nizzim Wrote: which is good, why should a game be a simple as calling someone you know?

A little challenge is good now and then, farbeit from somebody to think about what their doing in a game.



You missed the point.

The response was geared towards the comment about the game play in MKDA being made easy for beginners.

MKDA is not the type of game that you can pick up and just start figuring stuff out naturally.

I find my self looking at the moves list a lot more often in MKDA than in any other game.


Other games are Complex and free

MK is limited and restricted

That's the difference and that's why it's not as user friendly as the others.


That's just the way it is.

Also, the freedom in the other games is not a bad thing, because what matters is your knowledge of how to use your attacks, not that you can do them.

That's why button mashing while is easy, will get you killed very easy against someone who knows how and when to use each attack.
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krackerjack
08/13/2004 02:47 AM (UTC)
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Why does there have to be shit gameplay in order for there to be fatalities? If there can be both, then why would you say you want a MK:D with poor gameplay and a lot of fatalities and such?

I'd be happy with one weak 4 second fatality per character if there was a space issue, just as long as the gameplay was tight enough to start some tournamnets.
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Siduu101
08/13/2004 03:10 AM (UTC)
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Well thanks to everyone who appreciated my thread and those who are contributing to it. Hope it last long though. grin
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Toxik
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About Me
08/13/2004 03:34 AM (UTC)
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Nice thread SD, I hope you continue to make good threads like this one wink


TXK
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YingYeung
08/13/2004 04:14 AM (UTC)
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I will tell you: upon seeing all those negative threads about MKD, I wanted to post one, but since you did it, guess I'll reply to it and encourage it the more that I can.

I always preferred MK because of the fatalities, and this is the trademark of MK: and also the best gimmick a fighting game could have. This is why I'm such a loyal fan of MK. Plus, I loved MKDA, and if MKD is an upgrade, then I'll just love it even more than its predecessor. I read about the combo breakers: pressing alternatively block and an attack button allowing you to counter while the opponent is attacking you: this is just great, and a GREAT improvement IMO. Think of it: the possibilities are endless, and this'll make the AI really harder... this is what many fans were waiting for.

By the way Sid, you have a cool sig grin
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stevodastoppa
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rehab is for quitters...

08/13/2004 04:59 AM (UTC)
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very good thread it actually has a comparison rather than just complaining about other stuff like gameplay.
to me the gameplay has to come first, any game out there, no matter how creative, has to have a good gameplay engine to survive. replayability is what decides how well the game sells in the future. if people tell their friends "oh its ok but it gets old fast" then nobody else will buy it and say goodbye to even getting to version 10, but if you can go back and play it over and over, such as halo or tekken, then it sells well. while tekken could use more creative minigames and stuff mortal kombat needs to focus on gameplay in the next installment. its ok in my opinion to use the origional system for maybe 2 or at most 3 games but after that its time to move on...most of the games out there have new systems of gameplay and the ones that dont suffer...the MK team realizes this but they can only use their time on so much in this game. I already know that there will be more attacks per style in this game (at least thats what they said) and even though the new counter system seems to suck im sure that the MK team will realize this. all that they will have to do is watch online as people use it again and again and the fights take ages. after taht they will decide to use a new engine hopefully...but with a new engine comes basically no new features. and since they focused soley on features in this game (thanks to fans wanting them) they didnt work on the gameplay as much...its really simple and im pretty confident that the new game will be of a newer and hopefully more complex game engine.
in wanderers thread i posted a way that the coutners could work better and stop poeple from being cheap. if you had to use r3 while blocking to determine where you wanted to try and counter then you could either succeed or not. if you didnt suceed you would most likely get half damage of the attack, but if you did it would repel the attack entirely and give you .5 second to 1 second to attack. this would work much better than the other system because if everyone uses the same comboes with a character then you know what way to point your analog stick when blocking to counter them. this would make it so that poeple would have to use strategy and make up multiple comboes instead of just 1 or 2 major ones. of course you would have to have time to do this so it would be possible to maybe block during a combo but im not sure (suggestions?)you could make this system in 2 ways
1. you could have r3 only be used for high, low, and mid attacks. resulting in you only using the side of the analog that is facing the opponent. this would be a good starting method and could turn into...
2. r3 could be used to parry left, right, high, and low attacks. if you just pressed r1 it would simply block mid maybe if you clicked down on r3 it would parry middle (suggestions here also?)
of course this needs to be refined but it would already work better than what we have now. always being able to parry is a bad thing even if it is time based (those lights will be the end of us when it comes to comboes). in the end midway is gonna moniter online fights and see what everyone is doing. after a while they will make ways to change fighting to stop people from being cheap. they dont need arcades anymore becuase now they have online. while not everyone has online there will be over 20 thousand people probly playing online within the first week (estimate?) probably closer to 100 since it is ps2 and xbox. anyways thats what i think and once again great thread siduu grin
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mastermalone
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-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)

08/13/2004 06:22 AM (UTC)
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Bleed wrote You missed the point.

The response was geared towards the comment about the game play in MKDA being made easy for beginners.

MKDA is not the type of game that you can pick up and just start figuring stuff out naturally.

I find my self looking at the moves list a lot more often in MKDA than in any other game.


Other games are Complex and free

MK is limited and restricted

That's the difference and that's why it's not as user friendly as the others.


That's just the way it is.

Also, the freedom in the other games is not a bad thing, because what matters is your knowledge of how to use your attacks, not that you can do them.

That's why button mashing while is easy, will get you killed very easy against someone who knows how and when to use each attack.


Actually MKD was more user friendly than MKDA. At the E3 I was able to pull off different Ermac combos and juggles without ever reading a moves list. In fact I believe he was maybe TOO user friendly as I was easily able to dispatch most of the comp at the show including the developers with the exception of Poalo Garcia who was using Sub-Zero's juggles very effectivly grin.

In fact all of the characters I picked seemed to be easier to use, there seemed to be a lot more short combos and more effective basic attacks to use for poking and set ups. I urged the developers that day to get rid of the blockable throw and make it unblockable. I expressed how irritaing it was to try and punish a "turtle" with a throw only to have it blocked.

Who knows what they've done in the last few months of development with this game. I will remain optimistic until I play the finished product.wink
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mastermalone
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-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)

08/13/2004 06:32 AM (UTC)
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stevodastoppa wrote 1. you could have r3 only be used for high, low, and mid attacks. resulting in you only using the side of the analog that is facing the opponent. this would be a good starting method and could turn into...
2. r3 could be used to parry left, right, high, and low attacks. if you just pressed r1 it would simply block mid maybe if you clicked down on r3 it would parry middle (suggestions here also?)
of course this needs to be refined but it would already work better than what we have now. always being able to parry is a bad thing even if it is time based (those lights will be the end of us when it comes to comboes). in the end midway is gonna moniter online fights and see what everyone is doing. after a while they will make ways to change fighting to stop people from being cheap. they dont need arcades anymore becuase now they have online. while not everyone has online there will be over 20 thousand people probly playing online within the first week (estimate?) probably closer to 100 since it is ps2 and xbox. anyways thats what i think and once again great thread siduu


I like your idea for the system but it leaves avid arcade stick users like myself out in the cold as there is no R3 button sad. I only use arcade sticks to play fighters. It made a big difference in the way I was able to pull of a long string combo, especially MKDA style branch combos. Maybe if there was an option to customise it it would be great for both player control types smile.
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mastermalone
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-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)

08/13/2004 06:39 AM (UTC)
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What the heck happened to the way my reply posts are displayed? confused
Never mind I fixed it by copying the disabed from another post to correct what I errased. The quotes that I replied to were boxed but my replies were off the page tongue.
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*X*BloodyEyes
08/13/2004 10:18 AM (UTC)
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hey siduu, hats up to you, this is the first intelligent thread you did, and it's a really good one, I really agree with you
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stevodastoppa
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rehab is for quitters...

08/13/2004 11:17 AM (UTC)
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mastermalone Wrote:

I like your idea for the system but it leaves avid arcade stick users like myself out in the cold as there is no R3 button . I only use arcade sticks to play fighters. It made a big difference in the way I was able to pull of a long string combo, especially MKDA style branch combos. Maybe if there was an option to customise it it would be great for both player control types .


haha ya that could pose a problem but i think we could find a way to suit you as well...although im not sure what it is confused lol
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Siduu101
08/13/2004 02:52 PM (UTC)
0
Thanks very much guys but it looks like it's becoming into a gameplay ideas thread. smile
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abomb1987
08/13/2004 03:23 PM (UTC)
0
i likled the new fighting engine that was introduced in MKDA, it i going to be much more quicker and fluid then in MKda. i am not worried about gameplay

fatality have bin very important in all the MK, in the MK universe fatalities were the only thing that made the character different, besides the special moves, everyone in the old 2d mks had the same punch, the same kick, the same uppercut. that game play was fine. the style brach makes every character special.
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wolfeyes
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You wanna play me? Well, you cant. Coz, I'm too good for you.. Get that?

08/13/2004 03:35 PM (UTC)
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1stly, glad i stood up for you once siduu(if u ever read 1 of ur recent thread where u got flamed lol).. Excellent Thread... but the thing is tat the dicussion has become tooc omplex for me to even understand dude... All i want to say is that fatalities are the heart of MK.. It wont be MK without fatalities... Right now, i'm jus looking forward to the game... Cheers
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skein
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08/13/2004 03:51 PM (UTC)
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i would like them to put more time into the game and have everything

mastermalone Wrote:
Actually MKD was more user friendly than MKDA. At the E3 I was able to pull off different Ermac combos and juggles without ever reading a moves list. In fact I believe he was maybe TOO user friendly as I was easily able to dispatch most of the comp at the show including the developers with the exception of Poalo Garcia who was using Sub-Zero's juggles very effectivly .

In fact all of the characters I picked seemed to be easier to use, there seemed to be a lot more short combos and more effective basic attacks to use for poking and set ups. I urged the developers that day to get rid of the blockable throw and make it unblockable. I expressed how irritaing it was to try and punish a "turtle" with a throw only to have it blocked.

Who knows what they've done in the last few months of development with this game. I will remain optimistic until I play the finished product.


That's awesome, that's the kind of thing I want....Freedom.

I hope they listened to you about the throws.
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CMETH
08/13/2004 05:57 PM (UTC)
0
I just came in here to say Congrats Siduu for finally making a good thread.

I don't bother with any gameplay topics much anymore, since it doesn't get anywhere with the people on here. You have the bitchers, the in between people and the happy campers, nothing will change.
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