6++ Gameplay Overhaul

Rob

The Dragon Shrine Maiden
Premium Donor
Lmaoooooooooooooooooooooo
Your constant hate on DOA6 when it was still being supported by TN turned off a lot of people from the game. You are absolutely one of the people in the "community" who is to blame for the game's demise.

But yeah play DOA6++ for a little bit, make some clickbait clips for your YT channel and drop it the moment a new popular fighting game comes out.
 

Awesmic

Well-Known Member
Standard Donor
I've asked my regular DOA6 buddies if they want to play DOA6++ games and they all have told me "they don't want to play a worse version of 6."
Why, Rob... we ain't buddies no more? I'm hurt.

I'm rather interested, but my playtime is limited.
 

deathofaninja

Well-Known Member
Premium Donor
News Team
Your constant hate on DOA6 when it was still being supported by TN turned off a lot of people from the game. You are absolutely one of the people in the "community" who is to blame for the game's demise.

But yeah play DOA6++ for a little bit, make some clickbait clips for your YT channel and drop it the moment a new popular fighting game comes out.

Yeah, he was so bad for the game that the creators and publishers hired him and paid him to talk about their game. We all know about DOA's shortcomings, we all know that DOA5 was the better game - but at the same time what good are you? You don't appear to be down for the community to improve the game and you don't like the original so what do you want and why are you here?

I apologize for this Emery it's embarrassing when the sort of thing happens, and these types of players come around. We all went down together with DOA6, but there is a more strategical way of getting what you want in this life and Rob hasn't found it yet for himself because he's too busy slamming everyone else to look at himself.
 

Rob

The Dragon Shrine Maiden
Premium Donor
Yeah, he was so bad for the game that the creators and publishers hired him and paid him to talk about their game.
Yeah and guess what happened when he stopped receiving paychecks?


I'm never talking to either of them or acknowledging their existence again.

This aged well
 

Gill Hustle

Well-Known Member
I see a LOT of concerns in the thread, which is understandable.

I'mma be honest I really questioned what Rev was doing and I've been pestering him about things but at the same time this is the most I've been excited with DOA6 in a long time.

Removing or toning down the "S" systemsfelt weird because I only experienced DOA6 through the players in the weeklies.

But let's be real, these mechanics in 6 were NOT optimized, hell I've said since KT suspended develpment that officially makes DOA6 incomplete.

If you look at what Rev has done, I feel its kinda like Tekken Revolution.

As some might know Tekken Revolution was kinda of a beta test for T7. A srtipped down T6 for the developers to expirementthey needed to adjust for a future title. In this case with the mod just look at it that way. There's gonna be updates but let's see how these changes work when more players get there hands on it and figure out new ways to play on the system.

If you don't wanna play you don't have to install obviously, however some of you are acting this something official when its not. Also there is a kinda of sense of entitlement that is really off putting.

Like Rev actually DID something and some of you wanna tear down what he's doing smh. What have YOU done?

If this mod hadn't come out I would not even be posting here.

I just bought the post launch characters for my PC because I'm more interested in having them for this mod over base DOA6, that says something I think.

So anyways I am not cream of crop in regads to DOA but I have played ALL of them. I'm an old skool arcade fighter thats played tons of FG's.

Watch the youtube clips, we played for hours with multiple characters. LOOK for stuff in OUR gameplay sessions, think of what YOU could do in certain situations with the altered gameplay. Offer constructive critiscism to make it better and try to be respectful.

That will do a lot more here over yelling at the brick wall that KoeiTecmo.
 

Full Cup Bounce

New Member
Go make a I don't like DOA6 thread, and you and Rob can go touch each other there. We're trying to garner interest for DOA6 ++ not turning this into another:

"DOA6 ComMUnitY is DEaD."

"I HaTE the MEtER."

"MY fRienDS haTE it."

Some people like DOA6 and you two unintelligible and irrelevant morons can get over it. Better yet go make a community of your own dedicated to hating DOA6 since you have that little of a life anyway. How about that?

Zakkurye is Testing DOA6 ++

Keep in mind that DOA6 ++ can be tweaked again and again and again until the majority of players do like it. That's what some of these people fail to understand:


DOA6++ literally is a "I HaTe ThE mEtEr" circlejerk.
 

Radiance

Well-Known Member
So.. with meter be going, is there slow escaping in the game now? If not, I'm not even going to bother playing. SSA being meterless is also a huge turn off. The wall game lacks variety. It was a great mixup choosing between DOA4/DOA5 wall splats. He gave Hayabusa and Hitomi lows that stun on NH. This a version of DOA6 I don't want to play, ever.

There was no reason to completely remove meter from the game. A good patch ideally would have simply altered meter gain/meter usage, adjusted the frames of moves/throws, and maybe added a few new bound properties to give combo's a bit more variety.
 
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Sotherius

Well-Known Member
I will download and try for myself, and I appreciate the effort Revan has done on it all, even If i don't agree with the balancing choices.

But, I have to say, I don't like the idea of pushing any fan mod of the game as the "standard", this will only bring division into players, even more considering the PS4 playerbase that is quite significant in terms of overall doa 6 player count.

I like doa 6, and I know it isn't a fully realized game, but I'm also aware that I don't have the insight and knowledge necessary to say exactly what has to be done to make it more fun, I feel the shortcomings of doa 6 gameplay wise is the combo routes ending with bound into close hit, and I would like to go back to how max height juggles were in 5 or previous game, but I do like what 6 did to the stun game, reducing the requirements for max launch, removal of stagger escape and reducing the overall stun time (though i would preffer if the stun was reduced to 5's equivalent of "fastest", when it is currently on "fast") and of course I would like the removall of the butt pill of everyone.
 

Rev_an

Active Member
So.. with meter be going, is there slow escaping in the game now? If not, I'm not even going to bother playing. SSA being meterless is also a huge turn off. The wall game lacks variety. It was a great mixup choosing between DOA4/DOA5 wall splats. He gave Hayabusa and Hitomi lows that stun on NH. This a version of DOA6 I don't want to play, ever.

There was no reason to completely remove meter from the game. A good patch ideally would have simply altered meter gain/meter usage, adjusted the frames of moves/throws, and maybe added a few new bound properties to give combo's a bit more variety.
there's sort-of slow escape but it's automatic and you only get like the "fast" setting.

I already explained that I think some guy isn't gonna do a better job with a meter system in a 3D game than multiple separate professional teams did and that we already know DOA works and plays good without it. That's plenty reason to axe the meter system.

it's hilarious to me that you think my mod sucks (without even playing it for a couple hours) but you simultaneously think you or I are such brain geniuses that we can do something that none of the big 3 have accomplished with their decades of experience in game design.

what low did i give hayabusa and hitomi? you're not even talking about my mod lmao. busa got two moves he already had added to his stance and hitomi got a mid kick, a mid-high string and a mid-mid-high string.
 

crapoZK

Well-Known Member
Standard Donor
I do have some propositions to give to the homie Rev_an about the mod but I do think the concept of a community-led DOA6 is extremely fun. I'll let you guys argue some more in here so I don't have to double post and get some patch ideas flowing. To be fair I'll probablt drag and drop some change ideas in that I had for DOA5 a few years ago. They might very well be good for this.

This honestly feels like a fan mod.
It is.

Your constant hate on DOA6 when it was still being supported by TN turned off a lot of people from the game. You are absolutely one of the people in the "community" who is to blame for the game's demise.

But yeah play DOA6++ for a little bit, make some clickbait clips for your YT channel and drop it the moment a new popular fighting game comes out.
Nah the game being badly released, terribly outsourced and dogged on by consumers + journalsts outside of the community (with their support post-release doing absolutely nothing to help) is what turned people away from the game. When SFV came out (Much bigger community but the example is extremely relevant here) barebones and dogshit every single popular content creator absolutely clowned that game, and it's still the worst performing SF game on initial release sales-wise. Instead of dropping it, Capcom made the necessary steps to revive said bad game.

We didn't hurt TN's feelings by not liking this game. Supporting the game was bad for their wallet. We can point fingers all we want to but TN is accountable for their game's demise.

TN did not watch Emery's videos and say "welp, guess it's time to pack it up". They packed it up because no one liked it. Not one person ever has ever said "I'm not playing DOA6 because Emery said so" and if you know anyone who has, you associate with bitches I'm so sorry to say.

So don't come into this thread acting like DOA6++ is an official release. You can continue to play DOA6 modless with meter, like multiple people on console and PC will continue to do. Let people have fun without blaming people for the demise of a game that flopped 3 years ago.

I'm not saying like you can't critique it but coming for people unnecessarily because of a gameplay mod is lifeless and crass.

Go outside. Let people enjoy things.
 
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Rev_an

Active Member
I will download and try for myself, and I appreciate the effort Revan has done on it all, even If i don't agree with the balancing choices.

But, I have to say, I don't like the idea of pushing any fan mod of the game as the "standard", this will only bring division into players, even more considering the PS4 playerbase that is quite significant in terms of overall doa 6 player count.

I like doa 6, and I know it isn't a fully realized game, but I'm also aware that I don't have the insight and knowledge necessary to say exactly what has to be done to make it more fun, I feel the shortcomings of doa 6 gameplay wise is the combo routes ending with bound into close hit, and I would like to go back to how max height juggles were in 5 or previous game, but I do like what 6 did to the stun game, reducing the requirements for max launch, removal of stagger escape and reducing the overall stun time (though i would preffer if the stun was reduced to 5's equivalent of "fastest", when it is currently on "fast") and of course I would like the removall of the butt pill of everyone.
for what it's worth, it's a hips collider not a butt collider. like, the skeletal socket it's attached to is approximately the interior of the pelvis

absolutely the wall changes (and the investigation into what PL is doing to prevent a close-hit) are there to make people do different juggles.

i'm willing to shorten some stuns but we don't have the capability to do it in bulk like you do flipping the doa 5 dummy to fastest, and in the meantime I need to know how it plays in matchups other than me vs hoodless in the current state to figure out how it actually needs to be adjusted and not how we sit in our chairs and suppose it should be. i've already made a bunch of speculative changes and we gotta see how those shake out before adjusting stuff and making more changes.

maybe we'll keep adding force-tech to everything except low jabs, who knows, but that's an example of something i'm not ambitious enough to do as a called shot.

I appreciate your fair skepticism.
 

Gill Hustle

Well-Known Member
Yeah the way I see it NOTHING is happening for DOA6 officially, I have drive to play that but this at least feels new and fun that I can much easier play with another person than DOA3++. And I get the same feeling playing this as that, I'm having fun playing DOA again.
 

Rob

The Dragon Shrine Maiden
Premium Donor
Nah the game being badly released, terribly outsourced and dogged on by consumers + journalsts outside of the community (with their support post-release doing absolutely nothing to help) is what turned people away from the game. When SFV came out (Much bigger community but the example is extremely relevant here) barebones and dogshit every single popular content creator absolutely clowned that game, and it's still the worst performing SF game on initial release sales-wise. Instead of dropping it, Capcom made the necessary steps to revive said bad game.

We didn't hurt TN's feelings by not liking this game. Supporting the game was bad for their wallet.

TN did not watch Emery's videos and say "welp, guess it's time to pack it up". They packed it up because no one liked it. Not one person ever has ever said "I'm not playing DOA6 because Emery said so" and if you know anyone who has, you associate with bitches I'm so sorry to say.

DOA6 was a shitshow from the very beginning and everything after.

I don't know where this idea comes from that I blame DOA6 for failing all on Emery. I was just pointing out that popular DOA streamers, like him, do have an influence in if the game would continue to receive support or even attracting new players. If you want the DOA community to grow, you can't hate play the game your streaming. DOA already has such a small fanbase that some of these dudes do make a bigger impact than you think.

You know what one of the first things people read when they join the general DOA discord server? "DOA sucks, go play Tekken".

This community didn't even give TN a chance to try to fix stuff.

So don't come into this thread acting like DOA6++ is an official release. You can continue to play DOA6 modless with meter, like multiple people on console and PC will continue to do. Let people have fun without blaming people for the demise of a game that flopped 3 years ago.

I'm not saying like you can't critique it but coming for people unnecessarily because of a gameplay mod is lifeless and crass.

Go outside. Let people enjoy things.

Who is acting like this is an official release? My whole point is that this mod doesn't make for a "better" game (whatever that means) but a different one. And when you consider that the person who posted the mod is only an Ayane player and only sees DOA6 thru that lens, you're damn right I'm going to be super skeptical of any kind of balance changes being done. DOA6 is already balanced enough, although the hitbox/hurtbox capsule changes are the best thing about the mod. The removal of the meter mechanics just reveals how bland and boring the gameplay is. It's exactly what Radiance said, the game just lacks variety.

Honestly the game would hugely benefit by having better stages. Sure, fix the gameplay but then we are stuck playing in trash lol

And yes, the people who have looked at the changes have concluded they would rather not play the mod because to them it would be a lesser game.
 
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Rev_an

Active Member
The removal of the meter mechanics just reveals how bland and boring the gameplay is. It's exactly what Radiance said, the game just lacks variety.

do y'all even like dead or alive? 6 without meter plays more like the old games than it does with meter. and I don't only play ayane but you have no reason to know that.
 

Rob

The Dragon Shrine Maiden
Premium Donor
Nah it really doesn't play like any of the old games lol. And the gameplay of the old ones is also integral to how good the stages were, which are nonexistent in DOA6.

Like the old games are not about the stun game like DOA6 still is even with the mod.

The old games, the wall game was so important. In DOA3 it was a lot more about lining up your opponent to get that nasty wall damage, rather than extending stuns to get more damage out of it.

I have no nostalgia for the old DOAs anyway, especially with how much scrubby shit Itagaki put in the mechanics. DOA3 is the only old DOA game I care to play.
 

crapoZK

Well-Known Member
Standard Donor
This community didn't even give TN a chance to try to fix stuff.
I agree with most of the things you're saying in this part but this one here. TN didn't get the funding to try and fix stuff and TK clearly didn't want to keep blowing bank on it - we already know Shimbori had to fight for his life to even give us DOA6 so it was a losing battle from the start. The turn-out was just the reason to cut it.

(I had more stuff to reply to but for some reason it didn't post and I won't retype lol)
 

Rob

The Dragon Shrine Maiden
Premium Donor
I agree with most of the things you're saying in this part but this one here. TN didn't get the funding to try and fix stuff and TK clearly didn't want to keep blowing bank on it - we already know Shimbori had to fight for his life to even give us DOA6 so it was a losing battle from the start. The turn-out was just the reason to cut it.

(I had more stuff to reply to but for some reason it didn't post)
From what I've read here, players abandoned the game like not even 3 weeks after it released. I don't recall folks saying to wait and see what TN does to address issues. Or even pleading to TN.

And hey to give Emery credit, he was begging TN during a tournament commentary to nerf the Phase 4 missile.
 

crapoZK

Well-Known Member
Standard Donor
Alright, I'm really not trying to derail this thread so let's call it a day on trying to find the reason our favourite game flopped. It's unfortunate, but it was also 3 years ago. Onto the fun.

I read the patch notes for this and watched y'alls streams for this DOA6++ thing. Got a couple praises and a couple notes to touch upon.
  • I do like the fact that BH is gone, and the removal of meter. If it was better tuned for reasons we already know and can't change it would be amazing but that's out of our hands. This makes Fatal Stuns / moves that restrict you from holding upon hit force looking out for certain attacks in the stun game and can in turn make you watch the way you hold. I like this.
  • With that being said, with the removal of Fatal Rush, this makes certain characters have the edge over the rest of the cast. Some characters can just SDS their enemy for guaranteed launch and extended damage where majority can't. Majority of the cast only really can get this in the peculiar situation where you get CH on a crouching opponent, where Hayabusa can just do 4H+K and get a guaranteed combo. We need to find a way to universalise this for proper balance.
  • The ground game looks improved, but I need to download and play properly to feel it out. Currently away from a PC to do this but when I'm back I'll give some more things to talk about.
  • That Raijin is busted bro please don't make it take 2/3s of the health bar - I understand the 2nd part does 0 damage and the move is ridiculously hard to do, but 50% would suffice if we want a reward this large for pulling some KoF shit off in the game.
  • THAT HITBOX CAPSULE ADDITION BRO. BRO.
  • I think this version of the game needs more bounds on airborne opponents to make combo routes less bland. I will literally go through every single character's move list and propose one or more extra strings that should bound. Let's address the lack of hype factor at the root.
I have to see more for me to give more valid opinions, but I'd personally like to test these for Zack and see if they're giving enough nuance to his playstyle:
  • Make 7P4 +2 on block.
  • Bring back his DOA4 236PPP string, with 236P8 Funky Roll mixup. Don't know why they removed that.
  • On 236PP(P) add ballerina stun to 3rd hit for more stun pressure.
  • Replace his 236K with his DOA4 236K, but with Guard Break at +2 on block.
  • Revert 4K back to it's DOA5 properties where it was -1 on block and +2 if went into Duck stance. If Honoka has it why can't I kek.
  • Let's bring back DOA5V PP6PP to return as PP6PP+K for solid combo enders.
  • Make 3PP(P) criminally unsafe again and add ground hit properties to the last hit like in DOA4. This enforces an FT on floored opponents if they refuse to tech.
  • 4H+K to Fatal Sit Down Stun on normal hit, but make the move -9 on block.
 
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