Guest808

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Guest808

Guest808

@tea_mimms

FGC Member

Katılım Haziran 2020
24 Takip Edilen10 Takipçiler
Guest808
Guest808@tea_mimms·
@paramountplus @ufc So, Is the stream down? What's going on? Hall of fame announcement was cut short, splash art says the fight is OVER. What's up with that?
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Guest808
Guest808@tea_mimms·
@Harada_TEKKEN TLDR IN ONE POST: TEKKEN’s roster is chosen by multiple factors: fan demand, usage data, story/worldbuilding, gameplay variety, and dev inspiration. Limits like cost & balance apply, so passion-driven requests (“I love this character/style”) resonate more than ratio arguments.❤️
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Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKEN·
Since it's a bit long, I'll use AI translation (please bear with me if the nuance changes slightly). This is only my personal opinion, though. On this point (by "point" I mean the selection of playable characters), as a rule we choose the roster based on the following several factors (and I will repeat: not on a single factor, but on several. The order of items does not indicate priority. Nor are these criteria absolute; rather, they are simply points we keep in mind, and we are not calculating and deciding in a strictly quantitative way. Unless I explain this nuance, some people will jump to conclusions based on their preconceptions and complain, so I have stated the premises in as much detail as possible in advance). "Character popularity" (there are several ways to compute this data, and one of the biggest components is user requests) "Character usage rate (including not only the previous title but also series-wide statistics)" Popularity and usage rate come from different data sources and mean different things. "What the developer considers necessary for TEKKEN’s worldbuilding (story, visual uniqueness, etc.)" "What the developer believes can introduce new gameplay or mind-game concepts (for example, a martial-arts style)" "Other, inspiration (we are developing because we have creative drive in the first place)" I'm not saying these are exhaustive, but roughly speaking we select characters by considering elements like these. TEKKEN is a game and also a product, so marketing aspects like the first two items are reflected as well. Whatever the case, as I have said many times here over the past several years, for us every character is like our own child. Therefore, we would like to include every single character, but I believe everyone understands that various constraints arise. If there were 70–80 characters right from the start, then in a game like TEKKEN with a large number of moves, matchup preparation would explode into a massive number of combinations, and dissatisfaction would spread that there are simply too many characters to handle. Of course, having too few characters would be boring as well. Furthermore, regarding the cost of character creation, in TEKKEN the costs are far higher than in other titles, including the number of moves and customization (we also have data that supports this). Therefore, beyond costs, there are also hard physical limits, including production-schedule constraints. Even so, when you compare the number of characters in the default roster at each title’s launch, TEKKEN is on the higher side; it is therefore clear that our lineup and total count are not fewer than others. On that premise, when we select characters, the above criteria are merely references. Whether a character—who is like our own child—is female or male, an animal or a robot, an alien, or a being beyond human understanding—Devil, Ogre, Angel, Jinpachi with a mouth on his stomach, a vampire, a succubus, and so on—is a "trait of each character" and not an absolute determinant for selection; it is separate from the selection criteria. If, as you suggest, "using the ratios of 'traits of each character' as a standard" or "adjusting ratios equally based on specific criteria," then when we receive a request such as, "The treatment of animals is far too little. The animal category should be represented according to a ratio computed from the overall percentage (or from the standpoint of equality, animal characters should be set at XX%)," should we then include animal characters at, say, one-half, one-third, or one-quarter of the total? "Then please make robots the same ratio," "The ratio of vampires (succubi) like Eliza is far too low," "The ratio of robots is far too low," "Why are extraterrestrials a minority?" In response to such requests or logic, am I supposed to say, "Very well, we will create and include all characters strictly based on ratios"? After all, this is a wholly fictional world we have created, so all of its rules differ from our real society. Conversely, if someone were to take standards from the real world and say, "Please make the fictional game world match every ratio found in reality," that could be even more problematic (for example, there are many global statistics and papers, but data on the gender ratio of fighters and on the share of men and women in combat-sports competitions show that on average the male-to-female ratio is about 7:3, with women around 27%, and even in combat-sports with higher female participation the number is less than half of men. If someone then said, "Using that as a real-world standard, please select the characters who enter The Iron Fist Tournament," everyone would ask, "Why are we basing this on the real world?" and get angry). To be clear, this example is only one facet, and I do not consider it a good example. I simply want to say that trying to apply real-world value judgments to a creation set in a fictional world—"let’s determine some in-world ratios or rules using real-world standards"—tends to spiral into the kind of sterile debate I just illustrated. As a request, it is not straightforward, so could we refrain from that? By the way, "I became a TEKKEN fan because I think the presence of animals is unique to TEKKEN. Please add more animals!" We do receive requests like this, and I find them easy to accept; the project staff also tend to say, "We definitely want to answer that request—let’s finally bring in SAKE (salmon) or an ostrich, ideas we’ve tried many times before but that were rejected!" This is simply because we can tell it’s what fans want. However, if such a request is framed in terms of "the appearance ratio of animals in TEKKEN," "the return rate of animal characters," or "some standard or value from real society," it triggers debates about "how we should interpret that request," which makes it very hard for the creators to accept. At Comic-Con and eSports events we receive many requests from many fans. For example, from female fans we are often told, "Please add more super-muscular characters!" (I basically log the requests I receive on that day, so this is not just an impression; it is clearly frequent). From male fans we often receive requests about martial-arts styles, or about female characters who have not yet appeared; from pro-wrestling fans we continually receive requests about "moves"; and from anime/manga fans we receive requests about guest characters. But according to my memory and notes (report logs), I have almost never been told anything about ratios at such events (perhaps once or twice in the past 30 years). On the other hand, I have received comments like "There isn’t enough pro wrestling in TEKKEN!", "I think we could use one more boxer (not a ratio argument)," "There’s too much Chinese martial arts! (Actually, it's not that many)," or "There are too many Japanese characters, especially the Mishimas! (but given the Mishima family’s world, that’s to be expected, right?)." Of course, we often get "Please add more male characters!" and "Please add more female characters!" However, we almost never receive requests that imply aligning things by "ratio" or "percentage." Therefore, as in the earlier example, "Please add a few more" is something we can intuitively understand and accept; and if you simply say, "I like XX, so please include it," we can avoid descending into debates about the definitions and essence of ratios or percentages. That is my honest feeling as a developer (and yes, that was my honest opinion). Well, to put it simply, this is not a rebuttal (I am not denying your opinions or requests; I understand the essence of your request). It is merely advice—"If you want your request to resonate with game developers, this is the way to put it!" This is only my personal opinion, though. In any case, stating your personal likes and dislikes plainly resonates with developers more than lining up a set of justifications (and yes, I realize I’m contradicting myself by explaining that with a long list of justifications—lol).
Let Ladies@LetLadies2

@TEKKEN Happy Bday Jun! We need more women in the game #TEKKEN8! @Harada_TEKKEN Why only 30% of the characters in the game are women?! Why you bring back only 53% of the females from Tekken 7 compared to 75% of the Tekken 7 males?! Where's Kunimitsu, Julia, Josie, Kazumi, Katarina?

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Guest808
Guest808@tea_mimms·
@Harada_TEKKEN How do you feel about the potential of real world combat sports athletes making it Into Tekken? I know you had Mike Tyson on a panel before, has this ever crossed your mind? That being said, are there any tekken characters inspired by real life fighters?
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❀ 🩸imortalXsoul🩸 ❀
❀ 🩸imortalXsoul🩸 ❀@Capo_eirista·
Jason, I am well versed in tekken movement. You absolutely CAN negate pressure with kbd in Tekken 8 in similar fashion to the Lei Tekken 7 kbd drill. As I said, it's more character specific in Tekken 8 as certain kbds did receive a distance reduction. lol
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Guest808
Guest808@tea_mimms·
@SpaghettiRip Its a JRPG thing I think. Those games tend to have a lot of "Slice of life" systems, like cooking or "relaxing" with your party. I think for some people, it makes them form strong connections w/ their characters. CRPG's have always been more my style for that reason.
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Mirage | Spag
Mirage | Spag@SpaghettiRip·
Can someone explain to me why Final Fantasy fans will become stalker-level abusive when it comes to which made up girl should have a romance with a made up boy?
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Guest808
Guest808@tea_mimms·
@SpaghettiRip If the US government was funding events, I'd probably also be a bit skeptical. I agree that there are people who just don't want to see events in the middle east though, and I think that's kind of weird.
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Mirage | Spag
Mirage | Spag@SpaghettiRip·
It's crazy how people are always coming after EWC when EVEN according to the players themselves, it's the thing that got them their sponsors and motivation to play. They're the same people that want 0 events in the middle east in general.
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Guest808
Guest808@tea_mimms·
@JustApplay @PhiDXGames I remember having a conversation with friends about simply making heat a resource that must be earned, and carries over from round to round. I thought that was interesting. The idea of winning and banking heat for a clutch moment is exciting.
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Applay
Applay@JustApplay·
There are way more things in this game that makes beginners confused and are way more important for how they play the game. HB/HD in combos are fun. Spending the resource to correct a combo is interesting. They could just better balance heat usages for moves so when you do it for okizeme, you gotta make your oki count. I'd rather see tailspins removed.
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PhiDX
PhiDX@PhiDXGames·
I used to think Heat Burst should stay as a combo extender, but this thread has me thinking it should really go I mainly thought it was an easy universal "oh let me keep the combo going" tool, but his point about beginners made me rethink that a bit more.
6 weetbix@6weetbix

Heat Burst shouldn't be a combo tool. Aside from obviously being part of the bloated combo length problem, the current behaviour is both shallow *and* makes TEKKEN 8 less accessible. That's a double whammy design fail. 1/🧵

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Minecraft
Minecraft@Minecraft·
Get ready to colour your world 🎨
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TSM Report
TSM Report@tsmreport·
It's not looking good lads
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TSM
TSM@TSM·
It's a black-and-white marathon to close out the week 🏴🏳️ Which teams will you be watching? 👀
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TSM
TSM@TSM·
The final stretch on the road to Raleigh 🏁 See you at 12 AM PT for the start of the OCE Open 6 weekend.
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TSM
TSM@TSM·
Six days out from Dallas #TSMWIN 🏴🏳️
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Guest808
Guest808@tea_mimms·
@Harada_TEKKEN I am a little confused. I understand dlc is something that has been set for a long while, probably for almost a year fahk was set to be dlc, but why fahk over Bruce? He's probably one of the most iconic, and requested characters. Will we ever see him again?
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Guest808
Guest808@tea_mimms·
@TEKKEN I already payed for him in t7 tho.. how am i supposed to be hype to buy the same content, with more visual clutter? Im a little confused by this choice, but the reality is its probably been in the works for a while now. Still unfortunate.
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TEKKEN
TEKKEN@TEKKEN·
It’s time to kick things up a notch. New content is coming in hot for #TEKKEN8 Season 2! ⚖️ Balance adjustments 🏆 #TWT2025 start 👻 Ghost Showdowns 🤜Karate Kid Legends collab 🟡PAC-MAN stage & items And… 💪🟦
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Mirage | Gosain
Mirage | Gosain@Gosain__·
With the amount of justified criticism and negativity surrounding this patch, I don’t know if they’ll be willing to even read this but why not Individual character balance aside and arguably a general consensus of objective constructive feedback, here is my Tekken 8 wishlist
Mirage | Gosain tweet mediaMirage | Gosain tweet mediaMirage | Gosain tweet mediaMirage | Gosain tweet media
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Burton Bolo
Burton Bolo@BurtonBolo·
I love Tekken 8 and I'm excited for the upcoming changes, Tekken 7 was way too repetitive due to focus on defense and turtling. Many legacy players will complain and they will be the loudest because they prefer defensive playstyles, sitting in practice mode and grinding muscle memory, so they see the move toward mind game based design as negative... but this is only their failure to notice the complexity that comes from mixup based game. They see mixups as a "guess game" rather than one's ability to understand opponent's intentions and this is why they don't understand these changes. I come from other games before Tekken 7, which were more focused on mind games and I love the direction this game goes toward. Personally, I don't think that sitting in practice mode is the way to go, I love to learn while playing the game because I want to play the game ffs. I don't want to sit in front of monitor repeating the same move over and over for days until I have frame perfect inputs, it's boring af. I want to play the game and focus on what my opponent thinks, figure him out and let him try to figure out me, and so on... this is much more complex, difficult, and requires thinking in real time under time pressure. Training muscle memory on the other hand is just memorization that takes time to learn, not brains. I love Tekken 8 so thank you @Harada_TEKKEN and Tekken team ❤️! Don't worry about the legacy cry babies.
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Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKEN·
Since the topic of About Ki Charge and other system updates came up, I’ll make a comment. I understand that there are various opinions. However, at the time of writing this, players have not yet had the chance to play the updated version of the build. So, we would really appreciate it if you could try it out after the update goes live—spend some time playing or competing in tournaments—and then share your feedback with us. With that in mind, please feel free to send any opinions or criticism to me or Michael. We won’t be replying to every message, but we do read pretty much all of them. I will share that feedback with the team, and of course, I have full trust in the new generation of game designers and have left everything in their hands. As I mentioned in the recent TEKKEN TALK, back in the day, Michael and I started the method of revealing content little by little at community events, and the community came to expect that. However, nowadays, people’s needs have changed, and it’s clear that more people want all the content to be revealed in a single announcement on social media or official sites. (Though there are still many strong opinions preferring the opposite.) In this way, generational shifts among players are also progressing, and values are changing. Until now, I’ve responded to these kinds of changes in various ways (and that’s precisely why TEKKEN has continued for 30 years without interruption). But this time, I was slow to notice the change in needs regarding how content is announced, and beyond that, I can clearly feel that my own “sensors” for detecting change have dulled (Yes, precisely because I'm aware of that myself, I’ve already been transferring a lot of decision-making authority to the next generation over the past few years. I want to make sure the good things are credited to them, and on the other hand, any criticism or feedback is something that Michael and I take upon ourselves. By doing so, I am steadily and intentionally labeling myself as an old relic or stick-in-the-mud, and—taking my age into consideration—I'm actually accelerating the day I’ll be pushed out by everyone. And that, in a good way, is something meaningful for all of us and tekken community.). That’s exactly why, as I’ve also said in previous programs, I’ve entrusted almost everything to the next generation dev members—and I trust them. Above all, as everyone knows, this is the first TEKKEN to be released simultaneously worldwide on console without two years of arcade release and operation. This is a fact that has surprisingly been overlooked this time, and it’s probably the part that sets this title apart from previous entries in the series more than anything else. TEKKEN 8 can be seen as part of an ongoing evolution, and there’s still plenty of room for it to change based on your feedback—just like how every arcade version in the past evolved without exception. Of course, there are times when we reflect the community’s requests and opinions as-is, and times when the "development side makes new proposals" (Well, I went a bit too far back during TEKKEN 4. But since then, nothing quite that extreme has happened again). That part hasn’t changed from the old days, in a good way. The fact that games are updated and undergo many changes is also just as it has always been. So, I really hope you will share your opinions after actually playing the updated game. By the way, the reason KI Charge was first introduced is a bit far from what people imagine. Come to think of it, it’s actually kind of surprising that the KI Charge mechanic hasn’t been updated until now. Back when we were developing TEKKEN 3, the game systems were being scripted by just two of us: myself (as the game director at the time) and a senior colleague. One day, around the halfway point of development, the lead programmer, Y-san, said: “Harada, of course sidestepping is a new system, and low parry is also a new system—but I’m still not satisfied! We need to put in even more new systems! Like, for example, something where you power up by psyching yourself up…” That’s what he said. And I scripted that system the same day. Back then, that’s just how we put systems together. As for KI Charge, I added it simply because I wanted Y-san, the lead programmer, to feel more motivated about work. Looking back now, it’s like, “What the heck?!”—but that’s how it was back then. And to go further, the system where Bryan can connect moves after his Taunt—which is now considered standard—that was also something I personally implemented, but at the time, I never imagined it would become what it is today. I created it purely as a performance element to express Bryan’s personality, with no relation to match balance or mind games. I just thought it would be more fun if you could cancel it at any time during the Taunt. But some time after the title was released, Bryan’s Taunt was being used in ways I never expected. I panicked. I wanted to fix it right away, but at the time, it was the height of the arcade era, and we couldn’t do online updates. So I tried to fix it in the next version six months later or in the console version release. But when I spoke to players at arcades and tournaments about it, everyone was strongly opposed. They all interpreted it as a “Official system.” I was shocked. I really wanted to explain, “No, that was just a bonus feature with no real purpose—it’s not a system, and I just scripted it wrong…” But I held back and left it in place. Both KI Charge and the Taunt were systems that were added under those kinds of circumstances. They were introduced in ways that, to be honest, could rightfully have been criticized (or in the case of Taunt, unintentionally introduced). But I believe it’s okay for those things to evolve into different proposals over time, or to change according to the needs of the players, or even to lead to unexpected developments. Sometimes features that weren’t carefully designed or were introduced poorly are accepted. Other times, carefully planned features are not. Compared to the past, where arcade versions were updated repeatedly before a console release, the current situation—where the game is released worldwide simultaneously on console—is completely different. I know there are many opinions. And above all, opinions reach us so much faster than in the past. I mean, people are already sharing opinions about a version of the game they haven’t even played yet. From the perspective of someone who used to write system scripts back in the day, it really feels like we’re living in an amazing time. Anyway, the large-scale tuning of Season 2, the addition of new arts, and the system changes are all part of a free update—so please try playing it for a while, and then share your feedback again. Thank you.
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🧔‍♂️
🧔‍♂️@SolidBroly·
@noback_TK How about don’t worry about me and you get a life and gf fuckin loser
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noback
noback@noback_TK·
#t8_report Clive f1+2 (i16 safe heat engager with wallsplat and full heat dash combo) is unsteppable to both sides
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Guest808
Guest808@tea_mimms·
@helldivers2 Ive been waiting for 4 hours what in the fuck is going on
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HELLDIVERS™ 2
HELLDIVERS™ 2@helldivers2·
Despite our best efforts to increase server capacity to accommodate all of you who want to dive for Freedom, we are experiencing capacity issues. We are once more working without delay to improve the issue and we hope to have a fix in place as soon as possible. Thank you
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