1. It doesn't matter what the conversion is, what matters is how much of the player's time is wasted. So 7000 as compared with 1000.
2. But you can save scum. It's how I did it in all my playthroughs of S2. I never spent more than 15-20 minutes earning enough money to satisfy the needs of the story and to buy every move in the game. And either way, the gambling stakes are much higher in S2, so if you happen to get a particularly lucky playthrough, you can be done in no time in S2. S3's system strikes me as a reaction to save scumming and not in a good way.
It makes
ALL of the difference! I said 'if you remove save scumming gambling,' because it takes about the same time to hit these milestones in both games doing just that. I need that Drake meme for: Panel A) People deciding to save scum gambling in Shenmue III. Panel B) People deciding to save scum gambling in Shenmue II.
All you're actually saying is that 2000 is a larger number than 500. That's obviously true, but you fail to acknowledge the differences in earning potential, and spending power between the two games. You'd be lucky to make 70 HK$ moving crates. Maybe you could do better working part time at a lucky hit stand, but both are
very time consuming. Wood chopping takes a couple minutes, and pays about 50-75 Yuan at a time. You can also, just in the normal course of your gameplay, stop for a second to pick some herbs, which will pay in the 100s of Yuan. Fishing and foklifting probably take roughly the same amount of time as moving crates in Shenmue II, and both pay out in the 100s of Yuan. If you aren't good and/or lucky with gambling, your legitimate options in Shenmue II are dire. For all intents and purposes, this is alleviated in Shenmue III. You're hung up on this idea of one number being larger than the other with nothing to support the actual time investment being worse.
I don't really see how that's possible given the overly simplistic mechanics and enemies, especially compared to S1 and 2, as was the point made in the video.
Right, so you are confirming to me that you did not learn optimal movement, nor the dodging mechanics, and you also didn't bother to go through the move list to figure out the different properties each move has in terms of strike height, range, combo ability, etc. I think it's also safe to assume at this point that you only ever played on Normal, of Hard difficulty, and didn't give yourself a reason to learn these things because your training always outstripped your opponent.
The only fundamental differences in combat features between Shenmue I&II and Shenmue III, are grabs, parries, and unlocked movement. Grabs don't add depth unless your opponents can also grab you. Parries are great, and probably the biggest loss of depth, but also don't make or break it. Having unlocked movement is probably one of the least good things about the combat in the first two games, in my opinion. Can't say I miss that.
In Empire Strikes Back, no one complains that Luke doesn't land a hit on Vader but that's partially because there's a reasonable chance of him beating him in the next fight: not so with Shenmue.
Oh, right. I forgot that all characters must conform to how the archetypes were laid down in the almighty
Star Wars. What an insufferable twit Suzuki is for giving Ryo an obstacle that he potentially can't overcome. I really can't believe anyone would dare to think about removing the player's catharsis like that. You're right.
I mean criticizing things like a group of generic thugs holding a town of martial arts experts who train all day under siege ‘til Ryo earns enough money to buy liquor and until he catches chickens, two weeks later: is this being picky, or is it a criticism that’s fair?
It's picky, because most of the martial arts "masters" are old and retired. Some of the ones in Bokusen say as much when they tell Ryo that they no longer accept students. Even Kong Mei mentions she'd like to be a bit younger in order to deal with the thugs. They aren't really the small threat you're making them out to be, either. They are sort of presented as affable, but it's a facade. Aside from that, all of this pretty much ties into the idea of what Ryo lacks: patience. These people have learned not to rush foolishly into dire situations. Ryo saves them, but was practially risking his life. He's brash, and unpolished, and it still shows in his technique.