KwonJigglypuff
Well-Known Member
Was there any new gameplay footage shown for Helena during TGS ?
Can't wait for the final game to be trash too!
she barely changed,comparing to EVO demoSadly I didn't catch any. There was BARELY any Bayman footage too so it's kinda trash.
People were more interested in finding Marie Rose and Honoka tech. I'll post what was on twitter in here and credit the posters.
He probably just wants to hold out of everything like it's DOA4. Fuck that game l0lWhat exactly do you feel will make it trash?
Long-time series issues like the hold system that they refuse to fix. A lack of real advantage. A lack of a reason to attack. DOA6, right now, is still best played by just holding block and throw punishing. With the removal of additional systems like the SE, which is what GarryJaune was complaining about here means that it's an even simpler DOA5. I'm not opposed to removing the SE and some of the other things so long as we get other positive changes but I haven't seen any.What exactly do you feel will make it trash?
That's the exact opposite of what I've proposed, you fucking idiot.He probably just wants to hold out of everything like it's DOA4. Fuck that game l0l
No, it's not. There's a thing called being "overchoiced".
This is what I hate about DOA5 and DOA5's online mode. Yes, they gave people so many options because they were trying to appease everyone. But it's overwhelming, particularly for newer players. They don't know what anything is. Decide on a standard ruleset and make it permanent, no options, and balance the game around that. I just want to play the game. Set the rules, Team Ninja, you're the dungeon master.
In the arcade, the options were hidden from the player and you could just jump into a game. I hate how many menus and options I have to jump through before I'm actually in a match. Remember in the arcade when you put in your money, hit the button, picked your character, and you were playing instantly?
Now it's menu > choices > menu > choices > menu > choices> menu > choices > menu > menu > choices > wait in lobby with 6 people while we spectate 2 (as if we only had one machine to share between the 8 of us)... I've spent infinitely more time in menus, lobbies, and option screens than actually playing the game... I kind of went off on a tangent.
This is why I feel they should go back to 2-point ( and ) like in DOA1 but change it so counters use gauge. Counters in stun take even more gauge (how much exactly I'm not certain). Maybe even 1-point hold ( ) if the gauge sacrifice is sufficient. But this eliminates the problem of both new and experienced players who cannot differentiate between HIGH and MID attacks for holds. High/Low is much simpler, plus the hold cannot be spammed since it now requires meter. This is the perfect solution in my opinion.
Now if I build up a full gauge, the new "super hold"is also easy to understand. (why isn't it "special hold" if I'm using thespecial button?? or rename it the "super gauge")
Now they can change "special/super hold" to be an super elaborate animation with fancy graphical effects. Kind of like how the "super blow" animation does this. For example, move Hayabusa's Izuna counter to"super hold" status and give it some of the "ki" effects from the trailer for extra flash.
Defensive and stronger options being tied to a bar, in order to prevent spamming, is a common theme among many games. So this is an easy concept for players coming from other games, not just fighting games, to understand. Much simpler than explaining difference between high hold, mid-punch hold, and mid-kick hold. Please show the DOA5 hold tutorial to a brand new player and see what happens. Every time I try to teach a new player to hold, the first time they manage to do the input it is always the wrong level and frustrates the player.
A 2-way or 1-way hold system that uses gauge is the way to go, I feel. Most players, even myself, do not want to memorize every character's string hit levels - this is complex and it changes every game and from patch-to-patch anyway. Some moves that hit mid in DOA2 now hit high in DOA5LR - but I have 18 years of muscle memory so I can't stop doing the wrong hold. It's a small frustrating balance change that didn't actually fix anything. Make holds simple to execute but shift the focus to be about timing and meter management and most players will easily understand.
Also, the way to make things easy to learn is to use familiar concepts. Use familiar terms. Standardization makes things easier for everyone to understand. The game doesn't need to be "dumbed down", things just need to be explained clearly in plain English. I'm sure things like "Break Gauge" and "Break Blow" and "Fatal Rush" etc all sound 'cool' to Japanese people but it's confusing on top of an already difficult genre. As a brand new player, would you think "Break Blows" and the"Special Button" are related at all? Probably not. I'm still trying to figure out what the hell a "Break Blow" is... Is it just a "Super Move"? And it needs "super/special meter?" Then fucking call it that, please. Christ. That eliminates so much frustration.
Honestly.To this day I still don't really understand Power Blows, Crushes and... I can't even remember what the all the names of all the weird techniques from DOA5 are... much less have them figured out enough to use. Sometimes I go for that stun that shakes the screen but I cannot for the life of me remember what it is called. I can read frame data though. Because frame data is the same across all the fucking games. See how that works? I'm not even joking. I am so not joking. I hope to god they read this.
Like, I am all aboard the "gauge" train and think it could possibly be the best thing to ever happen to DOA, if it's balanced correctly by launch.
Take "Super Moves" from other fighting games, who cares if it's copying. It's not shameful to adopt popular standards. Stop trying to reinvent the wheel. DOA started out as a VF clone, right? Just take all the best parts and put them together in a way that makes sense.
We need more than one string off of the-button. Make them flashy but give players more strings. They can go based off of old DOA1 inputs for some starter ideas. You know how certain strings in DOA1 and VF use ? Those tend to be stronger strings and moves.
Didn't have to use that language truthfully but go aheadddddThat's the exact opposite of what I've proposed, you fucking idiot.
This is why I feel they should go back to 2-point ( and ) like in DOA1 but change it so counters use gauge. Counters in stun take even more gauge (how much exactly I'm not certain). Maybe even 1-point hold ( ) if the gauge sacrifice is sufficient. But this eliminates the problem of both new and experienced players who cannot differentiate between HIGH and MID attacks for holds. High/Low is much simpler, plus the hold cannot be spammed since it now requires meter. This is the perfect solution in my opinion.
Defensive and stronger options being tied to a bar, in order to prevent spamming, is a common theme among many games. So this is an easy concept for players coming from other games, not just fighting games, to understand. Much simpler than explaining difference between high hold, mid-punch hold, and mid-kick hold. Please show the DOA5 hold tutorial to a brand new player and see what happens. Every time I try to teach a new player to hold, the first time they manage to do the input it is always the wrong level and frustrates the player.
A 2-way or 1-way hold system that uses gauge is the way to go, I feel. Most players, even myself, do not want to memorize every character's string hit levels - this is complex and it changes every game and from patch-to-patch anyway. Some moves that hit mid in DOA2 now hit high in DOA5LR - but I have 18 years of muscle memory so I can't stop doing the wrong hold. It's a small frustrating balance change that didn't actually fix anything. Make holds simple to execute but shift the focus to be about timing and meter management and most players will easily understand.
Long-time series issues like the hold system that they refuse to fix. A lack of real advantage. A lack of a reason to attack. DOA6, right now, is still best played by just holding block and throw punishing. With the removal of additional systems like the SE, which is what GarryJaune was complaining about here means that it's an even simpler DOA5. I'm not opposed to removing the SE and some of the other things so long as we get other positive changes but I haven't seen any.
That's the exact opposite of what I've proposed, you fucking idiot.
Long-time series issues like the hold system that they refuse to fix. A lack of real advantage. A lack of a reason to attack. DOA6, right now, is still best played by just holding block and throw punishing. With the removal of additional systems like the SE, which is what GarryJaune was complaining about here means that it's an even simpler DOA5. I'm not opposed to removing the SE and some of the other things so long as we get other positive changes but I haven't seen any..
When people make up positions for me and put false statements in my mouth, they're fucking idiots and I will call them out as such.What gives you the right to call anyone an idiot
Nah, the FGC complained about the hold system even with DOA2. At least in the arcade it was 4-point double-direction, that was actually kind of balanced. Things got screwed up when it got dumbed down to single-direction 3-point for the console versions.The hold wasn't an issue with the series till DoA4.
chill dude,just focus on game systemWhen people make up positions for me and put false statements in my mouth, they're fucking idiots and I will call them out as such.
And now for your regularly scheduled reminder that the biggest fighting game at Evo runs alot on chained autocombos. DBFZ's basic combo route is 2M, 5M, jump cancel, air M autocombo, smash up, super dash, M autcobombo, jump cancel, M autocombo, smash down, land into super or oki. Autocombos are objectively better than regular chains in DBFZ due to the fact that autocombos have a slight amount of homing. Yet nobody badmouths the game about it.the problem is not the implementation. auto combos are unsafe and predictable. you're not likely to get anywhere far with them.
the problem is its existence. it's hard to take a fighting game seriously when it allows such a crutch.
3 way holds need to go as well.
I already have cooked up multiple ways to use the autocombos to bait people into doing certain things, but y'all just gonna have to wait until I start bodying scrubs online with these pre-Day-One strats lmaoooo.
People lost it a bit. It was pretty tame during the initial discussion.chill dude,just focus on game system
people may misunderstand your opinion(like my previous opinions),that's fine,you can argue that which is your right.
but personnal insult is not needed bro
As I said before, the issue seems to only exist here. No one else besides the 3D community has issues with auto combos which is weird because it is the one thing that is the most similar to 3D fighters. You press one button multiple times to get a string and during the string you can stop whenever you want. Is that not what we do in 3D fighters?And now for your regularly scheduled reminder that the biggest fighting game at Evo runs alot on chained autocombos. DBFZ's basic combo route is 2M, 5M, jump cancel, air M autocombo, smash up, super dash, M autcobombo, jump cancel, M autocombo, smash down, land into super or oki. Autocombos are objectively better than regular chains in DBFZ due to the fact that autocombos have a slight amount of homing. Yet nobody badmouths the game about it.
DOA1 is every newbie's favorite DOA, right?I find 1/2-way holds a bit...noobish/scrubby honestly.
How do you account for this?DoA has never been difficult in the input department.
Manage what? The meter doesn't do anything.Meter is fine in my opinion since you still have to manage it well to utilize it "correctly". If it didn't grow as quickly as it currently does then you wouldn't be able to get out of FR at all. AT ALL. Use ya brains.
How do you account for this?