Longer Health Bars? Please, for once?!
Longer Health Bars? Please, for once?!
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posted05/05/2008 02:54 AM (UTC)byMember Since
09/13/2006 09:35 PM (UTC)
It would be nice to have this MK game with long health bars. I mean, even doing a 12% combo reduces a lot of health. I, for once, would like to see this game have health bars that would reduce a lot slower or have them longer.
It wouldn't hurt the game at all, just longer fights is all I'm asking for. What about you guys?
CHEERS!
It wouldn't hurt the game at all, just longer fights is all I'm asking for. What about you guys?
CHEERS!


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A 12% combo is ALWAYS going to reduce your health bar by 12%.
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]{0MBAT Wrote:
A 12% combo is ALWAYS going to reduce your health bar by 12%.
A 12% combo is ALWAYS going to reduce your health bar by 12%.
Your facts have no business here!
I don't expect the fight engine to be so fantastic we need longer matches. It's not like that's ever really been their forte.
And as a pretty casual gamer without the idiot-savant skills of MUGEN fiddlers and gameplay junkies, I definitely don't want to waste more time getting to the stuff I'm interested in -- story, characters, videos, etc.
... Besides, aren't there usual menu options to extend healthbars?... Stick with that!
I don't know. As a player, trying to make chip damage relevant in the last few MK games (whenever possible) was pretty pointless really, because a lot of pokes seemed to do such inconsequential amounts of damage that it was barely worth utilising them as tools. I found myself racking up a dozen pokes and it was almost as if it didn't even show on my opponents vitality bar. I actually think the damage scaling was fairly conservative in the last couple of games for the most part. I don't think I'd want "longer" vitality bars to be honest. Although an option wouldn't hurt.
Yes i would like the health bars either longer, or to mkae the hits not do as much damage, And just get rid of the damn timer already, i always just turn it off in the options, but do we really need a timer? its a fight to the death, not till time runs out..
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McDaniel Wrote:
Yes i would like the health bars either longer, or to mkae the hits not do as much damage, And just get rid of the damn timer already, i always just turn it off in the options, but do we really need a timer? its a fight to the death, not till time runs out..
Yes i would like the health bars either longer, or to mkae the hits not do as much damage, And just get rid of the damn timer already, i always just turn it off in the options, but do we really need a timer? its a fight to the death, not till time runs out..
Unless you fight until the timer runs out... and then it's a fight until the time runs out...
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]{0MBAT Wrote:
A 12% combo is ALWAYS going to reduce your health bar by 12%.
A 12% combo is ALWAYS going to reduce your health bar by 12%.
Well, I was just being dramatic with the numbers. But you know what I meant by this, right?
CHEERS!
Mick-Lucifer Wrote:
Unless you fight until the timer runs out... and then it's a fight until the time runs out...
McDaniel Wrote:
Yes i would like the health bars either longer, or to mkae the hits not do as much damage, And just get rid of the damn timer already, i always just turn it off in the options, but do we really need a timer? its a fight to the death, not till time runs out..
Yes i would like the health bars either longer, or to mkae the hits not do as much damage, And just get rid of the damn timer already, i always just turn it off in the options, but do we really need a timer? its a fight to the death, not till time runs out..
Unless you fight until the timer runs out... and then it's a fight until the time runs out...
OK, its SUPPOSED TO BE a fight to the death, not til the time runs out.


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get rid of life bars they suck lol use a blood system like in mario bros brawl
fatalitymaster Wrote:
get rid of life bars they suck lol use a blood system like in mario bros brawl
get rid of life bars they suck lol use a blood system like in mario bros brawl
um no thats just plain out retarded. Just about every fighting games have healthbars including Tekken,DOA,VF, SF, and of course my favorite MK. Health bars will always stay. This is not SSBB which is for kids, lol.
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Longer health bars wouldn't be a problem but I don't think they're overly important.
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The Brawl thing is a big no.
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V1LLA1N Wrote:
um no thats just plain out retarded. Just about every fighting games have healthbars including Tekken,DOA,VF, SF, and of course my favorite MK. Health bars will always stay. This is not SSBB which is for kids, lol.
um no thats just plain out retarded. Just about every fighting games have healthbars including Tekken,DOA,VF, SF, and of course my favorite MK. Health bars will always stay. This is not SSBB which is for kids, lol.
What exactly is the distinction between SSBB and conventional beat 'em up health bars? I really can't imagine it as anything but an incremental shift in presentation, rather than any practical difference...
Spoilers: (Highlight to reveal)
on hit { $rand(1,7) | damage }
alias damage {
if ($1 > 5) { lololololomgudieeee }
else { return }
}
on hit { $rand(1,7) | damage }
alias damage {
if ($1 > 5) { lololololomgudieeee }
else { return }
}
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Shibata Wrote:
I don't know. As a player, trying to make chip damage relevant in the last few MK games (whenever possible) was pretty pointless really, because a lot of pokes seemed to do such inconsequential amounts of damage that it was barely worth utilising them as tools. I found myself racking up a dozen pokes and it was almost as if it didn't even show on my opponents vitality bar. I actually think the damage scaling was fairly conservative in the last couple of games for the most part. I don't think I'd want "longer" vitality bars to be honest. Although an option wouldn't hurt.
I don't know. As a player, trying to make chip damage relevant in the last few MK games (whenever possible) was pretty pointless really, because a lot of pokes seemed to do such inconsequential amounts of damage that it was barely worth utilising them as tools. I found myself racking up a dozen pokes and it was almost as if it didn't even show on my opponents vitality bar. I actually think the damage scaling was fairly conservative in the last couple of games for the most part. I don't think I'd want "longer" vitality bars to be honest. Although an option wouldn't hurt.
You haven't played much online at high level have you?
Chip damage was KEY in close matches, speaking as a player myself with over 20, 000 matches between MKD and MKA I can vouche for that
Chip damage is NEVER pointless in any fighting game unless blocking hits doesn't do any damage(which never happens in fighting games, there's always some kind of chip damage)
On the topic, I think there really is no point in extending the size of the bar. I mean if you compare 2D MK's vs. 3D or even MK2 vs. UMK3, the power bars look a little longer in UMK3..
And in the 3D MK's they look/appear larger but really isn't that much.
All they have to do is reduce damage on certain moves, I doubt or will be very surprised if they health bars are a lot longer.
mkflegend Wrote:
You haven't played much online at high level have you?
You haven't played much online at high level have you?
I played plenty enough to know that the only reason chip damage mattered online was because the game was so shitty and laggy that pokes almost became free hits because they nearly hit you before you could even see them coming. That aside, I think you're overstating their importance even so. But please give us all another lecture about how right you are because you have a badge which says "I PLAY MKA ONLINE."
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Shibata Wrote:
I played plenty enough to know that the only reason chip damage mattered online was because the game was so shitty and laggy that pokes almost became free hits because they nearly hit you before you could even see them coming. That aside, I think you're overstating their importance even so. But please give us all another lecture about how right you are because you have a badge which says "I PLAY MKA ONLINE."
mkflegend Wrote:
You haven't played much online at high level have you?
You haven't played much online at high level have you?
I played plenty enough to know that the only reason chip damage mattered online was because the game was so shitty and laggy that pokes almost became free hits because they nearly hit you before you could even see them coming. That aside, I think you're overstating their importance even so. But please give us all another lecture about how right you are because you have a badge which says "I PLAY MKA ONLINE."
That happens in every fighting game online...lag happens, not the game simple fact dude. Don't like it, don't play online. Simple as that. I've played every fighting game online thus far except for Tekken, and it happens in every game with chip damage....
lol, no need to lecture...I'm judging this based on my experience which is more then I can say for certain people.


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Mick-Lucifer Wrote:
Spoilers: (Highlight to reveal)
on hit { $rand(1,7) | damage }
alias damage {
if ($1 > 5) { lololololomgudieeee }
else { return }
}
on hit { $rand(1,7) | damage }
alias damage {
if ($1 > 5) { lololololomgudieeee }
else { return }
}
......the hell? lol.


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how about something like changing them around in options, smallest, normal, or largest life gauge? like every other normal fighter?
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MyQueenSindel Wrote:
how about something like changing them around in options, smallest, normal, or largest life gauge? like every other normal fighter?
how about something like changing them around in options, smallest, normal, or largest life gauge? like every other normal fighter?
cuz MK isn't normal? actually that wouldn't be a bad idea.


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When I first buy a MK game I turn the timer off and never think about it again,lol. The timer is pointless. Now it would be cool to have a time mode, but I dnt care, point is i think we are going to have longer life bars because boon said that there will be no death traps to end the rounds quickly and that you would have to pretty much beat your opponet to death. So yeah, I think we'll have longer fights.
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