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As you probably all know, ESF final melee is an upgraded version of 1.2.3 basic melee with 3 variations: basic melee, combo melee and throw/grab and smash, and they interact with a rock paper sissors mechanism which, in my honest opinion, is not very ideal for this type of game and ill tell you why.
The number one reason is because luck should never be involved in such a skillfull game and i read the devs position when they said it is due to newer players having a little bit of chance against pro players and adding a bit of depths which is compeletely understandable, but unfortunately i think it has more bad than good in it.
When ESF F does release, pros will want to compete at the game and obviously none of them want luck involved in their fight so what will probably happen is they will use only one of the three melees avaliable to undoublty test their skill on the game, leaving the rest of the melees unused.
As for new players, this system will simply make it worse for them to learn because they wont know if they landed a good angle hit or simply got lucky in a headon and some might just constantly try their luck in headons instead of actually learning the game, which makes it annoying for both good and bad players.
Now there are a lot of simple ways to change this, for example, simple melee would win against combo and throw ( having combo = throw in a headon) but would deal less dmg so if you landed a combo or a throw you would be rewarded with a bit more damage because its harder to hit, sure you could spam simple melee forever, but you wouldnt have the same damage output as you would if you used the other types of melee as well.
This is just a simple example because there are a billion ways to make this work, you just have to be creative.
Some of you will say that, without the RPS system, noobs will ragequit like they did in 1.2.3 but let me tell you the reason why some of the new players hated 1.2.3, they hated it because, once they were hit ONCE by a pro, there was nothing they could do to stop being punched to death, nothing at all so it wasnt because pros were better than them but because there was so little they could do against them which lead to little room for improvement, but now in esf final thats not the case because of the recovery system, now noobs wont die instantly and have a chance to fight back and if they do get obliterated its because they failed multiple times which im sure they will understand, not to mention ESF final seems a lot easier to learn (no double tap for swooping, etc).
Note that i never played ESF Final so i cant tell for sure how the RPS system really impacts gameplay, keep in mind this is merely my point of view and id like to hear your suggestions and opinions on this as well.
The number one reason is because luck should never be involved in such a skillfull game and i read the devs position when they said it is due to newer players having a little bit of chance against pro players and adding a bit of depths which is compeletely understandable, but unfortunately i think it has more bad than good in it.
When ESF F does release, pros will want to compete at the game and obviously none of them want luck involved in their fight so what will probably happen is they will use only one of the three melees avaliable to undoublty test their skill on the game, leaving the rest of the melees unused.
As for new players, this system will simply make it worse for them to learn because they wont know if they landed a good angle hit or simply got lucky in a headon and some might just constantly try their luck in headons instead of actually learning the game, which makes it annoying for both good and bad players.
Now there are a lot of simple ways to change this, for example, simple melee would win against combo and throw ( having combo = throw in a headon) but would deal less dmg so if you landed a combo or a throw you would be rewarded with a bit more damage because its harder to hit, sure you could spam simple melee forever, but you wouldnt have the same damage output as you would if you used the other types of melee as well.
This is just a simple example because there are a billion ways to make this work, you just have to be creative.
Some of you will say that, without the RPS system, noobs will ragequit like they did in 1.2.3 but let me tell you the reason why some of the new players hated 1.2.3, they hated it because, once they were hit ONCE by a pro, there was nothing they could do to stop being punched to death, nothing at all so it wasnt because pros were better than them but because there was so little they could do against them which lead to little room for improvement, but now in esf final thats not the case because of the recovery system, now noobs wont die instantly and have a chance to fight back and if they do get obliterated its because they failed multiple times which im sure they will understand, not to mention ESF final seems a lot easier to learn (no double tap for swooping, etc).
Note that i never played ESF Final so i cant tell for sure how the RPS system really impacts gameplay, keep in mind this is merely my point of view and id like to hear your suggestions and opinions on this as well.