But it’s not like it forces you to do it. You can just ignore it and be fine.
Again, please feel free to continue your discussions here. My job isn’t to smother conversation.
I just don’t agree. When I’m playing a fighting game, if I think I loose. I spend too much time over thinking things and trying to factor in every variable in my head and by the time I figure out what I should do i’m dead. It’s why I can never get parrying to work in any game. I only have any fun (and a lot of fun at that) if I can just go for it. I don’t play fighting games to think. I don’t play any game to think. Because when I think I overthink and stress out and loose and don’t have any fun.
And my problem is that with MK11 I can’t just dive in and have fun. Because when I try I just do the same two repeated moves over and over again (cane twirl, saw, etc). And that gets boring.
You’ve said this (or things along similar lines) a few times, and I genuinely think you’ve kind of made a decision on what you do and don’t like and what works or doesn’t, and everything that follows is a post-hoc fulfillment of that decision.
You say “if I think I lose” and that any kind of thought leads to overthinking, but there’s a big gap between empty-mind zen and overcrowding one’s mind to debilitating indecision. I really feel like there’s this huge swathe of the thought spectrum that you’re just ignoring because of some bad experiences.
None of us thinks an absolute ton while we play. I’m a fairly analytical player, but very little of that analysis is done in-game. People generally react to and play around broad situations; they aren’t taking in every single detail and 4d-chessing their every interaction, because it’s nearly impossible to do that and still play well. A big part of KI in particular in fact is trying to overload the opponent’s mental stack and forcing them into bad decisions because they’re overwhelmed by the options you’ve thrown in front of them.
I dunno, I guess I’m just encouraging you to try and explore some of those lower spectrums of thought in your play. Take a look at the move list and find a cool but short combo, and then try to land that combo in one of your matches as a whiff punish on an opponent’s bad string. Don’t think about anything other than those two things, your combo and the whiff punish, and see if you find the experience at all rewarding.
You’re free to enjoy your games how you will, but by all accounts you aren’t enjoying MK11 all that much so you may as well try something different. It’s not about being galaxy brained at all times, just about finding a fun interaction and working it to completion. I suspect you’ll find more enjoyment that way than by railing against the general design philosophy of the game.
I have a question: On streams whenever I saw you in Top 8, like many you’d oft go back to Character Select after a loss. That I 100% get as it gives you time to think and plan adjustments to your game plan.
My question is I also noticed that almost every time you’d do so, you would always switch Hisako’s skin, always rotating between the same coloured primary and retro skin.
I’m curious what your mentality is behind that, as I’d say 9 out of 10 times you’d do it. Is the costume switch kind of like a mental reset for you?
Ya know, I saw someone on Twitter post that interactables should’ve been mapped to the stance switch button. This would cut down on those somewhat rare but still non-zero occurrences of interacting when you meant to amplify a special move.
I mean, I get it… The artists create a whole character, so giving the players the option to look at the back or front when they want isn’t the worst thing ever, but if I have a choice between utility or aesthetics, I’ll choose utility 10 times out of 10.
No of course, I hear ya, man. I don’t think you’re smothering the conversation at all. But I also don’t want to be drawing out a long, negative conversation when people likely come here to talk about the game more than complain about it. No big deal at all.
Agreed
Also agreed. Every fighting game has strategy, and you can absolutely overthink things, but it’s not like MK11 requires you to do this because it has too many options or the combo strings are too specific.
My only negative take on combos in MK11 is that there could be more options in starting and extending combos and that for some characters, they’re rather limited due to the variation system. However, I don’t think that this makes MK11 chess to MKX’s checkers or anything like that. MKX had more than its fair share of gameplay elements to take in to consideration if you so choose.
So yeah, I don’t get the idea of “if I think, I lose” in MK11 or in fighting games in general with regards to the idea that any fighting game inherently forces you to overthink things. I think in any game, if you learn what your character can do, your mind will usually gravitate toward the moves or strategy you want to employ and (hopefully) adapt on the fly. I wouldn’t call that overthinking though.
Yeah, that’s kinda my issue here is this idea that slower, more deliberate gameplay is somehow a design flaw. If you want to go in and knock an opponent senseless in this game, you can still absolutely do that, but you can’t just do it by mashing buttons together and I’d argue that this wasn’t possible in MKX either. The game still had combo strings, after all. It wasn’t like you could just ramble off a 20 hit combo by mashing or discovering that one special move connects to another.
I mean, Leaguer, if you don’t like the game, that’s fine. But I think you’re blaming the game for how you choose to approach it and I think if you’d put a little work in to figuring out what the game is trying to do, you’d have more fun with it. I know, “work” doesn’t sound fun, but some games are built to be mindless from the moment you turn them on and some games want you to learn a little bit before you can get to that zen-like state. That doesn’t automatically make the game a failure. At least it shouldn’t, IMO.
I can answer that for him because I’m confident I know the answer!
Hisako’s colors are cool, and those are his favorite colors.
That and Color 11 ![]()
(If I’m wrong, call me out Storm lol)
Haha. Ostrich is indeed correct. If I’m going to Character Select anyway might as well switch out to another cool color that hasn’t lost yet.
I do it 10 out of 10 times actually
The color change itself is pretty whatever to be honest - I like the colors so I pick them. But I do always sit a bit before choosing the new color, because I have to ask myself “what did I get hit by?” I start from there, and then try and adjust accordingly, both on the defensive side (so I don’t get hit by the same stuff/situations again) as well as on the offensive front (are there options I’m not using, what is the opponent trying to avoid getting hit by, etc).
Very cool, and a very good mindset to have!
I’ll buy it for a close friend of mine.
Yeah…I’m muting MK11’s soundtrack volume over this. MK11’s soundtrack is just as trash as it’s music director.
Mick Gordon would’ve brought the ![]()
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Nick’s musical style wouldn’t really work for MK11 IMO. The songs would have been fire, but wouldn’t have fit the turn based combat as well as the current score.
I honestly disagree with your opinion due to how boring MK11’s soundtrack currently is. Carry on.
I think he could make the pacing work, he’s quite talented after all. Would have been nice to see his take on MK music.
Oh boy here we go!
I guess the tech isn’t there yet to do his cape like the comics, but his moveset looks very interesting. I only wish he was in 9 or X instead do a character like him could be as fast and crazy as he deserves to be.
My guess is it’s more a case of they simply chose not to as opposed to the tech isn’t there to emulate it correctly.
I don’t know. The whole living cape idea is an interesting weapon.
