@Kohlrak Unfortunately my ps3 got the yellow light of death. Shame to because it was a launch 60gb and I was right in the middle of replaying legend of dragoon to =/. I'd use an emulator but those things are hit or miss on certain games.
I just looked up YLOD, and apparently there's only a few things it actually addresses. Most of the stuff is easily fixable. Do you still have the hardware? If so, i can try to help (by the sounds of it, the most likely fix you need is an air-can or a basketball pump [do not try to blow it yourself]). If not, we can still work on it, just not from the same match. In theory we could work on it via dimensions if you have that, but it'd be harder since it's a slower game. What i've noticed extends beyond just DoA, and even can extend into common every day activities, which is why i'm spending alot of time on the problem as it is. I realized it's affecting my DoA play, my play in other fihgting games, my ability in sparring (and thus probably real fights), and probably had alot to do with why i was never good at sports.
And i'll go as far to say as well that an understanding of this problem will probably result in fewer mashers (if you have no reaction time, no game plan, you're going to resort to mashing and hoping for the best [with the same level of inanity of a professional boxer who hugs his opponent when his face is getting beaten in]).
I think that's the major issue, we're just really disorganized.
You'd think by now we'd've solved more of the problems we're whining about by now, but you have hit the nail on the head here. What could be the only reason we haven't solved anything yet? Because it's hard getting us together on anything, let alone discussing a single issue that needs a response.
I wouldn't really say "disorganized", it's more a problem of the community not being able to get on the same page.
You realize you just said that something isn't X, but rather it's actually X, right?
I find that the issues related to this stem from the significant difference between Online DOA5LR play & Offline DOA5LR play, and the high quantity of players that both don't know the differences, and can't acknowledge or appreciate the differences. I can tell whether the complaints or issues being raised are based on online play or offline play. The high quantity of fragile egos in the community don't really help matters either.
I've said this for a while. And sometimes i feel that the "high quantity" also includes the "top players," which are the offline players (not all of them, of course). I can't remember who, but it might've been Mr.Wah that pointed out to me what's really wrong with online, and it really has everything to do with timing. In real martial arts, you want to back off then randomly jump in range and throw punches and kicks with uneven timing, so they can't use timing to improve their reaction speed to block your attacks. When you look into the nervous system and such, you find out quickly that humans do have high "clock rates," however our responses get queued. Therefor, while we can interact with things that are happening fast, we are actually very, very slow in comparison. We try to compensate by using our abilities to predict things (see how fast and what direction something is moving, and then try to meet it the next time we see it). When things don't work, we flail (mash). This results in more mashers. Now, mashing is easy to predict and punish, since the timing is pretty regular. The issue is, with a random lag spike, the masher just got the advantage (without knowing to do it himself) to mess up his opponents timing, so holds and blocking just went out the window. As a result, this forces the one receiving the attack to either mash or throw the match. This can easily be fixed and/or mitigated, but we can't even get together long enoguh to discuss this. Thus, online sucks, and you're nuts if you say otherwise. Honestly, i think the best solution is to consider offline Gran Turismo, and online Mario Kart, when make a word flash on the screen during a lag spike (so it's more obvious) and the players then have to react to it like they would a blue shell or lightning strike.
Just for a frame of reference, in my experience, I don't think I've ever encountered an unwelcoming, egotistical, douchebag or anything resembling that at an offline event or gathering before for DOA5 and its updates. I do not really know where the impression that offline DOA5 players are "jerks", "elitists" or "assholes", or whatever, came from.
New people are enterting the game at a faster rate than previous iterations. Lots of people are asking for hands on learning, because they're hands on learners. Instead, they're given a video (which may be good, but it's not hands on learning [there were attempts with things like team best, but the runners of team best didn't have the right experience beforehand to know how to identify the causes of weaknesses, as opposed to the weaknesses themsevles, so we couldn't capitalize on it]). While the people asking for help are not entitled to help, the lack of help makes them feel very much that the top of the community is like a rich aristocrat with a folding fan trying to beat all the peons away who are begging for money to feed their family in the middle of a famine. DoAD and DoA5 broguht more people (including me) to the game than the community was prepared for. The people are completely different from the kinds of people who've tried out DoA before, and the community, simply, was not ready. With all the problems towards the end of 5's life, we realize that this was a wasted opportunity. All we can do is hope for 2 things: First, that we are given such an opportunity again, and second, that we will be ready next time.
And it really would've been nice if DoA had a "base character" like "ryu" in street fighter. After hitting random lots of times, you find that 5P is always your fastest jab, 2P is a neutral that's very likely to be a low-crush as well. 6P is usually your mid poke. 4K is usually your ranged mid poke. 5K is usually your high poke. 2K or 1K are usually your low ranged pokes. 7P is usually either a sabaki or an escape. This kind of knowledge gets people away from the feeling that only combos matter (which seems to be a problem with the community as a whole if you look at our media). A given character has alot of moves, and remembering every little feature (as well as finding every little feature) is hard for someone to do. Any reliable tricks that work from character to character allow people to branch out and learn new characters and how you play as them, rather than going straight to combo challenge as a means of winning (and when things don't work we flail/mash). We still don't have anything more reliable than P is a punch, K is a kick, H is to block (many don't realize you can hold back which is probably wiser), T is a throw, P+K is situational, and H+K you probably won't use.