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Member
(06-23-2008,
05:50 AM)
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#6
Genre is fine.
They need to invest in dedicated server and improve netcode so timing of online and offline gameplay is not so off. Peer to Peer will kill this genre regardless of how fast the internet becomes because just when you're kicking little billy's ass from across the globe, his big brother decides to hit "Download Now" and there goes the combo! |
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Member
(06-23-2008,
05:53 AM)
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#13
Originally Posted by karasu:
Mind fucked into standing for a few frames: Watch the rape, I say. No change needed. |
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Member
(06-23-2008,
05:57 AM)
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#15
I personally would prefer, at least on consoles, fewer dial-a-combos and more moves based on simultaneous button presses, but I am fully aware that this is a matter of taste and would also result in greater differences between console and arcade fighters, which would be a problem.
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Member
(06-23-2008,
06:02 AM)
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#17
Somehow incorporate the hyper-kinetic style of recent kung fu movies (Crouching Tiger Hidden Dragon, Iron Monkey, Drunken Master, etc.), where blocking isn't a static animation.
Make a new one-hit-kill weapon based fighter (like Bushido Blade) and port it to the Wii. |
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Member
(06-23-2008,
06:03 AM)
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#19
I don't the genre is stale at all, but I WOULD like to see a game that would be more of a brawler than a finesse fighter. Use Euphoria for things like hit reactions and falls and to slightly affect all animations to reflect injury to various body parts etc Also, using Euphoria to make parries and blocks look better.
EDIT: I'd so be down for a new bushido blade, I loved the first. |
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Banned
(06-23-2008,
06:04 AM)
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#20
I've been kinda mentally designing a fighter designed around the traditional controller for some time now. Movement would be designed around the analog stick and would move you around the arena in all directions, not the eight directions of other 3D fighting games. One trigger would be crouch (and would be analog, so you could crouch at different heights) and the other would be a modifier for blocking, parrying, grabbing, and some other things. The four face buttons would be like Tekken, with left and right punches and kicks mapped to the diamond. All these things working in conjunction with each other, along with some procedural animation, would produce moves.
Maybe not inherently an improvement, but I think it would be something different. Though I do think it could improve the animations, which often look silly and robotic in even the most fluid fighters. |
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Member
(06-23-2008,
06:08 AM)
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#26
Also, gun-fu (DMC3 spoilers / Equilibrium Spoilers). Make it happen.
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Member
(06-23-2008,
06:10 AM)
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#29
I think fighting games are still fantastic, but if there was to be a new style to emerge in this new gen, I think there is room for it. Personally, I really want to see a kinetic based game that doesn't have every move set in stone. It is heavily based on branching from whatever position you were at to the next one without returning to a normal stance. So if you got punched in the face, your body would lean to one side, meaning if you attempted a punch one arm compared the other, it would lead to something very different all based on the weight shift. Also, heavily based around the areas you fight in.
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Member
(06-23-2008,
06:13 AM)
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#32
Originally Posted by SapientWolf:
It´s gun-kata isn´t it? |
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Working on my PhD:
Playa Hating Degree (06-23-2008,
06:16 AM)
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#33
Originally Posted by SapientWolf:
Toshinden was way ahead of you. |
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Member
(06-23-2008,
06:44 AM)
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#35
Originally Posted by Guybrush Threepwood:
Negative. Fighting games need arcade sticks. That pad was an exceptional substitute, but it was still a substitute. What we need are good, durable, multiplatform usb arcade sticks. |
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Member
(06-23-2008,
06:44 AM)
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#36
Originally Posted by xabre:
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Banned
(06-23-2008,
06:45 AM)
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#37
It's stale because all of the prominent commercial fighters essentially follow the same formula and have for years. This formula is all about memorizing long strings of button presses and is largely geared for the hardcore of the hardcore. Some may be highly strategic (say VF5) but there's little intuitive about these games. You can't really say they're a realistic interpretation of actual real-life combat and that's why they should be improved.
I'd appreciate something that is more grounded in actual combat where physics such inertia and specific, pixel perfect hit detection are properly simulated. If you look at a racing sim, look at how they simulate the whether conditions, the road conditions, the car from the tyres, the suspension, the drive train etc. Even damage in some cases. All this is often fully simulated. Do any of the top fighters simulate injury? Fatigue? Proper environmental interaction (not gimmicky shit)? Actual body-part specific hit detection? Actual physics? Procedural animation? This is just all for starters. The genre is stale, it's one of the most stale there is. |
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Member
(06-23-2008,
06:48 AM)
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#38
Originally Posted by SapientWolf:
This. Devs need to implement this. Adding animations to blocking also opens up even more depth in counterattack strategies. |
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Member
(06-23-2008,
06:49 AM)
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#39
Get people to play more fighters and realize there's nothing stale about the genre at all. Most people's suggestions here either already exist, will never happen, or would be terrible in practice. Seriously, physics in a fighting game? Why not make command imputs completely random? This isn't a genre that makes allowances for luck. Actions need to be somewhat predictable or there's no point.
Originally Posted by xabre:
Quote:
Last edited by Aaron : 06-23-2008 at 06:55 AM. |
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Member
(06-23-2008,
06:51 AM)
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#40
Originally Posted by vissione:
Dedicated servers are pointless between two people and will actually give you more latency than a peer to peer connection. |
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The physical form of blasphemy
(06-23-2008,
06:52 AM)
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#41
There is nothing stale about the genre, but, I want one thing. I want to be able to do all of the crazy shit in those MK Vs SF animations. I want to be able to fight through floors and parry a thousand daggers thrown in mid air, and beat the shit out of someone in the heavens, while firing a proton cannon I shouldn't have.
Oh and MvsC3. |
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Member
(06-23-2008,
06:56 AM)
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#42
Originally Posted by MarkMan:
before being able to purchase or play a fighter, people should have to pass some sort of test. kind of like a driver's license. but for fighting games... |
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Banned
(06-23-2008,
06:57 AM)
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#43
Originally Posted by Gully State:
Yes, there's a world of possibility in that and that's what I primarily have in mind. Look at any Kung Fu film and the extensive attack -> block -> counter attack -> dodge -> attack -> block etc that always happens. Intuitive, challenging, enjoyable. Beats that press a, b, a, diagonal left, b, x bullshit that fighting games consist of.
Originally Posted by Aaron:
Oh boy. |
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baby dolphin -> sun
it's the only way (06-23-2008,
06:58 AM)
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#44
Remove the focus on juggles and develope something more concentrated on actual ground combat. Even just decreasing the damage on juggles dramatically would really help alot.
But... Smash bros has pretty much given us a brand new approach to fighters though, so id like to see something a bit more tekken-ish with that idea. As zany as smash bros is, its actually quite realistic in the way that you have full control over a character and you arent forced into one direction(pertainig to 3d fighters). Also, the way you can retreat, having weight and momentum play a role, controlling your jump fully, attack effects changing as damage is given, and using a level to a greater degree of interaction and strategic planning than most other fighters really makes smash bros quite realistic in that respect as well. Id really like to see something like that with the tekken level of depth as far as movelist, speed, and timing. |
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Member
(06-23-2008,
07:01 AM)
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#46
Originally Posted by xabre:
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Banned
(06-23-2008,
07:01 AM)
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#48
Originally Posted by Aaron:
![]() They're good games man, but if you think they're realistic you need to lay off the drugs.
Quote:
Injury has shit all to do with fighting? Fatigue has shit all to do with fighting? Really? |
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Member
(06-23-2008,
07:03 AM)
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#49
Today: Ditch the pseudorealism. Have characters beyond the scope of national stereotypes. Be able to abandon any form of traditional martial arts. Ditch "sequel"/upgrade mentality. Perhaps fighters can learn from adventure and platform games that have evolved and tried new things?
As far as gameplay goes, the number one thing that needs to continue to be improved is defense/blocking/counter. More thought and more varying animation should be put into this. This would be easier to do though if they got rid of the life bar or at least make it an option out of other choices (like selecting a special art in sf3). Environment interaction is a good direction. Pubs and Devs need to go balls out and start making online play and there communities as strong as possible. Most important, we need fighting mods for this gen. Why do we have to use fps based engines? Can't Capcom, Namco, Tecmo, hell Midway package a competent editor for artists, coders, and designers to play around with? Look what it did for the fps genre :( |
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Member
(06-23-2008,
07:03 AM)
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#50
Ditch health bars as they are now. It's always silly to see a character get a super-move-pummelling, then be finished off with a simple punch to the arm.
KO's should be down to player skill and getting a good hit in, rather than gradually whittling down an energy bar. Kind of like the N64's Fighters Destiny, but done better. Perhaps it might be better to have a Stamina bar, which would be more a reflection on character speed, agility etc, with powerful blows slowing a character down rather than just knocking points off a meter. I mean, in boxing for example, you're not normally going to win a round with a chest jab. It's going to be a clear, powerful head hit. And a head hit upon an opponent who is staggering, tired... |