Well if they don't have FSD accounts, how do they meet up with amd/or discuss the game other players? Its not like there are a lot of other DoA communities out there.
That's why DoA is dying so quickly. It's become pretty much an offline game with online advocates for offline, and we've got the occasional online-offline battles that get pretty heated on here. The problem is, without online and respect for it, you can't grow offline communities, because no one is going to say, "hey, you, over there, let's try out this dead or alive game and make a serious community out of it." Without an online community that can then transfer to offline, offline will die because the population can only go down, but they don't see that. However, i don't want to start another one (thought i probably just have).
Well there's an easy enough way to un-gultify yourself from that...
I'll get to it after a shower, some food, and i figure out how to edit the wiki.
Wikipedia is not known for being a good resource to get detailed information about fighting game mechanics... release dates, character info and storyline yes... but not much else... People won't click through to wikipedia to find frame data.
No, but it's good for finding "official sites."
It does a pretty good job of introducing people to the basics... at least what the options are... it does a terrible job at allowing people to really practice the skills.
I don't think it even does that. The problem is, people will get frustrated trying to just get through it all before even trying to do a match. Most will just plain abandon it, and many who take tutorial modes seriously (and many people do), will just abandon the game after that. I've felt that way alot, but just keep coming back to the fact that it really is a good game, and it deserves a real chance via a better tutorial. I would love if Team Ninja would consult me on my findings, but i won't even offer 'cause, despite how they and TK are pretty good at listening to fans, I really don't foresee them taking me seriously, nd i probably wouldn't take myself seriously if i were them, either.
I'm not finding KBD terribly useful in DoA... I had a really easy time getting it since its a simplified version of Tekken KBD... but all in all, since movement is unsafe and causes counterhits on you, unless you're already spaced out (range 4+ depending on the opponent) extra spacing is super risky.
I don't feel that way, myself. You have blocks that are easily thrown, sidestepping is really unsafe with all the tracking, so if someone's bullrushing you, it only makes sense to try to get distance, and the regular BD is worthless. Alot of characters could benefit from being able to range it out, especially if you're a noob and need some range to get room to breath and think about what just happened so you can learn from it.
Sidestepping is almost worthless... The only real use I've found for it is to step running and/or diving attacks. Since each hit in a string track, and most people attack with at least 2 hits to a string, you're going to get hit... I'd say that sidestepping is a tool useful only in very specific situations (unless you're playing Christie, in which case her stance sidestep is super useful)
Even it got nerfed.
Blocking... is just remembering to hit 5H... and to not move or attack too much... just remember that most people can't start too much of an offence if you just stand there and block...
You forget throws. I tried learning just blocking, and even the computer, as stupid as it is, knows that it can throw after tech. You need options, or you're going to get busted up, because holds get thrown, too.
Counter poking... find your fastest mid... block an attack then use it... its amazing how many people will just run into Sarah's 6P. (But that might just be a Sarah thing... with her i11 mid counter hit stun)
Yeah, but the time it takes to drop the block and strike is also something i need to work on, but there's the blocking issue as well. Being able to block is probably the best, but they need to be able to respect other options before blocking is viable. I would love to backdash or sidestep a throw, but if i try to counter throws by striking, i'll just eat another attack because they decided not to throw. That kind of stuff is what makes DoA very different from other fighters. They take down the difficulty of a ton of controls, and complicate it other areas.
Practice is learning to apply the learning. I know a few Tekken players that have a ton of knowledge, but don't know how to apply it well.
Right, but learning is important, too. Really, there is alot of tiers of practice as well. I need to be ble to apply a tactic consistently against a non-resisting foe before i can try it to one who resists me (which is another downfall of the tutorial mode). I know some people with knowledge who have knowledge, but for one reason or another can't help me. I could easily help people practice technique, but i hve to know it myself, first. And for dead or alive, at the point that it's at, that means we need to start not being afrid of online, because if that's the best that we got, we gotta use it. I've spent alot of time learning how people learn and become proficient in games, foriegn languages, and various other topics, but it's of no use to the community, right now.
It would be better received if it was expected for players to know it.
It's important, but it's expected that players half-know it. From what i've seen, even the better players are still learning their mains from the frame data. However, the distance from the bottom tier players allows for that not to be a major issue.
TBH, the best way for someone to learn, is to get a certain proficiency as quickly as humanly possible. You don't need a whole skillset, you don't even need a whole character, but you need enough skill to get your foot in the door. This is why languages teach phrases to start off, because you then have some simple phrases to plug and play with various words so you can start using the language and thinking in the language (while abandoning your own). Next you can start modifying how you do different things (how articles work, particles work, etc, so that you can start playing with new verbs), then you can learn other specifics (all forms of the verbs), etc. You can't learn all your options to start, or you will be overwelmed. You need to get the basic ply level, which, for most people in DoA, is mashing. This is why mashing is such problem in DoA (it's not being taught, but it's what's natural to people the way DoA is right now). You need to be able to get to the point where you can play, then worry about mixing things up by using advanced techniques. This, however, is not how DoA is being taught.
After some talking with Tenryuga, the roadmap to this point looks like learning how to avoid everything, then countering, which is the opposite of what is going on right now. You need to learn how to keep alive until the match times out, not necessarily win. I've talked to people about other games as well, and it seems to be the same thing. In real life, that's how it works. It's better to walk away than chance your paycheck on the lottery. We need to start seeing this as the first step. Tutorials need to be written to get us there, because you can win matches playing like that.
EDIT: To elaborate, in language learning classes, this would be equivalent to being able to say "i am X." I can then learn to play around in the language by saying I am Kohlrk, I am a programmer, I am smart, I am sleepy, I am hot, I am cold, I am thirsty. You can accomplish alot of idea spreading just saying "I am X."