ZEQ2 Lite

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Yea ESF has none of that. Even the beam lockon only makes the player "hitbox" bigger. meaning you have an easier time aiming, but you still need to aim yourself.
Increasing hit radius's was one of the things I mentioned that serve as a "soft lock" supplement. A soft lockon is basically anything that aids in hitting the target beyond precision collision with their normal boundary boxes. This could be done with influencing/redirecting/snapping movement, scaling radial checks, or any number of other nudging/freezing mechanisms.

@Others Think of ZEq2-lite like a garys mod for a DBZ experience. The idea of being statistically true to the show takes priority over gameplay in general. Meaning that a person with 1000 PL will never in their wildest dreams beat someone with 5000 PL. Basically its a DBZ sandbox experience. So for anyone not a fan of roleplay its totally useless.
Sort of. The problem with a strict labeling parallel like this is that it rarely embodies all aspects accurately. Unless you are in the realm of plagiaristic carbon-copies, generalizing is typically a poor way to make a relative comparison. One could say that the initial releases of ZEQ2-lite are more about the "out-of-game" experience and community involvement than any manner of in-play occurrence.

And with this, we can stop talking about Zeq2 forever.
What's the purpose of having a forum if engaging in discussion on a topic isn't encouraged?
 
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What is the purpose of defending and forcing us to critique a release that was never meant to be supported by you and yours?

And let's face it. Nothing is being gained by discussing what is ultimately an inferior game/non-game/whatever you want to label it. We have ESF. Shit works, it's supported and will eventually be replaced by a superior version. There's no confusion here. The guys from the Zeq2 forum love lite, most of the people here don't. Cool. Time to move on.
 
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Garry's Mod needs a DBZ addon.
 
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i dont see where u guys seeing whats zeth is defending for, hes just explaining what other people asks or point wrong
 
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If he has to address a post on a point by point basis, he isn't simply engaging in a conversation.
 
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He is playing very much weak since he has a small team and I don't think so lives
 
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He is playing very much weak since he has a small team and I don't think so lives
What team. ZEq2-lite is ran by the community, not a developement team.

If he has to address a post on a point by point basis, he isn't simply engaging in a conversation.
Hes not engaging in a conversation, he wants to start a full out debate.
 
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Hes not engaging in a conversation, he wants to start a full out debate.
Agreed, and if Zeq2 merited that kind of discussion, I'm sure we'd all be happy to oblige. But after hlev was basically castigated for thinking their aura looks like shit, only to be shown a "hyper complex aura" that looks equally as shitty, I just can't take anything related to the "Zeq2 Lite Experience" seriously.
 
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What is the purpose of defending and forcing us to critique a release that was never meant to be supported by you and yours?
The point is that if you wish criticize something, you should actually understand it and do so constructively. I'm only looking for everyone to remain objective, non-bias, and receptive to new information about their conclusions -- aspects of which this thread lacked severely.

And let's face it. Nothing is being gained by discussing what is ultimately an inferior game/non-game/whatever you want to label it. We have ESF. Shit works, it's supported and will eventually be replaced by a superior version. There's no confusion here. The guys from the Zeq2 forum love lite, most of the people here don't. Cool. Time to move on.
The problem is you that think its inferior because you misunderstand the relative scope -- thus why a comparison was made in the first place where one wasn't necessary. I assure you that I'm not taking upon the persona of a zealous fanboy in this conversation. I am being level-headed and technically precise in absolutely every breakdown while being bombarded by (mostly) narrow-minded cynicism.

This can be a very calm and engaging subject line. For instance, when a new DBZ game/project gets a topic on the ZEQ2-lite forum, I sit down and discuss pros and cons in a reasonably deductive manner based on rational criteria without tangential nonsense. I apologize for not spewing cliche one-liners, hollow opinions/sentiments, and tritely applicable memes. I admit that I'm largely unaware of this community's projected mentality and level of technical discipline -- which obviously has created a collision of unbridled interpretation when I intended for nothing more than scientific breakdowns.

If he has to address a post on a point by point basis, he isn't simply engaging in a conversation.
All of my posts on any forum where lengthy discussions exist are based on bullet-point structure. It's simply a matter of formal organization and directed response.

Hes not engaging in a conversation, he wants to start a full out debate.
That's not true. I don't want to engage in a debate. However, until a neutral, non-derogative acceptance of the status-quo can be achieved, additional points must be made. When ESF is mentioned on the ZEQ2-lite forums, I show you nothing but common decency and respect towards intellectual means. I simply ask for the same.

Agreed, and if Zeq2 merited that kind of discussion, I'm sure we'd all be happy to oblige. But after hlev was basically castigated for thinking their aura looks like shit, only to be shown a "hyper complex aura" that looks equally as shitty, I just can't take anything related to the "Zeq2 Lite Experience" seriously.
Again, you misunderstand. I was not attacking the hlev individual -- nor do I wish to upset him. I simply pointed out that introducing input in a conversation based on a crude image without any informative substance isn't a good way to support a concrete point of view. There were no questions being asked about the aura in place, its general capacity, creation date, or extension plans. It was simply a glance perspective that was overly-simplified.
 
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Zeth, may I ask what is your reason for continuing lite? You have admitted its not meant to be played as a proper game. You have also said that, simply put, it is meant for the community to make custom content for. But for what purpose? Just to see its effect ingame for a few minutes and then move on? The closest comparison I can think of is what Grega compared it too, GMod. But GMod is made explicitly for manipulating content in an environment where manipulating said content is far more natural and intuitive. You are actually able to direct cinematic with GMod.

In lite there is no game balance to speak off. Just a couple basic functions that end up giving an impression that there IS supposed to be a "playable" game behind it. But there is no way to play the game when all you have to do is hang out in a corner, charge for half an hour, and then simply one hit kill anyone you feel like.

When I first tried Lite, when it was first announced on Moddb, I was actually hoping the game will be fine tuned for actual play. The mods and addons would just add to the experience. But nothing like that ever happened. The controls didn't improve. No balances were implemented. I was rid of a chance to play a good DBZ game once more. I am just not able to see lite's function, where its neither a test bed for custom content machinations, nor is it an actual game.
 
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The point is that if you wish criticize something, you should actually understand it and do so constructively. I'm only looking for everyone to remain objective, non-bias, and receptive to new information about their conclusions -- aspects of which this thread lacked severely.

I think the point is you've "corrected" everyone's perceptions as to what Lite is and isn't, and so delaying the inevitable, that being the end of this "conversation", serves only to make yourself seem as if you're ranting and further sow discord between the two communities. Anyone who was going to be swayed toward your way of thinking already has. Those who haven't will remain unchanged. Lite is a game. Lite isn't a game. Lite is a testing bed. It is dbz simulator. Whatever. Frankly, I doubt anyone really cares what your intentions were when creating whatever it is Lite is supposed to be. People want a game. People want to play it. If it isn't a game, and isn't really meant to be played, and certainly won't be updated by you or your team, there's really no reason to carry on about it. We gain nothing from this discussion.


The problem is you that think its inferior because you misunderstand the relative scope -- thus why a comparison was made in the first place where one wasn't necessary. I assure you that I'm not taking upon the persona of a zealous fanboy in this conversation. I am being level-headed and technically precise in absolutely every breakdown while being bombarded by (mostly) narrow-minded cynicism.

I think it is inferior because I'm comparing it to ESF. You say this is a comparison I should not make because ESF is an apple and Lite is a unicorn. I say I don't care, because I just want to play a game that doesn't suck. I'm not going to devote my time to something that is barely playable (even if it was never meant to be "played") when I have what I view to be a superior alternative at my fingertips. Apples to Unicorns. I get it. I still don't care.

This can be a very calm and engaging subject line. For instance, when a new DBZ game/project gets a topic on the ZEQ2-lite forum, I sit down and discuss pros and cons in a reasonably deductive manner based on rational criteria without tangential nonsense. I apologize for not spewing cliche one-liners, hollow opinions/sentiments, and tritely applicable memes. I admit that I'm largely unaware of this community's projected mentality and level of technical discipline -- which obviously has created a collision of unbridled interpretation when I intended for nothing more than scientific breakdowns.

And you should absolutely continue to do so on the Zeq2 forum, where games aren't and the simplest turn of the phrase needs to be addressed for accuracy. We, as they say, do not roll that way here unless its a topic of merit. I think, based on the quality of the responses in this thread, the community has spoken on this matter.

All of my posts on any forum where lengthy discussions exist are based on bullet-point structure. It's simply a matter of formal organization and directed response.

That is all well and good, but what could easily be summed up in a paragraph seems to morph into a treatise on a subject no one cares about whenever you're involved. Your posts aren't accessible. They're 15 page long posts that maybe 3 out of however many people populate this forum will actually read, and so they really add nothing but white noise to the discussion.



That's not true. I don't want to engage in a debate. However, until a neutral, non-derogative acceptance of the status-quo can be achieved, additional points must be made. When ESF is mentioned on the ZEQ2-lite forums, I show you nothing but common decency and respect towards intellectual means. I simply ask for the same.

That's great. It really is. But we aren't buying what you're selling as most of it seems like contrived bullshit pulled out of the aether, which is then used to explain why your turbo looks like shit.



Again, you misunderstand. I was not attacking the hlev individual -- nor do I wish to upset him. I simply pointed out that introducing input in a conversation based on a crude image without any informative substance isn't a good way to support a concrete point of view. There were no questions being asked about the aura in place, its general capacity, creation date, or extension plans. It was simply a glance perspective that was overly-simplified.

If you have an example of what your miraculous turbo sprite looks like, that'd be super. But until then, what we've seen and what you posted doesn't change the opinion that, especially compared to that found in ESF, looks pretty shitty.
Capitalism, social realism and textual theory

Charles L. la Tournier
Department of Politics, University of Michigan



1. Pynchon and social realism

The primary theme of the works of Pynchon is the difference between sexual identity and society. However, Baudrillard uses the term ‘the subdialectic paradigm of narrative’ to denote a preconstructive reality. Lacan promotes the use of Foucaultist power relations to analyse and modify sexuality.

“Class is elitist,” says Lacan; however, according to Porter[1] , it is not so much class that is elitist, but rather the paradigm, and eventually the dialectic, of class. Thus, McElwaine[2] states that we have to choose between Sontagist camp and neotextual narrative. Foucault uses the term ‘social realism’ to denote the absurdity, and subsequent rubicon, of cultural society.

However, if the subdialectic paradigm of narrative holds, we have to choose between prestructuralist dialectic theory and postcapitalist rationalism. The characteristic theme of Abian’s[3] analysis of the subdialectic paradigm of narrative is not narrative per se, but neonarrative.

Thus, Tilton[4] suggests that the works of Pynchon are an example of self-falsifying capitalism. A number of theories concerning Sontagist camp exist.

It could be said that if social realism holds, we have to choose between the postconstructivist paradigm of expression and dialectic narrative. Lacan suggests the use of the subdialectic paradigm of narrative to challenge archaic, elitist perceptions of sexual identity.
2. Social realism and the neocapitalist paradigm of discourse

“Class is part of the failure of reality,” says Foucault. Thus, an abundance of theories concerning the stasis, and thus the paradigm, of material sexual identity may be discovered. In Gravity’s Rainbow, Pynchon affirms the neocapitalist paradigm of discourse; in Mason & Dixon, however, he deconstructs the subdialectic paradigm of narrative.
The main theme of the works of Pynchon is not situationism, but subsituationism. Therefore, a number of narratives concerning neocapitalist desublimation exist. Porter[5] states that the works of Pynchon are not postmodern.
However, the primary theme of Hamburger’s[6] model of social realism is the role of the participant as observer. Any number of deconstructions concerning the common ground between class and society may be found.

Thus, Baudrillard promotes the use of the neocapitalist paradigm of discourse to attack narrativity. Social realism suggests that the purpose of the writer is deconstruction.


Therefore, many discourses concerning the subdialectic paradigm of narrative exist. The premise of Foucaultist power relations holds that language is used in the service of hierarchy, but only if social realism is invalid; otherwise, the law is capable of truth.
 
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I'm just gonna do this the same way as above because I don't feel like keeping two posts open to respond. Also deleted what wasn't relevant to me.

The problem remains that it's still a poorly scoped comparison -- Street Fighter to Halo. Different genres. Different gameplay focuses for handling combat.

That might be true...if this was simply street fight to halo. This is dragonball to dragonball. And the systems are alot more similar than I think you realize. I'm not sure if you've play this one but the "zanzoken" is essentially the same skill, except for in ZEQ it can be adjusted to go shorter or further. But I've never seen it go so far that I couldn't keep up with a simple mouse turn. The flight was fast enough to keep up with it as well. ESF's "zanzoken" is alot faster and used frequently/quickly, and it also has the same travel length all-around.

So I really don't see how it's poorly scoped. I suppose I could do a video of both for you. The differences are fairly minor.



See, this is a matter of treating the product as a game rather than an adjustable modification opportunity. If you had done the latter (as many did) and found flaws in something, you'd have realized how very easily fixed and extended any perceptually flawed aspects were. If you didn't like how attack damages scaled, costs behaved, camera modes were handled, etc. it was only a matter of jumping into some easy-to-edit configuration files to make a difference. If those didn't expose enough of what you wanted to change, the source was always clearly laid out and ready to go with plenty of consultants to assist you on your way. The problem from the start was that you wanted it to be a game, a fully functioning experience, out of the box without any work or creativity provided from yourself. ZEQ2-lite was never intended for this as it always insisted that shortcomings be resolved through personal modification.

I can live with that, ZEQ2 isn't a game. It's a personal project for anyone that wants to learn the fine art of adjusting settings. So why don't you work on it a little yourself? It could be a very good game if you put some time into the "project". And yeah, excuse me for thinking a game would be playable. Silly ol' me, I should have assumed immediately that it was just an unfinished project. It certainly doesn't PRESENT itself like a game, or anything.


That is for another subject/conversation entirely. There are multitudes of threads on the ZEQ2-lite forum that have tomes of text explaining/debating the distinctions if you are interested.

Not really, tbh. This debate only keeps me interested because you keep finding new and gradually more ridiculous subjects of defense to add in. At first it was a misunderstood game, then it's actually incomplete, and now it's an...experience? I think that's what sub said? If it's incomplete and not meant to be played, just stop with the defense. We obviously don't understand and you shouldn't feel any need to debate it's relevance.
 

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Not really, tbh. This debate only keeps me interested because you keep finding new and gradually more ridiculous subjects of defense to add in. At first it was a misunderstood game, then it's actually incomplete, and now it's an...experience? I think that's what sub said? If it's incomplete and not meant to be played, just stop with the defense. We obviously don't understand and you shouldn't feel any need to debate it's relevance.
Well, I was mocking his position when I called it an experience. It was just a ridiculous extrapolation on the idea that it somehow is not a game.
 
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Zeth, may I ask what is your reason for continuing lite?
I am not. I haven't invested in the project in years. The forums, SVN, and site are funded and moderated by fans.
As Grega mentioned, I'm only there for consulting purposes to help people with questions.

You have admitted its not meant to be played as a proper game. You have also said that, simply put, it is meant for the community to make custom content for. But for what purpose? Just to see its effect ingame for a few minutes and then move on? The closest comparison I can think of is what Grega compared it too, GMod. But GMod is made explicitly for manipulating content in an environment where manipulating said content is far more natural and intuitive. You are actually able to direct cinematic with GMod.
What about individuals who use ZEQ2-lite as a tool to record and create fan-fiction series like this?

In lite there is no game balance to speak off. Just a couple basic functions that end up giving an impression that there IS supposed to be a "playable" game behind it. But there is no way to play the game when all you have to do is hang out in a corner, charge for half an hour, and then simply one hit kill anyone you feel like.
Besides the aforementioned comments I made regarding it being designed for extending and not playing, approaching it on a server with maximum power level would have alleviated any kind of one-hit kill or "charging for half an hour" occurrences.

When I first tried Lite, when it was first announced on Moddb, I was actually hoping the game will be fine tuned for actual play. The mods and addons would just add to the experience. But nothing like that ever happened. The controls didn't improve. No balances were implemented. I was rid of a chance to play a good DBZ game once more. I am just not able to see lite's function, where its neither a test bed for custom content machinations, nor is it an actual game.
As I explained multiple times, the project was designed for people to actively engage in involvement and finish -- not to be a polished (or even working) experience out of the box. The blog and moddb post explained this. Any and all updates and advancements were always intended to come from individuals like yourself. If you even downloaded it to test, it should have been on the premise that you wanted to modify and fix any of the problems therein.

I think the point is you've "corrected" everyone's perceptions as to what Lite is and isn't, and so delaying the inevitable, that being the end of this "conversation", serves only to make yourself seem as if you're ranting and further sow discord between the two communities.
Why would I want to cause problems between the two communities? There's a shared pool of users as well as former developers of ZEQ2 working on ESF -- some of which I'd like to bring in to future commercial projects. If anything, I would actually like to IMPROVE relations by becoming more actively involved in the community and development discussion relating to ESF.

Anyone who was going to be swayed toward your way of thinking already has. Those who haven't will remain unchanged. Lite is a game. Lite isn't a game. Lite is a testing bed. It is dbz simulator. Whatever. Frankly, I doubt anyone really cares what your intentions were when creating whatever it is Lite is supposed to be. People want a game. People want to play it. If it isn't a game, and isn't really meant to be played, and certainly won't be updated by you or your team, there's really no reason to carry on about it. We gain nothing from this discussion
Kind of rash to assume everyone "wants" a game, isn't it? Researchers and game designers/theorists hardly care about having a game as much as understanding and organizing the complex systems involved and determining how they can be further improved. Making something interactive or DBZ-influenced doesn't instantly qualify it as a game.

What I hope to gain at this point is some dispersal of the overflowing negativity/hate when I'm doing nothing but trying to peacefully explain the state of things.

I think it is inferior because I'm comparing it to ESF. You say this is a comparison I should not make because ESF is an apple and Lite is a unicorn. I say I don't care, because I just want to play a game that doesn't suck. I'm not going to devote my time to something that is barely playable (even if it was never meant to be "played") when I have what I view to be a superior alternative at my fingertips. Apples to Unicorns. I get it. I still don't care.
What kind of reaction are you hoping to obtain by declaring your distaste in a forum discussion? What's the point of ignoring absolutely every point I've made and still saying you're going to use ZEQ2-lite as a toaster even though its marketed as a wrench? I don't understand how professing personal opinions helps a technical conversation move forward.

That is all well and good, but what could easily be summed up in a paragraph seems to morph into a treatise on a subject no one cares about whenever you're involved. Your posts aren't accessible. They're 15 page long posts that maybe 3 out of however many people populate this forum will actually read, and so they really add nothing but white noise to the discussion.
See, why would you say "no one" in such a hyperbolic way when there are obviously individuals willing to comment politely and objectively. Even Sub has done so in his responses -- which I VERY much respect.

That's great. It really is. But we aren't buying what you're selling as most of it seems like contrived bullshit pulled out of the aether, which is then used to explain why your turbo looks like shit.
Not sure what you mean by 'turbo', but nothing in my explanations are contrived. The explanations and classifications remain the same way they've been for practically ever. You can pretty much ask anyone who has an understanding of the history behind the project or relations with myself.

If you have an example of what your miraculous turbo sprite looks like, that'd be super. But until then, what we've seen and what you posted doesn't change the opinion that, especially compared to that found in ESF, looks pretty shitty.
Why must everything be so flat and cosmetic when it comes to this discussion? My counterpoints were about the possibility of the system and the flexibility of the design more-so than the specifics of one possible, programmer generated mockup. Use your imagination and apply some divergent thinking on the core concept!

That might be true...if this was simply street fight to halo. This is dragonball to dragonball. And the systems are alot more similar than I think you realize. I'm not sure if you've play this one but the "zanzoken" is essentially the same skill, except for in ZEQ it can be adjusted to go shorter or further. But I've never seen it go so far that I couldn't keep up with a simple mouse turn. The flight was fast enough to keep up with it as well. ESF's "zanzoken" is alot faster and used frequently/quickly, and it also has the same travel length all-around.

So I really don't see how it's poorly scoped. I suppose I could do a video of both for you. The differences are fairly minor.
They are both Dragon Ball Z based, sure, but would you really attempt to compare a Dragon Ball Trading Card Game to a console game? If you find those mediums too indistinct, what about Hyper Dimension (a DBZ 2D fighter) compared to one of the earlier ESF versions? Both are indeed DBZ, but both have different emphasis on how aiming and player interaction options are served up.

Is it the fact that ZEQ2-lite is presented in a 3D third-person-manner, perhaps? Curious. Let me ask you this. Would you feel the comparisons of lockon/accuracy still relative if ZEQ2-lite was done as a turn-based game (but still had the same presentational aesthetic)?

I can live with that, ZEQ2 isn't a game. It's a personal project for anyone that wants to learn the fine art of adjusting settings. So why don't you work on it a little yourself? It could be a very good game if you put some time into the "project". And yeah, excuse me for thinking a game would be playable. Silly ol' me, I should have assumed immediately that it was just an unfinished project. It certainly doesn't PRESENT itself like a game, or anything.
If time permitted and a team of active developers were available, we'd likely continue the (currently on hold) ZEQ2 project instead (which has entirely different ambitions actually aiming towards a game-oriented goal). Currently, most of the developers are occupied working on a flagship project for our studio startup.

To be fair if you take no context from the release itself, the initial taste of aiming towards a game is apparent since it was initially intended to be one back during its actual development in 2005. Our intentions for exposing the files, availability/involvement in continuation, age of the project (plus existence of a NEWER iteration), and explanations surrounding the release and history are what make set the stage as something else.

Not really, tbh. This debate only keeps me interested because you keep finding new and gradually more ridiculous subjects of defense to add in. At first it was a misunderstood game, then it's actually incomplete, and now it's an...experience? I think that's what sub said? If it's incomplete and not meant to be played, just stop with the defense. We obviously don't understand and you shouldn't feel any need to debate it's relevance.
The explanation surrounding my posts hasn't changed. It's always been incomplete, designed to be community-driven, and is usually misunderstood by individuals looking for nothing more than a functional/fun DBZ game. However, that's not to say it's an entire failure in the department of attracting developer-types who grasp the goals at hand. It has pulled in a few great intellectuals over the years that now are involved with other projects. It's just that the majority of people who search for DBZ fall in a younger demographic and often have no ambition towards game design goals -- although its still molded several of these types into fairly capable artists/programmers as well! If you need something crudely analogous, ZEQ2-lite is the community/youth center for DBZ.

Well, I was mocking his position when I called it an experience. It was just a ridiculous extrapolation on the idea that it somehow is not a game.
Humans as a collective define the standards of definitions and organization. Don't get me wrong. I'm not trying to venture down an interpretive road of "what is truly 'art'?". I'm simply saying that our qualities of identification expand and become more and more rich (and often convoluted) as time goes on. It's easy for people to generalize and just dump anything new they see into a familiar category so they can come to terms with it more easily, but that doesn't necessarily mean that EVERYTHING should be offset by broad labels and be expected to always match to things similarly compared. Is a training simulation machine at the DMV a game? Is throwing rocks at abandoned warehouse windows a game? What are we constituting as a game here? You may presume it's a shared definition, but is any activity whatsoever where you can have enjoyment applicable here? Or is it more about having an environment where you have rules of play and win/loss conditions? ZEQ2-lite's lack of the latter is why I push it away from the category of a 'game' -- no matter how much it may have originally meant to be or could potentially be one day. As it stands, it's just an interactive sandbox.
 
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They are both Dragon Ball Z based, sure, but would you really attempt to compare a Dragon Ball Trading Card Game to a console game? If you find those mediums too indistinct, what about Hyper Dimension (a DBZ 2D fighter) compared to one of the earlier ESF versions? Both are indeed DBZ, but both have different emphasis on how aiming and player interaction options are served up.
Again, you keep saying that but I think you're missing the point I'm trying to make. That point being that the 2 games ARE, in fact, fairly similar. Sure there are some differences (obviously one of them concerning one of these games lacking the game part), one being that ESF has no automatic accuracy control, but they have some similar mechanics. In fact, it would only take some sensitivity and speed tweakings for ZEQ2 to control almost exactly like ESF and vice versa.

To put it simply, we're not arguing two seperate genre's. We're arguing the differences between budokai 2 and...lets say burst limit. Very similar fighting games, but enough differences in mechanics to make a clearly drawn line between the two. Your "game" isn't unique compared to all fighting games, and neither is esf.
 
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Again, you keep saying that but I think you're missing the point I'm trying to make. That point being that the 2 games ARE, in fact, fairly similar. Sure there are some differences (obviously one of them concerning one of these games lacking the game part), one being that ESF has no automatic accuracy control, but they have some similar mechanics. In fact, it would only take some sensitivity and speed tweakings for ZEQ2 to control almost exactly like ESF and vice versa.

To put it simply, we're not arguing two seperate genre's. We're arguing the differences between budokai 2 and...lets say burst limit. Very similar fighting games, but enough differences in mechanics to make a clearly drawn line between the two. Your "game" isn't unique compared to all fighting games, and neither is esf.
Wasn't the initial argument about ZEQ2-lite not caring about aim-accuracy with its hard lock on? ESF is a shooter where aiming is important while ZEQ2-lite is a fighter where player response is important. If the genre of basis doesn't care about aiming, why would it be used as a side-by-side point? Wouldn't this just be like trying to say that Dragon Ball Online is more involved than ESF because you can actually level up and focus statistical growth in attributes / equipment?

Crossing genre-dependent features really doesn't seem like a fair (or even practical) way to go about comparisons.
 
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You seem to be mistaken about the genre of your own game. Neither games are fighting or shooting games. They're both action games. And as such, they are both very similar. Yes, the auto-aim and lockon is very annoying to me and I believe is extremely detrimental to the purpose of the game (sorry, platform), but the two games are still similar.

And if you want me to over-simplify, both games involve shooting overpowered projectiles at other pleyers and hitting them in the face with fists/smashing them to the ground. I have no illusions about the game I play and after playing your "platform" again for a couple hours, I can see alot of similarities between the two games/platforms. But, again. ZEQ is missing crucial balancing tweaks, melee overhauls, and, well tbh probably a better tutorial.
 
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its neither an action game its third person shooter lol!!

how do u want to know if zeq has no melee overhaul and improved melee? zeq is not even released.

zeq2 "lite" is just a sandbox game wich is runned by fans like zeth said , its a grafical improvement from the older zeq2 ,ZEQ 2 "LITE" is NOT MEANT TO BE PLAYED

NOT MEANT TO BE PLAYED what u guys cant understand that part so there is no need for new melee system and stuff . with this tactic zeth found way WAY more talented people he could imagine for a better improved game/project wich will have definetly a lot to offer and with those talented peoples they created a learning forum wich people can also do something for the project .

NOTE: its just a goddamn "sandbox" wich IS NOT MEANT TO BE PLAYED ITS JUST A "SHOWCASE" ON WHATS COMING NEXT WICH WILL HAVE WAY BETTER IMPROVEMENTS
 
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I really only had one problem with it and that being the ripping. Hell you are even promoting it by stickying the ripped models. The community is horrible to me. I had been quite active for a while till I got banned for calling someone out on their ripped models. Not once did I flame or anything. After that I seen the community for what it was.
 

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