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  1. 08-14-2020 05:00 AM

  2. #2
    Player Goji1639's Avatar
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    Jul 2019
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    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Darsien View Post
    Ah. Making an argument you cannot handle by citing the most famous example in existence means I'm being "disingenuous" now, huh? Don't take it from me. Take it from one of the many interviews with Shigeru Miyamoto, aka one of the best video game designers of all time.
    No, I handled the argument fine; even explained why you're wrong. Death being a "fine teacher" has literally nothing to do with what I'm saying about Coincounter. The fact that has mechanic can be learned doesn't make it a good mechanic; It's still a 1 hit kill with no tells and thus still crap design.

    Your SMB example simply doesn't work. Everything in SMB can be inferred in the moment and avoided.

    Quote Originally Posted by Darsien View Post
    In the case of coincounter, you get the tools during the fight. You don't always need all tools going in. That sort of mentality is 10-ply.
    In Coincounters case you get the tools after the fight, when you've already died. If you got the tools during the fight, and were given the opportunity to use them during the fight, it would be different. Since that's not the case, it's a bad mechanic.
    (1)
    Last edited by Goji1639; 08-14-2020 at 05:08 AM.

  3. 08-14-2020 05:07 AM

  4. #4
    Player Goji1639's Avatar
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    Jul 2019
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    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Darsien View Post
    You don't get to decide why Shigeru Miyamoto designed SMB1 the way he has stated he did. How embarrassing for you to try. Now who's being unreasonable? Lol
    I didn't say anything about how he designed SMB1. I said Coincounter is a completely different design than SMB1, and I'm right. Coincounter is bad design because it doesn't give you a way to infer the mechanic and react correctly during the fight. In SMB1 everything can be inferred during the fight.
    (0)
    Last edited by Goji1639; 08-14-2020 at 05:12 AM.

  5. #5
    Player Goji1639's Avatar
    Join Date
    Jul 2019
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    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Darsien View Post
    You don't get to decide why Shigeru Miyamoto designed SMB1 the way he has stated he did. How embarrassing for you to try. Now who's being unreasonable? Lol

    As you're clearly stuck in your way of thinking, I'll let you be. As a final note, there is a difference between playing difficult games and succeeding in them. Food for thought the next time you decide to falsely boast about having played something difficult: it's an empty statement; hollow.



    You're wrong entirely, but whatever keeps your spirits up in these trying times, buddy.
    Not sure what you're trying to say here. I've succeeded in plenty of difficult games and have even posted evidence of that here.

    Also, saying I'm wrong without elaboration while retreating from the argument is probably the most hollow thing you can do.

    Quote Originally Posted by Roda View Post
    snip
    lol, you are literally just arguing in bad faith to "win," but it's fine. Pretending even an experienced Veteran of this game would see the name and the cast bar and immediately know; "yep, 360 degree 1 hit kill coming; sooo obvious," is just silly. You can say whatever you want, though.

    Also, like I said, I've already shown some of the difficult games I've played here.
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    Last edited by Goji1639; 08-14-2020 at 05:25 AM.