided the gems are simple enough that you don't get majorly broken ones. the only way it will be boring will be if everyone picks the same setup. Sort of like how one groove was just better in every way in CvS2.

  • Page-Page- Registered User regular
    It wasn't so much that 1 groove was straight out better than all the others in cvs2, but that every character had 1 groove that they were best at, and it turned out that most top-tier characters were best in 1 groove.

    But I digress.

    This is not about strategy or balance right now, this is simply that it's too much work for both the organizers and the players. Not saying it won't happen. It will, because it's a Capcom game. But Capcom still seems bent on doing their best to give the competitive community problems.

    Like, in theory being able to walk around with your own custom gem set and sideboard would be great, and if this was 10 years ago and this game was coming out in the arcades then I'm sure everyone would love it. You'd go to the arcade, purchase a little card, then all you have to do is swipe your card through the reader and the game will load up your gem sets for you.

    But you can't really do that anymore. You can't even bring a memory card or a usb stick to a tournament. And since half the players will be coming from different consoles that wouldn't work anyway.

    I mean, god forbid the gems have to be unlocked as well. Having a tournament set-up with 5 machines that each need the pre-order special edition + all the gems unlocked from singleplayer or whatever is a huge restriction.

    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • FuriousJodoFuriousJodo Seattle, WARegistered User regular
    Taramoor wrote:
    seriously, this game is going to be a fucking mess for tournament organizers

    like i want to like it, i'll probably play it for fun, but i can't imagine how it will be run in tourney scenarios

    If they want to make it a tournament game, they will. You won't be able to hold them back. Look at Smash.

    I hate to make the comparison, because SxT is such a straightforward, 2D game at the heart of it and all of the bells and whistles that are attached look like they would increase the amount of skill required to be successful. Smash has the problem where all the extra stuff (stages, items, tripping, etc.) introduces an element of randomness that can hurt gameplay and make it irritating to watch (not to mention making each match last upwards of ten minutes). But I think everything they've told us about just amplifies the amount of strategy that can be included.

    Yes, it would take a while to set your gems, but think of the kind of changes you can make to your strategy and how you deal with your opponent. Depending on how the gems work, you might not just be picking the +20% speed gem because, well, +20% speed, but you might be picking between different gems that have the same effect but a different activation condition.

    Your opponent a turtle? Then pick the one that activates after a certain number of blocked attacks. Are they going to rush your shit down? Then pick the one that activates after you block a certain number of specials.

    We don't know, but I think it's going to be awesome provided the gems are simple enough that you don't get majorly broken ones. the only way it will be boring will be if everyone picks the same setup. Sort of like how one groove was just better in every way in CvS2.

    We should get Skylanders instead.

    FuriousJodo on Twitch/PSN/XBL/Whatever else
  • Page-Page- Registered User regular
    And of course, the obvious solution has been staring us in the face all along: don't let players customize gems on an individual basis. Sort the gems into sets, like grooves. It'll still take a long time, but that would go a long way toward speeding things up.

    But then you'd lose all the mix-and-match faux-replay value. So only allow custom gem grooves in single player or special vs, which is how cvs2 did it.

    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • chamberlainchamberlain Registered User regular
    edited October 2011
    The more Page- talks the less I am excited for this game.

    And I'm not good. I can't imagine how frustrating it would be for someone who takes the time to practice and build a working team/strategy.

    chamberlain on
  • FuriousJodoFuriousJodo Seattle, WARegistered User regular
    Page- wrote:
    And of course, the obvious solution has been staring us in the face all along: don't let players customize gems on an individual basis. Sort the gems into sets, like grooves. It'll still take a long time, but that would go a long way toward speeding things up.

    But then you'd lose all the mix-and-match faux-replay value. So only allow custom gem grooves in single player or special vs, which is how cvs2 did it.

    It's unfortunate that so far this is looking like the case, in order for anyone to take the game seriously it will have to have a lot of made up rules/choices for tournaments. It will end up like Smash Bros where the only way to play it is to remove everything lol.

    FuriousJodo on Twitch/PSN/XBL/Whatever else
  • TaramoorTaramoor Storyteller Registered User regular
    edited October 2011
    Page- wrote:
    And of course, the obvious solution has been staring us in the face all along: don't let players customize gems on an individual basis. Sort the gems into sets, like grooves. It'll still take a long time, but that would go a long way toward speeding things up.

    But then you'd lose all the mix-and-match faux-replay value. So only allow custom gem grooves in single player or special vs, which is how cvs2 did it.

    It's unfortunate that so far this is looking like the case, in order for anyone to take the game seriously it will have to have a lot of made up rules/choices for tournaments. It will end up like Smash Bros where the only way to play it is to remove everything lol.

    Honestly I think tourney players removed all the fun, intended stuff from Smash because they didn't want to play Smash they wanted a 2D fighter with Nintendo characters, but that's an argument for a different forum.

    Until we know more about the gems, hell until people actually sit down and play with them for a month or so, we have no way of knowing if/how they'll affect tournament play. Dismissing it out of hand just makes us sound like elitist douchebags who aren't even willing to TRY new things.

    It may be that people will have to decide on their gems beforehand, it may be that they're pretty easy to unlock or that the DLC gems are superfluous. It may be that there's an empty gem slot option (where there's no gem equipped) and that's what the tournament will go with.

    Capcom can't try to cater too much to tourney players, because they'll never be satisfied. They always want the exact same game they've always had, just brand new and totally different, and if you change anything they'll get pissed, and if you leave it exactly the same they'll get pissed.

    People will play the game, and eventually there will be a tournament ruleset for it because Street Fighter vs Tekken is something people have always wanted to play.

    Now when Tekken x Street Fighter comes out, THEN you'll see arguments.

    Taramoor on
  • interrobanginterrobang kawaii as  hellRegistered User regular
    they took all the intended stuff out of smash because it put too much randomness into the game

    randomness, in a competitive game that is supposed to be solely about skill and execution, is unacceptable

    that'd be like if they added random-number-generated critical hits into the next variation of SF

  • shadydentistshadydentist Registered User regular
    Smash is different. It was never intended to be a tournament game, it was a game that you could customize a thousand different crazy ways. Competitive SSBM did include items early in its life, but most items were quickly banned because they proved to be too powerful. Many stages were banned, especially those that allowed faster characters to run away indefinitely. Eventually, items were removed entirely, as the random exploding items made for random kills. What remained was a surprisingly balanced metagame that took years to develop. Seriously, for the first 5 years of the game, Jigglypuff was considered a lower-mid tier character, but as the technical ability of the competitive scene rose steadily, it was found that her air control made her hugely dominant if you were extremely precise in your spacing.

    On the other hand, Brawl turned out to be a mess, so there's that. MvC3, on the other hand, has stagnated a little bit after only a year, due mostly to the dominance of Wolverine and Phoenix. It's hard to predict how a game develops over its lifetime, but if it has enough issues, it might never even get off the ground.

    Steam & GT
    steam_sig.png
    GT: Tanky the Tank
    Black: 1377 6749 7425
  • Page-Page- Registered User regular
    edited October 2011
    People can play it all they want. It's not like tourney sales are more than .5% of their total income. That's why Capcom doesn't cater to tourney players in any significant way. They'll put out a balance patch (if they can charge for it), but that stuff doesn't effect most people, and it's free advertising. Now, actually get a decent training mode in there, or any of 500 other things that competitive players want, but that might actually take some effort? Nah.

    Street Fighter x Tekken ain't gonna move units on on the strength of its tourney cred. I know that, Capcom knows that, most people with a brain know that.

    Could also be a case of testing the waters. Every fighting game developer does that at some point. Sega used Fighting Vipers to test out walls before Virtua Fighter 3. Namco did the same sort of stuff with Tekken and Soul Edge, while SNK put out half a dozen different games in the 90s, each with different systems, before they finally coalesced them into King of Fighters. Even the first couple of X-men and Vs. fighting games that Capcom put out had no pretenses of balance or tournament play. If Capcom can make a healthy profit selling booster packs of character upgrades, and the competitive community ends up taking it on, who knows what other avenues that might open up in the future.

    Page- on
    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • BizazedoBizazedo Registered User regular
    Yeah, lets be honest. The damn thing is a testbed for DLC :).

    XBL: Bizazedo
    PSN: Bizazedo
    CFN: Bizazedo (I don't think I suck, add me).
  • Mmmm... Cocks...Mmmm... Cocks... Registered User regular
    I'll be honest, I'll probably throw money at Capcom till we get a CvS3. Even if they DLC me to death with this game.
    I'd be happy with a CvS2 OE though.

  • TaramoorTaramoor Storyteller Registered User regular
    Smash is different. It was never intended to be a tournament game, it was a game that you could customize a thousand different crazy ways. Competitive SSBM did include items early in its life, but most items were quickly banned because they proved to be too powerful. Many stages were banned, especially those that allowed faster characters to run away indefinitely. Eventually, items were removed entirely, as the random exploding items made for random kills. What remained was a surprisingly balanced metagame that took years to develop. Seriously, for the first 5 years of the game, Jigglypuff was considered a lower-mid tier character, but as the technical ability of the competitive scene rose steadily, it was found that her air control made her hugely dominant if you were extremely precise in your spacing.

    On the other hand, Brawl turned out to be a mess, so there's that. MvC3, on the other hand, has stagnated a little bit after only a year, due mostly to the dominance of Wolverine and Phoenix. It's hard to predict how a game develops over its lifetime, but if it has enough issues, it might never even get off the ground.

    Exactly. Randomness was the problem and the reason items and stages were eventually removed. Overpoweredness is the problem with Akuma in ST, so he's banned.

    There's no randomness involved with the Gems, they're just an extra variable that must be accounted for and (supposedly) everyone will have access to the same ones.

    Now, I imagine that if there are gems that, say, reduce the charge time for sonic booms/flash kick/etc. then there could be some serious issues, but again we don't know enough about them yet.

    What gems do we know about so far? Speed up, power up, defense up, auto-block (at the cost of one bar each time it's used), auto-throw escape (presumably with the same cost), supposedly there are some that increase the speed at which you gain meter.

    Think about it a little bit deeper though. Every time you would land a throw, instead it eats away at your opponent's meter and they have no say in whether it happens or not. That puts you in charge of your opponents meter. Who knows what the requirements will be for activating some of the more powerful gems.

    Right now it's an extra variable. My only real worry with the system is the notion of exclusive gems, because that would just piss me right the fuck off.

  • JorilJoril BelgiumRegistered User regular
    There's a big discussion on gems going on on iplaywinner too, link: http://iplaywinner.com/news/2011/10/24/sfxt-keits-on-the-potential-hurdles-of-the-gem-system.html. Here's a comment that caught my eye:
    People complain about DLC costing money money but eagerly spending way more on fight sticks. Why aren't more people asking for fighting games to cater to the default control pad?

    bonesnacksig.jpg
  • Page-Page- Registered User regular
    That's some backwards reasoning.

    Sticks are multipurpose peripherals that can be used for tons of other things besides fighting games.

    On the flip side, I get super annoyed by fighting games that aren't designed to fit a 6 button stick layout. Thankfully those are few and far between, and usually not worth playing anyway.

    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • TheStigTheStig Registered User regular
    edited October 2011
    that's a pretty dumb comment.

    You take your stick or controller with you when you go to a tournament. Gems you need to rely on them being there. It's just a huge headache for tournament organizers, or just friends trying to play locally.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • Evil MultifariousEvil Multifarious Registered User regular
    one TE stick works for all the fighting games one might buy, and it is already less expensive than buying all the DLC for a few games that have been released

    especially Capcom games

    since Capcom just really hates people who play videogames, and wants them to suffer

  • MorvidusMorvidus Registered User regular
    Page- wrote:
    Sticks are multipurpose peripherals that can be used for tons of other things besides fighting games.

    I actually bought a rectangle gate that only allows left/right or up/down movement. I know I'll never need it, but it was still cheaper than a costume pack.

  • BizazedoBizazedo Registered User regular
    edited October 2011
    From Destructoid

    http://www.destructoid.com/street-fighter-x-tekken-pandora-mode-not-above-being-cut-214870.phtml#ext
    At the moment Pandora mode is a last resort, desperation attempt for a player on the verge of death. When either partner is down to 25 percent health or less, tapping down twice followed by a simultaneous press of the two medium attacks will sacrifice that player and give the other partner about five seconds of enhanced strength to finish the job. The benefit to this move: its zero frames, damage is multiplied, and the super meter becomes unlimited.

    Unfortunately at the moment, while it looks incredibly impressive with its stylized glowing edges, I found the mode mostly useless and even a little busted. From what I could tell, you don't take actual damage when Pandora mode is activated. Instead your life bar drains at a fixed rate until it's depleted. So even if you are in the middle of a Super that normally would have killed your enemy, if your life bar finishes before they're KO'd you lose.

    Now while that all sounds like logical risk versus reward fighting tactics and makes perfect sense, what happens when both players initiate the mode? Well, from my experience whoever is the benefactor of firing off Pandora mode second is guaranteed the win. Granted, the opportunity to counter this move with your own will not always present itself but the fact that each character's life bar drains at the same rate and damage from attacks are mitigated opens up a potential flaw in the balance of the game.

    It's something Capcom's own fighting game consultant Seth Killian agrees still needs work. "Pandora [mode] right now I would say is pretty weak-sauce. I would not activate it. We're still playing with it and trying to figure [it] out... This is not the final form."

    Street Fighter X Tekken still has a good six months of development time ahead and the build I was playing wasn't the most up-to-date, as Rufus was not available. Outside of Pandora mode the rest of the game feels really solid. The Cross Art and Cross Assault tag attacks are viscous and make players really decide how to spend their Super meter. Every character also feels really balanced, with no one character dominating the game -- at least yet -- and it's nice to see old favorites like Rolento back in the mix.

    Capcom also recently teased a gaggle of new, yet unannounced fighters so there is definitely more work to be done. Which speaks good for the sanctity of the game's overall balance and for Pandora mode.

    "We're going to try to make Pandora more interesting or just cut it," Killian said. "I'm not above cutting it even though we just announced it."

    Hopefully that's not the case for Pandora mode. It's an interesting concept that as Killian put to me "is a game changer," just unfortunately at the moment "not a game winner."

    Bizazedo on
    XBL: Bizazedo
    PSN: Bizazedo
    CFN: Bizazedo (I don't think I suck, add me).
  • blaze_zeroblaze_zero Registered User regular
    I honestly hope they cut it.

    That and the gem system.

    I just want a fighting game please.

  • DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    edited October 2011
    Hmm...honestly...I can't say I mind Pandora. If Capcom wants a comeback mechanic whatever that's on them.
    I do believe that the gem system should be optional at least though.

    Dragkonias on
  • TaramoorTaramoor Storyteller Registered User regular
    If only one side is allowed to activate Pandora, that would be... Something.

  • interrobanginterrobang kawaii as  hellRegistered User regular
    clearly the only solution is to do an in-game coin toss before each match that determines who will be allowed to use pandora mode

    there will be coin-based DLC involved with this system

  • LarsLars Registered User regular
    When I first heard about Pandora, I didn't hear about being invincible, and I heard you automatically lost as soon as it ran out. That made a little more sense.

    Making you invincible for the duration is just silly, especially since the other person can just activate theirs for a guaranteed win.

  • l_gl_g Registered User regular
    The only thing I dislike about the gem system is the logistical nightmare it presents for tourneys. In fact, if it wasn't a game-breaking feature, then I'd be disappointed, because it would mean that it wasn't significant in affecting the outcome of the fight. Groove selection absolutely changes the game in CvS2, and I'd hope that the impact of gems is just as big in SFxT.

    Quite honestly, the more I think about it the more SFxT seems like it should be an arcade game, because being able to have such customizations carried around with a nomadic player is easily handled with card reader systems, but curiously clumsy on our internet-powered player-profile-tracking home consoles.

    Cole's Law: "Thinly sliced cabbage."
  • Page-Page- Registered User regular
    It's like you were reading my mind!

    And the only logical way to fix pandora is to add pandora enhancing gems, or gems that let a player use it in the first place.

    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • TaramoorTaramoor Storyteller Registered User regular
    Page- wrote:
    It's like you were reading my mind!

    And the only logical way to fix pandora is to add pandora enhancing gems, or gems that let a player use it in the first place.

    Why wouldn't it work if only the first player to activate Pandora can do it? That makes it a gloriously tantalizing shiny red button that could just as easily kill you as save your ass.

  • DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    Honestly...at this point Pandora looks a little weak to me.

    Just that I don't care because I hate comeback mechanics.

  • SkabSkab Registered User regular
    I have two questions for this thread: Do we know when the next character reveals are going to take place, and what happened to the SSF4 thread?

    steam_sig.png
  • BizazedoBizazedo Registered User regular
    Skab wrote:
    I have two questions for this thread: Do we know when the next character reveals are going to take place, and what happened to the SSF4 thread?
    Think it's on page 2 or 3.

    And I don't think so. I'm surprised we haven't been hit with another reveal by now, honestly, but the furor over the Gems hit them by surprise. Maybe they're trying to figure that out first before more reveals because if they don't, the good will of a reveal will get overwhelmed by BUT WHAT ABOUT THE GEMS?!

    XBL: Bizazedo
    PSN: Bizazedo
    CFN: Bizazedo (I don't think I suck, add me).
  • MgsleeMgslee United StatesRegistered User regular
    All Capcom would need to do with Gems is make preset gem "grooves" with the default selection and you'd essentially have CvS2. Potential logistical nightmare for tournies but whatever. Tournament runners will find a way, ever been to a PC tourny? Those have far worse logisitics IMO and that scene seems to be pretty healthy to me. Also if Gem selection is fast (or time limited) then it doesn't matter aslong as only stock gems are allowed. Players having to spend time selecting their gems can't be any worse then button checking and team selection anyway. DLC is a problem, but its pretty easy just to ban that stuff from tournaments.

    Pandora making you invincible seems completely backwards. If you take hits the timer should drop a bit. But there's still so much time before launch that they can iterate on the design idea for awhile.

    I'm honestly really glad they announced these game differentiating mechanics. If I really wanted something with less elements we already have AE for that. Another 2D fighter with Tekken characters is not that appealing.

    Hit me up for SSF4 games! (Xbox Live mgslee)
  • H*RH*R Registered User regular
    Some alternative costumes pictured: Here

    I'm not sure why, but this kind of makes me furious. I suppose it's because this pretty much deconfirms some characters that would have been nice to have in the actual game. I also have no idea who Poison and Hugo are supposed to be. My Tekken lore is weak.

    Nintendo Network: WarrenMSP
    3DS: 4184-2362-9697
    PSN: Skywarrd
  • T-DangerT-Danger Registered User regular
    H*R wrote:
    Some alternative costumes pictured: Here

    I'm not sure why, but this kind of makes me furious. I suppose it's because this pretty much deconfirms some characters that would have been nice to have in the actual game. I also have no idea who Poison and Hugo are supposed to be. My Tekken lore is weak.

    I think Hugo and Poison are meant to be Asteroth and Tira from Soul Calibur. No idea who the hell Ryu is though. Ogre? That green reptile guy from Soul Calibur 2?

    Also, some characters are dressed as already confirmed characters from the other side, so it doesn't completely prove the characters they represent won't be showing up.

  • H*RH*R Registered User regular
    I suppose you're right. I'm still pulling for Karin, Elena and Mika.

    Nintendo Network: WarrenMSP
    3DS: 4184-2362-9697
    PSN: Skywarrd
  • Page-Page- Registered User regular
    Those are the ugliest things I've seen in a long while. Bravo Capcom.

    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • T-DangerT-Danger Registered User regular
    Some more alt costumes have been revealed.
    http://www.eventhubs.com/news/2011/nov/16/custom-colors-swap-costumes-street-fighter-x-tekken/

    Zangief undoubtedly has the best one of the lot. Frankly I'm amazed Capcom never came up with it sooner.

  • PeewiPeewi Registered User regular
    Am I the only one that thinks Chun-Li as Panda and Cammy as King is amazing?

  • DunxcoDunxco Should get a suit Never skips breakfastRegistered User regular
    Personally I think R. Mika Kuma is the greatest contribution to humanity in the 21st century.

Sign In or Register to comment.