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Matt Ponton

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Totally agree they need to have a full throw escape system.

The only thing I could worry about with a throw break system is people buffering throw breaks when defensive holding, allowing them to throw holds without punishment. However, this can easily be programmed in the system to ignore throw breaks while in hold state.
 

grap3fruitman

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  • tighten controller input window
  • change holds to 6-point double direction (ie:
    high punch hold is :6::7::F:
    high kick hold is :4::9::F:
    mid punch :6::4::F:
    mid kick :4::6::F:
    low punch :6::1::F:
    low kick :4::3::F:)
  • bring back the DOA1 parry for :7::F:, :4::F: and :1::F: where you cannot parry during critical state
Don't forget these suggestions, even though I just reminded you on IM. =P

Also, you've always suggested getting rid of the :F: button for blocking and needing to use :1: and :4: to block but you didn't mention this in your set of questions. The concern with this is that the current free step system makes it so that just :1: makes you free step. They would probably need to amend the free step system to how it originally was in versions of DOA2 before DOA2U where you would need to free step with :8::F: and :2::2::F:.
 

Matt Ponton

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Well :1: free steps but also will automatically guard if a low attack comes out.

I think the six-point advanced hold system is too much in my opinion, would prefer just the four point advanced hold system, but i'll bring up both as a possibility in the final question list.
 

grap3fruitman

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I do think three parries and six holds is a bit much as well but it is just a suggestion. Perhaps suggest two parries (:4::h: and :1::h:) and four holds ala DOA2 arcade?
 

Berzerk!

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The only thing I could worry about with a throw break system is people buffering throw breaks when defensive holding, allowing them to throw holds without punishment. However, this can easily be programmed in the system to ignore throw breaks while in hold state.

Yeah, or something along the lines of making throw breaks harder to do while in stun or particularly important for DOA; while in recovery. Cancelling recovery is a red flag and should be done with care if at all.

I actually quite like that throws are punishment tools in DOA so if you blocked a move with enough recovering, the throw break window should be reduced by a proportionate amount.
 

grap3fruitman

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What's the process for deciding to make changes to gameplay? Not just with DOA but with Ninja Gaiden as well. Fans of both are quite upset with recent decisions.

DOA fans are upset with the heavy use of stuns, mixing up of strings that feels forced and lack of advantage in situations that previously gave you advantage. NG fans are upset with the quick-time events, lack of decapitations and lack of other weapons for use.
 

Gill Hustle

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I'd like to add that for the online aspect of another DOA the option to "pass" should follow the common model of more recent fighters.

This would help with online streams ;)

Also I think it's a given but please make sure to keep the replay save option with rewind like DOAU. (DOA4 doesn't allow). And maybe an option to remove LIFE BARS, TIMER, etc, for combo and other types of videos. Please remember that those of us who are NOT top players contribute to the community in "other" ways.

And I may be in a minority but I NEED to have WATCH MODE like all previous titles sans DOAD.
 

Matt Ponton

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Questions and Feedback have been sent. I guess we're at the point where we just wait and see if they respond. :D
 

Allan Paris

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I'd like to ask them to please take out the special effects on hit confirmation.

Granted it is just a pre-alpha build but, I have feeling they may keep that in there becuase it was put in DOAD.
 

Rikuto

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I'd like to ask them to please take out the special effects on hit confirmation.

Granted it is just a pre-alpha build but, I have feeling they may keep that in there becuase it was put in DOAD.

I would ask them the same, but I don't think this is a fight we would win.

Clearly this was an artistic choice at some level, and artists are, as we all know, little bitches about criticism.

We might be able to get them to give a different effect though.
 

Allan Paris

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Rikuto, you have a very good point. Man, I don't look forward to seeing that EVERY single time I hit someone. That shit there is going to get annoying but, I guess it is what it is. Still, I would like it to be a question whenever the second set of questions get sent out.

Thanks.
 

Raansu

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If anything, they could at least give us the option to turn that visual effect off. I adjusted and got used to it being in DoAD, but it still bugged the crap out of me. At least the visual effect in doa5's isn't as "in your face" as it was in DoAD. It's not bright sparks, and it doesn't look terrible, but it is kind of annoying.
 

virtuaPAI

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I would ask them the same, but I don't think this is a fight we would win.

Clearly this was an artistic choice at some level, and artists are, as we all know, little bitches about criticism.

We might be able to get them to give a different effect though.

-I am an artist, and for the most part, I do have antipathy towards getting negative feedback. The majority of the time, the feedback is based on irrational thinking and concepts that confuse you more than solve any specific problems. However, If you give an artist legitimate reasons for why his/her application(s) to said work is shoddy, the artist will more than likely harbor no grievance, and will fix said issue(s).

-With that said, the best way to inform the Artistic Director that the newly implemented hit sparks are not effective and is a hindrance, is by letting him know that they are a visual distraction and it impede competitive players from hit-confirming(normal, counter and high counter Blows). Doa4 actually did a good thing by having counter/High counter(blow/throw/holds) do a miniscule blue and yellow light sourcing effect on the character models.
 
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