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MENTHOL
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About Me
10/02/2003 10:10 AM (UTC)
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Word @ "if I want to play Tekken, I'll play Tekken". Plus if MK turned into a Tekken/VF clone, this community would turn into nothing more than a "tooooo good" forum if you know what I mean wink.

I think the game will turn out just fine. MK has never been a realistic fighter. I don't see why crotch punch reversal whips leading into turtle techrolls are necassary in every 3d fighting game. Let the MK team create their own game. If they can't for some reason innovate on their own, I guess try to clone other games. But I don't see that happening. There's plenty of ideas they brought to MKDA that haven't even begun to reach their potential.
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ShaolinChuan
10/02/2003 02:22 PM (UTC)
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-by pressing and holding forward from far away, you would almost run to the opponent.

-running combo's

-while you're on the ground, you should be able to do a "get-up" attack

-better music, not that acid bath stage music

-get rid of the invisible barrier, move freely in the environment

-stage fatalities

-2 fatalities per character

-less cartoony looking models for the characters, more realistic looking

-a little less blood, MK1 had it the best

-more blood detail, for ex. punching an opponents face would cause a blood spray in the air instead of globs of blood... and blood hitting the walls if you are getting hit near walls, blood dripping wherever it hits on the walls.

-if the reversal move didn't have that "reversal" message popping up whenever you did a reversal.

-if they got rid of the neijin power up, it looks too cartoony, they could have made the character increase in speed and power instead.

-if there were more aeriel attacks (i dont know or care if i spelled aeriel wrong)

-a better looking subboss.

EDIT:
-a better looking player select screen, the overall idea was OK, but the blue background was too plain, they could have added some interesting things in the background. Plus the character renders looked like drawings.

-full body damage, not only facial damage.

-if mokap was scrapped at the end and replaced by a completely new secret character THAT FITS IN THE MK UNIVERSE with original styles, weapon, and fatality.

-if blaze had a fatality and original fighting styles.


uh, yeah i'm done bitching now.


I think many will agree that these would have made MKDA a perfect 10 game.
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rayrokka
10/02/2003 09:16 PM (UTC)
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these are all great points guys keep em coming....when did this become a sticky post???
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Versatile
10/02/2003 10:24 PM (UTC)
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Satygrapha...lol..the last thing I want MK to become is tekken. 99.9% of the stuff I put there is not just in tekken, but is in Soul Calibur,Virtua Fighter and DOA. I only used tekken 4 as examples for commands since its the game im used to the most besides MKDA.
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Satyagraha
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About Me

"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."

10/04/2003 04:12 AM (UTC)
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rayrokka Wrote:
these are all great points guys keep em coming....when did this become a sticky post???


Woot, this thread pwnes ^_^.

Just a quick tid-bit. I was pondering move properties and the whole ariel projectile deal - if AP's make a return, which I hope they do. Just a thought, but, what if air blocking was introduced? That would open up a whole new set of properties to explore - and moves to create.

Consider this; on a nuetral ariel position - standard jump - you could air block. Or parry, whatever. In juggle, it's free game for AP's to connect.

However, certain launchers could be air techable -for use of a better term. IE, on the inital launcher there would be a window of opportunity to air tech and then air block. If that window is botched, then you get the standard juggle.

Not only would this appeal to noobs who bitch about juggles, but the combo freaks can still throw down guaranteed stuff after the inital botched air tech. Granted, all launchers wouldn't be techable, either. Again, just a thought. Though, it could defenatly be developed. If not in MK, in another fighter. Anywho, peace and love ya'll.
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Versatile
10/04/2003 11:52 AM (UTC)
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oh and i missed saty's question. No, I don't get paid..im just a hardcore MK junky. Don't worry too much..i have a girlfriend and friends atleast : D
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Nikodemus
10/04/2003 10:54 PM (UTC)
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Although I do agree the fighting engine on MKDA needs a little work I don't agree with the mentality that turning it into Tekken will make things better. I've been a MK fan for a very long time and let me just say; If I wanted to play Tekken I would. I don't want MK turned into a Tekken clone.
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Versatile
10/05/2003 02:14 AM (UTC)
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you are either tripping on acid or skipped my last post. I just said most of the stuff there is not just in tekken 4, but in other games as well. Games that get far more respect such as VF,Soul Calibur(though i dont know why),DOA,etc. This stuff is staple shit. I say put in a reversal and throw system that is worth a shit and you guys automatically think im going tekken on yall..lol.
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Nikodemus
10/05/2003 08:50 AM (UTC)
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My comment wasn't directed at you...
versatile Wrote:
you are either tripping on acid or skipped my last post. I just said most of the stuff there is not just in tekken 4, but in other games as well. Games that get far more respect such as VF,Soul Calibur(though i dont know why),DOA,etc. This stuff is staple shit. I say put in a reversal and throw system that is worth a shit and you guys automatically think im going tekken on yall..lol.

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SaiBot
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10/05/2003 01:18 PM (UTC)
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Something I think would make MK:DA alot better would be if the character designs were more anime influenced. It's only my opinion though, and I'm pretty sure everyone will disagree with me.
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Versatile
10/06/2003 06:50 PM (UTC)
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The Guide To Fighting Game Perfection

By Chris “Versatile” Iverson

CHAPTER 1: The Core Gameplay

1. Re Do The Reversal System

1. The reversal animation in MKDA was very unpolished. When the person successfully connected with a reversal the character would lock onto the opponent, but the hand didn’t really have contact with the body part, making it looked rushed and silly. When the reversal connects the character should automatically go into the animation of that particular character reversal.

2. There should no longer be custom reversal follow ups Reversals should never allow the player to follow up with whatever they please. If Hsu Hao Reverses you say bye bye to 40% of your health. When the character reverses you they should automatically do an arm crunch or an over the shoulder slam or something like that. This is how it is in every fighter. Of course some characters should have better reversal than others.

3.High/Mid and Low Reversal really need to have different commands. If Im facing a reversal abuse happy opponent I have no options attack wise since everything gets reversed the same manner. I don’t have a problem with low attacks being reversible, but they should be a different command than the mid/high reversal. It should also be a different result. I think low reversals as a whole should do a lot less damage.

4. Chickening is something I find to be very cool. Chickening is when you input a reversal difficult command once a reversal takes place that makes your character quickly escape the reversal. The command should be difficult and should only work during a certain amount of frames.

5. The reversal command should be a lot harder than one button. Come on midway. This isn’t street fighter 1. For example..if I remember correctly in Tekken 4 the reversal is b+2+4 for highs and mids and I don’t think T4 has low reversals.

6. This is common sense, but make sure every character’s reversal is different. Don’t wanna make the game look scrubby and rushed.

7. Reversals should be a risk. In MKDA the character was at like –7 from a reversal being screwed up. It should be ATLEAST –20 or so.

2. Re Do The Throw System

1. Firstly throws should be unblockable. The whole point of throws is to stop defense. Making throws blockable makes throws pointless..simple as that.

2. Throw’s should hit high. It’s like this in all fighting games. Making throws unduckable makes throws unfair.

3. Each character should have atleast 3 throws with different escapes. 1 should be a 2 escape, 1 should be a 1+2 escape and 1 should be a 1 escape. When the character does the throw, the opponent should have a couple frames to escape the throw. The guess wrong and they eat the throw. That’s how it works in pretty much all fighters.

4. Throws should take a lot more skill to do. Simple f+sm commands wont attract any new fans. Only hardcore gamers like us accustomed to the simple way of MK. In MK6 should have one simple throw that’s the same command for every character. In tekken 4 this is f+2+4 and they all had 2 escapes. The other kind of throw MK6 should have is a command throw that does more damage than the normal ones, has a harder command and has a 1 or 1+2 escape. Some characters should have more command throws than others. For example, a grappler like Kano or Jax would have five or six command throws while characters who depends less on throws like scorpion or sub-zero would have just one or two command throws.

5. Weapon Throws should be included in this game. Each character should have one, and they all do over at least 30 damage. They should have difficult commands and look very flashy. Everyone’s weapon throw should have a different escape, forcing players who want to become good to find out the escape for all of them. Naturally characters who depend more on their weapons than others like Quan Chi and Drahmin should have the best weapon throws.

6. Right Side, Left Side and Back Side throws need to be put into MK6. They should do good damage and have cool animations. Both side throws should have a 2 escape while the back throw should be unescapeable, for hell, if someone manages to get behind you frankly you deserve to take a good 50 damage anyway.

7. Crouch throws should be exclusive to big time grapplers like Jax and Kano. Crouch throws are for when the opponent ducks. These throws are normally some sort of power bomb or piledriver or something like that. They should do solid damage but be very escapeable.

8. Ground throws should punish those who stay on the ground for too long. Again, only big time grapplers should have them and they should be easily tech rollable and do average damage.

9. I think every character in MKDA should have the ability to utilize the different arena structures and perform a throw. Whether be against the cactus on Edenia Dessert or on the icicles of The Lin Kuei Temple. Each throw for each character should look the same so there are no arenas advantages.

10. Moves that turn into throws under certain circumstances would be very cool. For example..suppose Kitana had throw called Seismology where she does a back flip and lands on your shoulders and just starts clawing at your face and then kisses you and hops off. This would do great damage and would have a hard command, but it wont only turn into a throw undercertain cirumcstances. Perhaps it would only turn into throw on counter hit or something like that. If you try to do this throw under the wrong circumstance Kitana would hop on but instead of clawing she should just do the kiss for a measely 10%. Things like this would spark questions on the net such as “What are some good Seismology set ups?” instead of useless things like “what’s the final secret?!?! Someone tell me!” , and would make the community better as a whole.

11. Make throws look less cartoony and silly. The command throws for Jax,Kano and Hsu Hao were just fine animation wise, but the f+sm throws looked super stupid. Sub-Zero’s was decent, and so was Quan Chi’s and Drahmin’s, but some of them were ridiculous such as Kano’s “let me run up your body and kick you in the back” throw and all the other gay ones. Work on making throws have a “WHAT NOW?!!?” appeal. Make them make you feel good when you connect them. Make the animation entertaining and last longer than half a second.

12. Air throws need to come back. They owned so much. Make them all matrixy and shit!

3. Frame Advantage/Guard Crush

Ray, if there is one thing needed..it is this. Though other things do need to be implimented, MK6 must, and I repeat..MUST have frame advantage. Now, we all know what frame disadvantage is. For example, Scorpion's spear is blocked, scorpion is at a frame disadvantage. I cant count frames, but an educated guess would be that scorpion is at -50 frames when the spear is block. Things like Sub-Zero's Shotokan: 1 is about -2 or so on block. It's punishable, but there is a very small window. However, frame advantage is the opposite. Let me explain it this way.

When Jax does Muay Thai 2 Jax has no advantage because MKDA has no frame advantage. So if jax does another single 2 after doing 1 single 2, the opponent can quickly interupt. However, if Jax's jab was..say..+8 Jax can pressure the shit out of the opponent because they cannot interupt since the move causes frame advantage. Of course this isnt unbalanced since jax's jabs go vertical and can be ducked and reversed..etc. This would also balance characters like kitana and cyrax out since they would have frame advantage. Also remember that when moves hit they cause more frame advantage then they do if blocked. So if jax's jab is +8 on block, on hit it may be +14. Make sure that every character has a wealth of frame advantage moves. This is one of the keys to making a balanced fighting game.

Guard stun..forgot that. Guard Stun causes so much frame advantage that it causes the opponent to stumble back a bit. You have soul calibur 2 right ray? Do nightmare AAB, but hold the B. That would cause a guard stun/crush. Suppose a guard stun was +15 on block, then moves that are 1-14 frames would be guaranteed off of it. For example, im not good with frames but Hwoarang’s f,f+4~3 in Root Foot Forward stance is a +14 guard stun. Off of it the 11 frame(12 maybe?) b+3 is guaranteed.

4. Character Specific Movement

One thing missing from MKDA was character specific. Characters should have certain ways of maneuvering around the arena that no other character has. Of course everyone would have the standard walk,dash,duck and side step, but every character should have other alternatives for advanced play. A couple of examples

Raiden – Teleportation..simple as that. It should now be packed to the brim with options unlike the simple d,u in the past games. Besides the d,u, raiden should also have a teleport that takes him straight to the opponents face as well as an air teleport that goes over specials such as the spear and freeze. While the teleporting the opponent should also be able to buffer in attacks. So for example..suppose the teleportation to face command is qcf+2 and his shock till you drop throw is b,f,f+2+4, while teleporting the player can input the STYD throw so as soon as raiden is in their face he will grab them and perform the throw. Since this can easily become unbalanced raiden should have some of the biggest throw escape windows in the game. The teleport should also be able to take raiden to either side and he should have a teleport that takes him near the closest useable item on an arena.

Nitara – why flight of course. It should be a little like sindel’s flight in MK Trilogy. Only she should have an air throw and a lot more attack opitions. Flight mode should be more like a stance than just a movement. I can’t really give you advice as to how to go about doing this, but I have faith in midway.

These are just two examples. This is what would make MK unique compared to other fighters. Since no other fighter has this kind of stuff, Hardcore players will be attracted to the in depth throw game, the interesting plot and gameplay AND the brand spanking new character specific movement stuff in mk6.

5. Pokes

Well, you know what pokes are. Fast attacks that do solid damage and are safe on block. Jax’s 2 would be considered a poke, as would Kung Lao’s 1. However, everyone should have pokes. With Kitana Poke’s are pretty much no existent. As is the case with Mavado,Sub-Zero and many other characters. Everyone should have jabs. They should have range,priority and SHOULD HIT HIGH. When I say hit high I mean they can do ducked and the opponent will not have to take the chance of eating it on the way down. So let’s just look at what we have right now. For example, suppose Kitana was again the worst in MK6. Atleast in this game she’d have throws that have uses,character specific movement, and Jabs to interrupt with and frame advantage. So even the worst of characters could compete in high levels of play. Also, more characters should have moves like Sub-Zero’s d+3 in dragon stance. These are what you’d call low pokes. Give them more range and make it do more than just 4%. Lastly make sure all JABS go vertical so they can be side stepped. This would limit jab pressure. While some pokes can track, be sure that jabs do not. This is one of Tekken 4,Soul Calibur 2, and other hardcore figther’s most itching problem.

6. Moves With More Meaning

1.Move that go under some high attacks. You guys have this covered in MKDA..just make more of them.

2. Ok let’s just say for a minute that universal tracking didn’t exist. MKDA would be a terrible game. Why? Because it’d all be side step and punish. The gay side step engine would of really gayed it up. Would the game be balanced? Well, yeah, but not in the way you’d want it to be. So give characters more moves that track.

3. Move’s that go over lows. There shouldn’t be as many of these as the number 1 and 2, but there should be some. For example. Kitana’s seismology throw(discussed in chapter 2) would obviously go over low attacks.

4. Moves that lead into character specific movement would add more depth to the game as well. For example 1,2,qcf+1 with raiden would be two punches into a sky teleport. Stuff like that.

5. Power hits. MK has been and forever will be a combo based game, but since guaranteed combos off the first hit hopefully won’t be making a return we need moves that that do more damage and are single blows. Of course these moves would do around 30-40 damage and most of the time would something something like launch them into the air,send them flying back or send them flipping back. These type of moves would do even more damage against walls. Ray you have all the fighting games so I won’t even need to give an example, but these should be put in.

7. Return of the aggressor.

1.Blocked attacks, non blocked attacks, throws, reversals and guard stuns build up your aggressor meter. Like MK Trilogy when Aggressor is fully spelled out the character will power up. Each character’s aggressor would look different(Blaze Fire,Sub-Zero Ice,Raiden Thunder,Fujin Wind,wtc).

2. The Aggressor would increase movement speed(back walking,forward walking,character specific movements,side stepping,etc).

3. Moves would do more damage. A lot more damage. Move would also have different properties. Some throws mav have an extra animation and reversals may look different.

4. Moves that weren’t safe in aggressor may be frame advantage on block, and moves that were already frame advantage may have even more frame advantage or cause guard stun.

5. Agressor mode should automatically deactivate when you enter weapon mode. This would stop over powering moves and weapon throws. I mean imagine quan chi in broadswords with aggressor..yikes.

6. Unlike in MKT, the aggressor should activate as soon as you spell it out. You should have the option of activating it when you want. Whether it’s mid juggle or while side stepping the option should be the players.

7. Like I said earlier on in this topic along with speed,frame advantage and power increases, the aggressor should give each character their own special ability. I’ll leave this to you guys, I gave enough suggestions earlier.

8. Re Do The Sidestep System

The side step system in MKDA sucked. I expressed this enough already, just stop that silly swoosh and the huge side step. Make it a regular step always whether they are attacking or not. Different stances should have larger or smaller side steps of course. The worst part about the side step system wasn’t really the side step itself, but it was what was GUARANTEED off of it. A full branch dude..a full freaking branch. Jax would have been the best in the game. After all, it would just be side step 2,2,cs,4,b+2,b+2,4,4,cs,4,f,f,d+3 twice = game over! And Bo Rai Cho..ouch. Side step infinite and game over! This is why there should not be any more combos guaranteed off the first hit. So anyway, make the side step smaller and less broken guys.

9. Back Dash Cancel Needs To Go

I don’t think I need to really say this..so I won’t. You know why this is broken, so take it out. The back dash is useless as well, so just stay away from putting it in.

10. Re Do The Weapon System

1. Weapon vs Hand to Hand = more frame advantage than weapon vs weapon. This should be one of the weapon’s specialties.

2. Weapon Repel is an idea of mine. You ever see a sword fight in a movie? Well, you know when the bad guy is about to kill the good guy, but the good guy holds his sword horizontally to block the weapon? Then he slowly pushes the sword forward to get the guy off him. That’s what I think should be in MK6. This would balance out broken weapons like broadswords and iron club. The command should be relatively easy, but it should be a risk. When the opponent attacks and you do the repel. It should be like in the movies where the opponent is forcing his weapon near their throat or something and the opponent is blocking with his sword. At this point two controller trick icons would appear above the character head, both players would rotate as fast they could, the first to rotate it 4 times quickly would either break the the weapon repel and do damage or successfully connect with the repel and do damage. The weapon repel should be able to be done out of weapon stance, but to balance this out if you are not in weapon stance but your opponent is your opponent should have to do the usual 4 roations when you have to do 6.

3. Come on guys..these are weapons. If someone poked me with a sword made out of solid ice I think I would be hurt. My point is that low attacks should be more damage. The speed should be toned down of course to balance this out, but the moves should do atleast 15% or so depending on the weapon. This goes for other stances, make low attacks do more damage.

4. Other than this the weapon system was good in MKDA.

11. Harder Commands

1. Quarter Circle Forward – like ryu’s hadoken movie in street fighter
2. Quarter Circle Back – the opposite of QCF.
3. While Running
4. Fully Crouched
5. During Character Specific Movment
6. Half Circle Forward
7. Half Circle Back
8. Back Turned
9. During Sidestep
10. While Grounde
With so many different possible commands there is no excuse for the overly simple commands in Mortal Kombat Deadly Alliance. The commands I listed above are in pretty much all fighters. T4,SC2,VF4,MVC2,CVS2,DOA and even shallow ass Bloody Roar. So let’s make commands a little harder this time. Not the biggest of the deal, but I don’t exactly want to feel like a pre schooler when playing my fighting games.

12. Pre Round Movement

This is in Bloody Roar and Tekken 4. Being able to position yourself and get into stance before the match starts would be great. Not much to say here, I’d imagine this would be very easy to put in..so why not?

13. Delayable Attacks

Simple enough. Delayable attacks would throw off timing, add frame advantage and power to moves and would simply add depth to an already deep game. For example. Each punch of Jax’s Piston punch could be delayable. So instead of being just d,f+1 like in MKDA it could be qcf+1,1,1,1,1. Each punch can be delayed or sped up however you like. If you delay each punch would do more damage,etc. Some throws should also be delayable.

14. Ground Control

I really don’t think I need to explain this at all. Play anything game other than MKDA to find out how ground control should be done. Theres no reason why players can’t be able to decide whe they want to get up.

15. Get Rid of Universal Track

I’m not going to bother explaining, but you know this has to go. It’s really gay : (

16. Wall Teching Less of A Breeze

Wall teching should be a lot harder in MK6. in MKDA if you are hit against a wall you could simply tap up or down to wall tech and there was no timing to it at all. In MK6 when someone is near a wall they should piss their pizants. It should be the core of damage the OWNAGE spot. Because frankly, with all the character specific movement and deeper gameplay there really should be no reason for you to be against a wall.. The wall techning should need to be timed perfectly.

17. Cancelable Attacks

Taking a page out of Soul Calibur 2 you guys shoul’d make certain move’s cancelable. For example the ice shaker is b,d+2 in MKDA, but by doing b,d+2~block sub will start the animation but go straight back to blocking. This would throw off opponent’s timing big time. Throw should be cancelable as well.

18. No More Chip Damage

Keep in mind that MK is now a 3D game. Tell me what 3D game has block damage these days. It just doesn’t work midway. In the old school MKs and in other 2D games like MVC2 and CVS2 it’s a necessity, but in MKDA it just makes it harder for defensive characters to .well .defense.

19. Blocking Concern

Im not sure how to explain this, but putting frame advantage into MK6 would be kind of difficult with the blocking system in MKDA. Here’s why. Sonya’s Tae Kwon Do: 3 is safe on block because it knocks the opponent back a considerable amount of distance. However, if Sonya does TKD:3 and I let go of block as soon as 3 is over I will not move back and I will be comfortable In front of Sonya, ready to punish with my 50% combo. So im not trying to go all tekken on you, but maybe you should use their blocking system. Where to block you hold back. This way there would be no way to cheat blocking. But honestly I don’t know how else this would work. I am not trying to make MK tekken , but im not sure how to make frame advantage work with the current blocking system. Ask MKL, he plays DOA and if I remember correctly you block the same way in DOA as you do in MKDA. Dunno

20. Combo System Needs Adjustment.

1. First and foremost no more “everything is guaranteed combos”. This simply cannot happen. There is absolutely nothing wrong with branch combos, but they should not be guaranteed on hit under any circum stance.

2 . Counter Hit system needs to be put in MK6. Im sure you know what counter hitting is, but just in case. I’ll use Tekken 4 as an example, though many games has this system. Ok Im using Kazuya Mashima, possibly the most CH dependant character in Tekken 4, and you are using Paul. Now Kazuya has a move called the Demon God Fist(while rising+2) it’s a hook punch that does ok damage. However, if paul did his Phoenix Smasher when Kazuya does his while rising+2 and Kazuya’s move wr+2 hits first, it will cause a counter hit. Unlike the regular wr+2, on counter hit paul would hold onto his gut and crumble down a bit. Now you are in Kazuya’s world. From here on you can do 1,2,TGF while he is crumpling for a total of like 70% damage. This is how the combo system should be done in MK6. So for example, Sub Zero’s 1,2,b+2 should not be guaranteed on hit. 1,2 should, but the b+2 should only be guaranteed if the 1,2 hit on CH. Another example would be Scorpion’s Pi Gua 4. On regular hit it does a little damage and DOES NOT cause stun on hit(it does in MKDA, but fix this for MK6), however, if 4 hits on CH it does much more damage and guarantees a Ninja Sword: 4,1,1,3. I have no problem with massive combos, but players should have to work for it. If you don’t like my counter hitting idea because it’s too Tekken/Soul Calibur/Bloody Roar for your liking then find out another way to stop guaranteed combos off the first hit.

BTW ray..if you read the Throw Section from earlier..re read it..I added some stuff in















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Versatile
10/06/2003 06:51 PM (UTC)
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The Guide To Fighting Game Perfection(TheArenas/Polishing)

1. More Interactivity In Levels

I know you guys have this covered, so here are a few suggestions.

1. Sandstorms may slow down the movment of the characters.
2. Rough winds may blow projectiles back back the opponent who launched them
3. The return of the acid bath!
4. Demons in the netherealm may pop out and drain your helath while your opponent pummels you against a wall for even more damage

2. Rings Out On Some Levels

I like the idea of ring outs as long as its only on certain levels. You know what ring outs are, so I won’t bother explaining, but I like the idea.

3. Arena’s Should Be Varied In Size

1. Humongous terrains like forests and deserts give you plent of room for movement,spacing and other things.
2. Small, compact places like a small platform over lava makes ringouts more of a probability than a possibility.
3. Medium sized arenas that are fenced in for those looking for simple stages without and real stipulations.

4. Darker Music

I liked the music in MKDA. I really did, but I couldn’t help but feel that some of the tracks were a little too soft for MK. We need some of those creepy MK4 tracks remixed along with the sweetness from MK1 and MK2.

5. Darker Atmosphere

As a whole MKDA was a little too bright. We need more darkness. More disturbing arenas like the fifth plane of the netherealm or the edenian woods. I think the lost tomb and soul chamber did the best job of showcasing MKDA’s dark feel. I don’t have a problem with bright places like Quan Chi’s Tower(forgot the real name), but make it a minority.

6. Toasty! 3DDDDDDDDDDDDDDD

We need more of that. MKDA felt like MK, but it didn’t give me that “aww the good old days” feeling like MK4 did. We need the return of “excellent” off of a launcher and “outsanding” when you pull off something sick. Most importantly, we’ve gotta have back the toasty!

Yeah, this is a shorter chapter than the first one, but you guys really did do a solid job on the arenas and making MK feel like MK, but I feel you guys could of gone even further. I know you guys will put it off in MK6.





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Versatile
10/06/2003 06:52 PM (UTC)
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The To Fighting Game Perfection(TheModes)

1. Arcade Mode

Arcade mode was excecuted nicely, but there are a few changes that I think would drastically improve the replay value and presentation. Arcade should also work as a story mode(why have both) for the game. When your character is selected either a hand drawn or video animation would appear(I’d guess videos are expensive,so go for the hand drawing) explaining the characters events after the MK5 tournament, but before the MK6 tournament. The announcer would be the one talking as picture by picture weant by. Here’s an example.

“After the fifth Mortal Kombat Tournament, Johnny Cage returned to the fast life of a movie superstar. Caring little about anyone but himself, Johnny Cage’s co-workers, family and friends became fed up with his attitude and soon started to despise the superstar. Johnny Cage was no longer a getting movie deals and popular clothing companies quickly rid themselves of the disreputable snob. Johnny was at an all time low. He drowned his sorrows in heavy alcohol and partied till he passed out. He bacame more and more shallow by the minute, until one faithful day, Johnny Cage saw a young girl about to be hit by a truck. Leaping out of character and into the streets, Johnny pushed the girl out of the way. The girl came out unscratched, but Johnny was not as fortunate. Johny woke up in the hospital, stripped of his past memories of fame, love and lust. Going against the doctors orders, Johnny Cage snuck out of the hospital and wondered aimlessly along the streets of Los Angeles. Coincidently, LT Sonya Blade and Major Jax Briggs along with Kenshi and Cyrax were on their way to an artificial portal to take down an outworld thread along with the other earthrealm warriors. Johnny followed them to the portal and overheard them talking about the evil dragon kind and his many minions. The special forces hopped through the temporary portal. Feeling deep within his memory ridden soul that the only way to get back parts of his past is to assist the earth warriors in defeating this evil force, Johnny Cage stepped through the portal and in to the most difficult battle of his life.”

After that the VS Screen for whoever Johnny Cage is facing would come up. You would fight your way through everyone till you reach the sub-boss and eventually the dragon king. When you beat the game you will be treated to the ending of the character you picked. Whether these endings or videos or sketches depends on how much time you guys have for minor things like this.

Depending on how relevant the character is to the storyline, pre sub boss sketches may be included. For example with Sub-Zero. After the 7 or so matches it taks before you reach the sub-boss the VS screen will come up, but instead of the match starting you would be treated to another sketch.

“ More powerful than ever before, Sub-Zero rushed toward Moloch, but before Sub layed a finger on Moloch, a robed warrior with a hood over his head caught Sub-Zero’s eye. The mysterious warrior was carrying frost up hill. Forgetting about the oni-destroyer, Sub-Zero rushed up the hill all the way to it’s flat surface top to confront the foe”

(FMV)

Robed Fighter: It’s been years

Sub-Zero: Let her go now or prepare for battle!

Robed Fighter: Muahahahaha. These low life mortals have made you soft and weak. You’ve disobeyed the link uei code and clan. You are no family of mine.

Sub-Zero: What do you mean by family

(Robed fighters drops frost to the ground and removes his robe to reveal a linkuei ninja dawning a blue costume similair to Sub-Zero with pupiless ice blue eyes)

Sub-Zero(classic): Recognize me now, brother?

Sub-Zero: its its you!

Sub-Zero(classic): It IS me brother! We shall kill off the weak lin kuei clan of today and form the clan to be deadlier than ever. The Dragon King has granted me freedom from the depths of the netherealm. I do not want to see you this weak. Father would not have wanted this.

Sub-Zero: No! The netherealm changed you brother. You are no longer the same man, I must defeat you and put your tortured soul to rest!
(SKETCH)

“So begins the most difficult fight of sub-zero’s life”

after the fight the evil sub-zero tells the younger sub that though he may have won this battle he cannot kill a spectre, and that he will haunt him and their sister frost too. He then evaporates. Sub-Zero could not let the shocking news of his brother returning and frost being his long lost sister get to him. The real VS for sub-zero vs moloch appears and the fight begins. After defeating moloch and the dragon king you’ll be treated to Sub-Zero’s ending. Stuff like this will shoot the replay value through the roof.

2. Vs Mode

I love Vs mode in DA. It’s straight forward, keeps track of wins, losses and ratios, allows you to gamble coins AND have handicap matches. It also lets you pick your arena. Im gonna sound a bit picky(and stupid), but the only problem I have with the VS mode is the lack of the cool ass vs screen from the past MKs. The one where the two characters appeared staring at each other and there was the code pad on the bottom. Heh, other than that I have no problem with vs mode. Just add an online option and midway is set for this mode.

3. Practice Mode

If any mode needs improving it is definitely practice mode. Here’s a list of the stuff needed to bring it up to standard.

1. 2 player option is a must have in any practice mode. 2 people should be able to spar without having to have actually matches. Make sure that it’s an option so that if you no longer want to spar with the player you can change it to the computer.
2. Customizable artificial intelligence should make players want to master their character(s). The player should be able to make the computer do anything from regular attacks, combos, throws, side step attacks, special movements and weapon attacks. This way players can develop counter attacks and strategies for any move whether a friend is available or not. Of course a good old dummy should be available as well, and an option so that everything counts as a counter so people could practice their counter hitting combos. Not to mention being able to face arcade level A.I. on any difficulty.
3. An emulation option that allows you to record yourself for a few minutes fighting AI than being able to fight yourself would be very cool, and a good way to find out your weaknesses.
4. Online Practice Option.
5. Tag Battle Option for 2 on 2 practice. That’s if you guys put tag battle in heh
6. A speculation option that allows players online to watch players practice while chatting in a lobby using voice chat. Of course if 1 or multiple people are practicing an option to turn off any speculation should be inluded in case your planning that killer top secret unstoppable strategy for a big time tournament.

4. Konquest

Konquest got mixed reactions. Some considered it to be a bore while others like me fount It to be a blast. The perfect blend of gameplay,comedy and story really got me. Perhaps more variation and harder A.I. would make a more wholesome experience. Some missions should be online exclusive. Like each character has 10 missions online plus 5 more missions online that involves other players if you are connected and players are available. If no one is available you must still be on the server to access these online exclusive missions. Since the engine will be more advanced and each character will/should have an individual style of playing, konquest will automatically be more fun. For example, one conquest mission could have Kung Lao crouch dash under 10 limbo poles with 15 seconds stuff like that.

5. Tag Battle Mode

Fans have been itching for this one for some time now. First off, gameplay aside, just being able to form a dream team with your favoriting characters with a friend of by yourself is enough of a reason to put this mode in. Scorpion+Sub-Zero, Sonya+Jax,Classic Sub+New Sub, Smoke+Cyrax, Bo Rai Cho + Kung Lao and many others

Gameplay wise it would open new kings of doors not just for MK, but for fighting games period. Interesting new juggles, team throws and all sorts of things that you guys would think up. Team fatalities would own too. I can see this mode being an offline mode exclusively because of bandwidth problems, but who cares. With an updated core system and a more robust throw and reversal system you’ve got my candidate for one of the coolest modes. Put it in if you have time.

6. Performance Mode
Simple Idea I came up with from VF4: Evo’s seesaw battle. Both players start off with 50% of their health. Doing logn complicated combos and throws will give you health back. While taking damage drains it. First person to drain all of their opponent’s bar wins. Simple as that.

7. Elite Mode

Elite is essentially a style contest. No bars. No aggressor. Just combos and juggles. Players are rewarded with points for style, not being repetitive and damage. Get too repetitive and you will start to lose points. The amount of points needed to win should be decided by the players in some sort of options menue.

8. Online tournament Mode

Online tournament mode would consist of 2 options: official and custom. Official will be for players entering official tournaments sponsored by midway. Sign ups for these tournaments would be on mk5.org, and other leading sites and also on the server online with your system. These tournaments could be monthly. Personally I think it would be best if the first official tournament is held three or so months after the release so players can practice

Custom mode is the same thing only unofficial and the players would get to decide the amount of entries, rounds and whether or not it’s double elmination. Other options like whether you want it to be regular rules,elite,performance or tag should be there.

9. Journey Mode

Journey Mode is a mode that I think would shoot the replay value through the roof. First your register your name. This name would not only be the name you use for Journey, but the game you use for other online modes as well. Whehter it’s CrashOverride,PhantonPhreak,ZeroCool or SimplyBob should be up to the player. You start off with the ranking rookie in the rookie lobby. When you get 10 wins your rank changes from rookiet to contender and you now have access to the contender lobby. After you get 20 wins you can go to the fighter lobby and so forth. Gaining ranks earns you online reputation and respect. You can earn different things depending on what character you are using. If you are using Sub-Zero you may unlock Kori Wristbands,Ear Ring,etc. Or For Johnny Cage you get many different kinds of shades and different hair gels that makes his hair look different ways. Other things you can earn are new weapons with special abilities. Each character should earn about 5 different weapons by the time they complete Journey mode. Each with a cool ability. Such as the more you are blocked the more health you get back. Another cool weapon would be that everything hits on CH but you cannot block. This is similar to Soul Calibur 2’s weapon master mode. These weapons would only be selectable if both players agree and only in VS mode. Of course the grand daddy of all prizes that you earn would be characters. There should be atleast 2 or 3 characters that you can only get if you complete quest mode. This would make more people want to be online. The lobbies should have in game chatting and a buddy list option so you can get good competetion on the fly. There should be atleast 15 so ranking to keep you entertained for months.

10. Survival Mode

Not much to say here. Survival mode has been a staple in fighting games for some time now. It’s addicting, fun and gives you bragging rights online. You start off with a full health bar. When you lose health you don’t gain it all back. Whatever time is left on the clock is the amount of health you gain back. You keep fighting more and more opponents till you eventually die.

11. Time Attack

Simply see how fast you can beat the game. Compare your scores to other players.

12. Team Battle Mode

A mode that was in MK4 but shocking not in MKDA. Team Battle is pretty self explanatory. Both players pick any where from 1-5 characters to be on their team and duke it out. When one character dies the next character takes over. Damage done by the dead characters stays on the opponents character. The person who takes out the other person’s team first wins. An online option for this would own on so many different level. Friggen 10 player combat. Though it’s apparent tag battle can’t be online, perhaps this can.

13. Kombat Reformatory Mode

These are for players who just want to play games like test your might and sigh without actually having to fight. This mode should be online compatible like all the others(cept tag battle). The only extra mini game I can think of is a MK trivia with an ENORMOUS amount of questions that has up to 4 players online or off line.

14. Retro Mode

Retro Mode is the mode where you play the old school MK games that you have unlocked through the krypt and quest mode. Of course it should be playable online vs friends and offline. Make sure not to change a thing. Keep the orignal voice and digitized characters to get the nostalgia feeling.

15. Bloodshed Mode

All out karnage baby! Set the amount of blood needed to be lost to as much or litte as you can want. Deactivate the block button so that theres no escaping the blood. First person to drain the set amount of blood from their opponent wins!






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Versatile
10/06/2003 06:53 PM (UTC)
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The Guide To Fighting Game Perfection(Extras/Krypt Secrets Ideas)

1. All the Malibu comics including Raiden and Kano, Battlewave, Kitana and Mileena and the original Mortal Kombat comics should be unlockable.
2. All the past mortal kombat games except MK should be unlockable and playable online.
3. 1st ever sketches of characters like Kano, Sub-Zero, Reptile,Scorpion and Kabal. It would be interesting to see how they looked as prototypes. Also, other sketches would rule.
4. A more in depth history of mortal kombat video. Thoroughly detailed with staff members discussing how they went about making the games.
5. A 20 questions option. This would be a very cool thing for fans. It will be a list of questions that you can choose. When highlighter the player will be treated to the staff memembers one by one answering the question. Examples for questions are things like “who is your favorite character” and “what’s you favorite fatality”
6. Bring back the “making of” video. But this time make it chapters like Chapter 10: wrapping it up.
7. A theme song like Adema’s immortal song would be cool as well. Get linkin park or something like that.
8. An even broader selection of load screens.
9. More interesting storyline facts in the krypt
10. Bios for every single MK character in every game
11. More videos like cooking with scorpion
12. An unlockable MK jukebox that lets you listen to any and every MK song made by Dan Forden.
13. A “how to draw” option showing someone at midway drawing sketches of popular MK characters
14. A “what mortal kombat character are you most like test”


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Versatile
10/06/2003 06:54 PM (UTC)
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The Guide To Fighting Game Perfection(Summary)

If all of these modes and ideas were put into MK6 it would not only be the best MK, but the best fighting game ever made in my opini. Unlimited replay value, depth, fun and competition all rolled up into one bloody ball. MK has always been made fun of by VF, tekken and capcom players for MK’s supposed style over substance attitude. While I find that to be bull shit, it still needs a depth adjustment. If you put all these things in, tekken players along with all the others would come running to MK, the revived King Of Fighting Games. So you now have not only loyal fans, but new fans of deeper fighting games playing buying your product as well,increasing sales by a lot. Players who don’t care about depth could still have a good time with friends and little brothers doing easy combos and cool fatalities on opponents while unlocking cool stuff in the krypt. So now there is something for everyone. Good MK players know that it’s far deeper than most people believe, but the lack of a good reversal system,throw system, no real depth and terrible glitches stop it from getting attention and reaching a true level of depth. Frame advantage is also a must have to fix the balance issue.

Thank you for reading my guide, and I hope atleast a couple of things here sparked your attention. Thanks again..mk for life

- Chris “Versatile Iverson”


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Sub-Zero_7th
10/06/2003 09:38 PM (UTC)
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Ok, I'm going to be brief here, because A LOT has been said and some of the things I say might have already been said. And the stuff that has been said seems more like ideas for MK6 ideas. Ray, whenever you get back here to mk5.org, I hope you check out my MK6 ideas at M4C's MK6 wishlist thread. Although I liked the evolution in the gameplay MK: DA had, I really wanted the blocking system to evolve. I agree with nindz's ideas to have the style-oriented blocking and better sidestepping. That's all I have to say for now....once again...I hope you'll check out the MK6 ideas I'm going to post.
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TonyTheTiger
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TonyTheTiger - Forum Director

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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.

10/07/2003 01:07 AM (UTC)
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I'm sure everything has been covered already but I feel the need to add one thing. Sorry if it's been mentioned already. If a tag team mode is introduced (and it should be) there should really be a four player option. A two humans vs. two humans deal. The GCN and XBOX already have four controller ports and the PS2 has multitap adapters so it would be a waste to have a tag team mode and not allow the players to change what controller controls which of the four characters. Also, I think it would be cool to have each character feature an individual voice and victory pose. The cast has great personality so it'd be a shame to lose some of that personality because of shared voice clips and recycled animations.
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Versatile
10/07/2003 05:28 PM (UTC)
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Yes, the animations need to have the personality that the MK characters are known for. Sub-Zero should say something in depth like "you have much to learn, young one" with a cool pose because of his grandmaster like nature. Cage should be his cocky self as usual, and Jax should talk trash. But these are not as important as gameplay.
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Versatile
10/07/2003 05:31 PM (UTC)
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and yes, I also agree with the voice thing. Everyone should have a voice of their own for winning poses and certain throws.
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queve
10/07/2003 11:10 PM (UTC)
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versatile Wrote:
and yes, I also agree with the voice thing. Everyone should have a voice of their own for winning poses and certain throws.


I like that idea. BTW, Sonya could stay with her sarcastic tough personality: “What are U looking at?!” or “Go to hell!”, or simply a nice “Fuck U!”.
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Satyagraha
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About Me

"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."

10/07/2003 11:24 PM (UTC)
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We're getting off the track of gameplay, people.
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TonyTheTiger
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About Me

TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.

10/08/2003 12:15 AM (UTC)
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After Versitile's essay, it's hard to think of anything else gameplay related.
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Versatile
10/08/2003 01:19 AM (UTC)
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TonyTheTiger Wrote:
After Versitile's essay, it's hard to think of anything else gameplay related.


heh...*takes a bow*
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Versatile
10/08/2003 01:22 AM (UTC)
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But seriously, I think I covered all the basic shit. Everything else is pretty much innovation on Midway's side. Yeah, a lot of the stuff I put in my guide needs to be in MK6 to make a solid fighter, but players will also look for innovation, but I know midway will deliever in that category..they always have.
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MrSchpfmut
10/08/2003 07:42 PM (UTC)
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For a different area of gameplay Check out these ideas...
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