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LouisTypo
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KVOOONNMMIIGCS
MK5.org Juggalo
Where is RandyCandy, ShawnM, UrbanSmooth and MickXII?
http://www.soldat.prv.pl/

01/21/2004 11:21 PM (UTC)
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Yo, back in the MK1 days, Cage was originally supposed to be played by Van Damme, methinks.
JohnnyCage Wrote:
why cage looked like van damme from kickboxer,

I read that somewhere too.
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MrSchpfmut
01/22/2004 06:13 PM (UTC)
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Yeah I heard that too... But I also heard when he did not accept the job, they made johnny cage to be a stuckup and very unlikeable character.

Anywho...

I was just thinking about how you could implement some form of pressure sensitive blocking and or running. Let me explain.

For ps-blocking, you would take more damage but you'd have less recovery and a greater chance of reversing or interrupting your opponents attacks and combos.

Ps-running: The meter could come back. More of an adrenaline thing, but you could run at different speeds depending, obviously, on the pressure on the button. The meter could also fluctuate with getting hit, hitting your opp, running, etc.

Whaddya think? I'm out to lunch.
peace yaw
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Ghaleon
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-Pain Is Weakness Leaving The Body

01/23/2004 05:55 AM (UTC)
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Personally i was very pleased with MKDA, it is in my collection of all time favs for good... as for things to make it better... well... for me the only thing that would have remotely made it better was for there to be more things to find... no im not refering a sleugh of secret characters, im merely refering to such things as the coffins... the coffins was a very good and original idea, but the fact is it only took about 2 to 3 days to open them all and give or take a whole day to complete the quest mode... the thing that made me come to love all the MK games of the past was the replay value... there was always a chance of something being left behind that u had to play and play and play to acquire, but in DA unfortunitly the only thing u had to rely on after the quest mode and the coffins was the gameplay... dont get me wrong the gameplay was awesome, some of the best ive ever seen, but in any game no matter how good it is, it will get boring if theres nothing to set a goal for... all in all MKDA was a masterpiece imo... and for that i salute u guys, but yes there was some things that could have made the game better... but remember "when something is made perfect theres nothing more to work towards"...
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MrSchpfmut
01/23/2004 05:52 PM (UTC)
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Has Midway ever thought of pulling a Rockstar?

When Gta:3 and VC came out they were PS2 only, right? Then VC comes out on Xbox in the double pack with Gta:3... When I played Gta:3 I was AMAZED at how much the game was improved over a year after it's original release. I mean Gta3 looked (almost) just like Vice City!

Now, not just from a graphical upgrade standpoint, but has there ever been any thought of doing something like this with MK? Release the original version to PS2, then develop it further for a later release on the Xbox. This would be just like back in the day, the way the older MKs were fully developed for the arcades, while also getting player feedback between releases. (mk5.org for ex!!!)

Hell, why do you think Namco still fucks around in the arcades? Just use Ps2 as the guinnea pig!

Just a thought...
For running I would like to be able to sprint in any direction, to get away from a wall or simply put some space between the fighters.

I like the Run meter idea. Keeps you from running all the time.

I would make it like this.

3 ways to run.

>> typical run command.

>+Run MK3 style

Tap the L3 button, while moving. That's the Joy stick button.
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MrSchpfmut
01/26/2004 05:56 PM (UTC)
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Pyrokinesis... WOW! One of the Psi-powers I used the least, at the focus group I attended, looks amazing! And a Very nice render of Nick.




Read an INTERVIEW with Psi-Ops project lead Brian Eddy from ownt.com!
Check out these SCREEN SHOTS at GamersGallery.com too. They speak for themselves!



[ME: A snippet from Brian I could not agree with more...]

"What would you say the five most important aspects or features of Psi-Ops are?

  • 1. The Psi powers, of course.
  • 2. Huge variety of ways to complete events. It's really up to the creativity of the player on how they want to play.
  • 3. Highly interactive environments with lots of destructible objects.
  • 4. Great character, object and world interaction (great physics).
  • 5. Immersive story."

    [ME: Not word for word, but IMO this should be the core outline to ANY video game! And in that order too.]


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    MrSchpfmut
    01/26/2004 07:45 PM (UTC)
    0

    Bleed Wrote:
    For running I would like to be able to sprint in any direction, to get away from a wall or simply put some space between the fighters.


    I'd like to see that as well, maybe the left analog stick could be used for the 3d running (click stick for 3d jump in that direction) and the d-pad for controlling lateral movement and the actual combat (forward, backward, sidesteps, jumping, ducking).

    What would you think if you were not always "locked on" to your opponent and you had to track them on your own. Say use the 3d running to approach your opponent and you attack straight at them. If you are within a certain angle of facing them it could then track them for you, to a point.




    Another idea... If the left analog is used for running, the right one could be used for dashing in any direction, or jump if running.




    Analog blocking... hold R3 to block, up/down = hi/mid/low blocking, left/right = pull/push block for countering and reversals if properly timed.

    ...just storming...
    I think using 2 d. pads to move is too complicated.

    You can do that in Tao Feng, but it feels strange.

    It might be because you can't block when you are using one of them, but I think it can be made simpler and faster to use.

    ------------------------------------------------

    Note ( > ) could mean any direction. 8 way movement like SC2.

    You could use either the D.pad or Joy stick, to do the same thing.

    If you are using the D. pad

    Walk = >

    Run = >(>+hold) Auto tracking = like SC2

    If using the Left Joy stick.

    Walk = >

    Run = (>+ press the joy stick) = L3 in any direction. It would be like tapping the run button in MK3. Auto tracking like SC2

    -----------------------------------------------

    For a free run so there is NO tracking, I would make it like Kanuto Chojin.

    Tap, or hold L1+ any Direction to run facing any direction.

    The free run in Kakuto Chojin was very good, and easy to do.
    ------------------------------------------------

    For jumping, I would use the VF4 jump.

    Tap K+ up at the same time to jump.

    Release fast to do a hop attack, or Wait, then do a jumping attack.

    So Tap, or Hold.
    -------------------------------------------------

    Jumping sideways I don't think is very necessary, so I would just have it be a special move for certain characters, like Taki in SC2.
    ------------------------------------------------

    The quick step could be In any direction.

    > = small step

    >> = Long step

    A Long Step could chain to some attacks, like a lunge attack, it would be for >>, or <<

    You would do it like this.

    >>, N, Attack = To do a lunge attack.

    <A good trick move.

    It would have a Neutral point ( N ), so you pause for a sec. and then you attack. That way, it won't interfere with special moves.

    Like >>+1 or something like that.

    Not every character would have these moves, it would depend on their style.
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    MrSchpfmut
    01/30/2004 06:19 PM (UTC)
    0
    Ok, my other suggestion for the 3d running would have been, as you said, press or hold a button to go to 3d run mode. (I'll get back to this) One of the big problems I have with 3d fighting games is how jumping is performed.



    First off Mk:Da
    Mk literally has only four directions, u d l r. When you are walking forward and slide your finger to the up position it is treated (somehow) as a diagonal and you jump forward. Same for sidestepping up then moving to the forward direction.

    I like this (only having 4 directions) for the most part because it allows for very easy execution of some special moves. While the specials were already easy enough to do, because of the very lenient timing, you are able to pull of a b,d,b sequence very easily by just pressing b,(d/b+X) [that is meant to stand for diagonal + attack button simultaneously] so in essence you could actually pull off a 3 directional move with only pushing 2. Starting to get away my point .

    Maybe adding that 3d run button [again, while holding] could activate ‘true’ diagonal directions to allow free roaming. The effect of this button should be allowed to be chosen/reversed by the user (have 3d run on first, and hold the button for the linear movements).



    Sc2:
    I HATE Sc2's JUMPING SYSTEM! I’VE LOST SO MANY MATCHES BECAUSE I JUMPED WHEN I DIDN’T WANT TO! I mean come on, hold block, then try and sidestep or 8WR (7,8,or9). YOU WILL DIE! THAT IS SO STUPID! They should not have messed around with mixing block and jump. Sorry I haven’t played the game in at least a month and a half and it STILL pisses me off, LOL!

    Anyways, I don’t even think that the 8WR system works the way it should. First off, going along with my first comment, the jumping game is severely impaired, SC2’s 8WR-ing doesn’t even let you run in 8 directions. I think you can run 1 way! HA! Sure you can walk diagonals, but you can only run towards your opponent. Plus, the diagonals aren’t really even “diagonal.” When you hold direction 7 or 1 you still close in on your opponent. I mean, come on When I want to “run” from my opponent, I want control of both the x and y lines.

    However, I do like the fact that different jumping attacks are done pending on if you press say, 9+B [down attack] or if you press 9+G, B [upward attack while falling from the jump].

    The only thing I’ve found Sc2’s jumping game to be good for is jump/attacking to get away. I still wouldn’t even WANT to use it cuz it’s not safe. And the damn characters walk backwards SOOO SLOOOW!



    BLEEDYou mentioned about a small / large step system Could that be taken care of more so by pressure on the d-pad? Say just have the length or speed of the step be relative to the amount of pressure I would guess that would only be without the 3d running being used.

    When you ARE using the 3d run, the pressure on the run button should determine your speed.



    How bout this while blocking if you press any of the upper directions (re:8wr – 4,7,8,9,6) you will perform a dodge/sway movement to that direction. If you press any of the lower directions (re:8wr – 1,2,3) you will low block or possibly jump/dodge a low attack if timed right. And since I’m going on a pressure sensitive binge, this would dictate how you dodge (and yes you could only dodge to one side but I think it could still work)



    Last for now... I’d like a back-dash while blocking, maybe require block to be released at the proper time. The old Mks were notorious for this kinda thing. You could also add moves into the frames where block is released.

    Sorry for the rambling... if it don't make sense to you, ask!

    Pressure sensitivity for running is good.

    Like in the adventure games like Splinter Cell.

    Some people don't like pressure sensitivity, so there would need to be an option to use Double taps for running, and stepping.

    Maybe the Joy stick can be pressure Sensitive.
    and the D.pad can be a tapper >>.
    ------------------------------------

    For movement while blocking I say block, and your block animations can chain to side steps and evasions by tapping the D.pad+ the Block button.

    Or you would have to tap Block, then << to do a long back step while blocking.

    I mentioned this stuff a while back.
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    MrSchpfmut
    01/30/2004 08:19 PM (UTC)
    0
    That's cool. There's endless possibilities for controls...

    And i apologize for not reading all 286 posts! tongue
    I didn't mean it like that. smile


    Your sig.

    Art is the thisthingisdisabled of one's self.

    The word expres$ion doesn't work if you type it correctly. It you type it the right way instead of expres$ion, you will get thisthingdisabled.

    Not sure if you knew that.
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    MrSchpfmut
    01/30/2004 08:39 PM (UTC)
    0
    LOL! I tried writing that phrase in that general post and it came out like that. When I read it later I just thought it looked funny so i put it in my sig. no biggie
    MrSchpfmut Wrote: And i apologize for not reading all 286 posts!
    was meant to be sarcastic, 'sall good bro
    o ok smile
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    Raging
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    About Me

    World of Warcraft Characters: Horde
    Ravenholdt:
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    Declawed 85 Druid

    02/06/2004 05:28 AM (UTC)
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    I know MK only wants to go forward in their thinking...evolve. Change is good for everything and everyone. However, sometimes you have to look back to remember how you got here in the first place. You want to attract the new kids to the game, but you need to remember your most loyal fans. We (your loyal fans) are what keep MK in business and have done so for some 12+ years!! I have no doubt we will be the ones to continue keeping MK atop. I personnally love the 3D MKDA, but some of the fundaments to the MK characters are missing. The special moves from one character to another that made them unique are gone. Please bring those things back. Thats all I ask for. Everything else can move forward. wink
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    hell_lord
    02/10/2004 11:48 PM (UTC)
    0
    there is nothing wrong with DA the only thing that was wrong was that there were not enough fatalities the krypt was a great idea,but some more decent goodies would be nice, also more music, mk 3 had great music, bring old school jams back in the next one, and bring tsungs morphing ability back, also bring cage back again but give him an important/significant story, i mean hes an important charecter in the mk universe he should have purpose,and stop with the retarded makeover, i have no clue why jax was made to look like kool mo dee, why cage looked like van damme from kickboxer, and why tsung looked very bloated also reptile was far from a great look, other than that stick to the formula that made mk great and continue everything that has made mk, mk.
    i agree and i think u guys should of replaced the older fatalites with new ones and the music you should to be able to play they CD's that r copyed in the xbox
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    Kiasyd
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    "I have heard it said that it is better to keep your friends close and your enemies closer. Do you know what I mean?"

    02/13/2004 03:42 AM (UTC)
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    One thing that would make the combat better is more refined system of combat. Guard breaks, unblockable moves,these are things that helped made other fighting games great. Like soul calibur, virtua fighter,tekken even dead or alive. These are games that are great because of the fighting system and the combat required actual skill and less button mashing. The Deadly allaince system is ok, but it needs work. So more technique and less button mashing is what is needed.
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    MrSchpfmut
    02/13/2004 08:28 PM (UTC)
    0

    kiasyd Wrote:
  • Like soul calibur... These are games that are great because of the fighting system and the combat required actual skill and less button mashing.

  • The Deadly allaince system is ok, but it needs work. So more technique and less button mashing is what is needed.


  • While I agree with your opinion that MK's fighting system needs expansion, have you really played the two games you are speaking of?

    Sc2 isn't a button mashing game???? MK is???? Not to be a dick at all, but how can you say that if you have seriously played these games?
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    Kiasyd
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    "I have heard it said that it is better to keep your friends close and your enemies closer. Do you know what I mean?"

    02/14/2004 12:32 AM (UTC)
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    Because I have all of the games I metioned. Soul calibur is hands down one of the best fighting games ever made. There is a little bit of button mashing. But there are so many techiques and strategies to use in the game that it makes button mashing pointless. Try playing in a official tournment, using button mashing is a sure fire way to get your ass handed to you. Any skilled player will tell you that. There are so many more ways to win in the game. While deadly alliance is all about mashing the same buttons 3 or 4 times to hit with that combo that does 30-40 percent damage. It makes using the other moves in the game useless and obselete.
    IMO....MKDA is not a button masher.

    It doesn't have enough moves and combos to be able to do that.

    Also if you mash buttons in MKDA you have a much lower chance of winning than in SC2.

    Just because of the lack of attacks, you will just keep doing single attacks.

    But It is true that you can do the same combo over and over, since they are unbreakable.



    SC2 is one of my favorite fighting games by the way. I'm not ripping on it just speaking my mind.

    The more moves you have, the more of a button masher a game will be. It's not a bad thing, I think it's just inevitable.
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    MrSchpfmut
    02/15/2004 01:22 AM (UTC)
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    kiasyd Wrote:
    ...deadly alliance is all about mashing the same buttons 3 or 4 times to hit with that combo that does 30-40 percent damage.

    It makes using the other moves in the game useless and obselete.


    Oh, i didn't know you meant "mashing" in that context. But I do partially agree with your second comment. Only partially because there is more to da than just the branches. If you play a turtle game just blocking and retaliating, you will lose to an experienced player.

    btw i have played in an sc2 tournament. NEC4. While I did go there really to play Da i did get my ass whopped in sc2 damn i lost 10 bucks!

    Now, i really only played sc2 seriously for a couple months since it came out to see what it had to offer. I'm not trying to take your opinion away from you

    kiasyd Wrote:
    Soul calibur is hands down one of the best fighting games ever made.


    I think it is a very good game too.

    I also think Bleed is on the right track as far as the long list of single moves and button mashing goes.

    Each game out there now has it's pros and it's cons.

    Deadly alliance has IMO the best system and properties that could lead to awesome things in the future.
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    papa_boy
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    You can milk anything with nipples...

    02/18/2004 03:45 PM (UTC)
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    The MK-team needs to fix four things:


    1. I never understood why you couldn't control the characters using the analog stick in MKDA. Why the d-pad? This was especially frustrating in the GCN version since the d-pad was practically microscopic. It's a 3D fighter so please implement the use of the analog stick! I cannot stress this enough...


    2. While the graphics were good in MKDA, the characters looked plastic. Too clean. Almost clinically clean. Solution? Make the characters more gritty. Judging from the Baraka render they've already fixed this but still...


    3. More music! In MKDA there were probably only two background tracks. This is WAY too little. For inspiration, look at MK2 which had the best music in the whole series (this is a general consensus)...


    4. More fatalities and implement stage fatalities as well! Fatalities DEFINE Mortal Kombat. This has already been confirmed so I wouldn't worry too much about this...


    That is all.


    //papa
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    Legacy
    02/21/2004 04:07 PM (UTC)
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    Get rid of the stage barricades and I'd like to see some sort of story mode like Tekken's Tekken Force.
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    MENTHOL
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    02/22/2004 03:11 PM (UTC)
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    i was skimming this thread and saw "button mashing" and "mortal kombat" in the same sentence. i almost had a stroke. but i realized that's not what he meant. so now i'm leaving this thread. carry on.
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