MK Vs DC Universe - Fighting Engine.
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posted05/06/2008 10:41 PM (UTC)by
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camburxp
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04/20/2008 06:39 AM (UTC)
I was thinking that something that Ed Boon team need to improve if the fighting engine, he said that they start from zero. So I think we can write in this post what we expect to see in their new fighting engine.

1.- Facial animations - If you see the next gen fighting games like SF 4 or SC 4 you'll notice that the facial expressions is a very important feature in this generation.

2.- Physics Engine, Maybe not so fancy like the Star Wars Force Unleashed, but a cool engine so we can destroy some stage objects during the kombat.

3.- Weather Fx, I like the scene in Gears Of Wars when you must move in middle of a storm... but maybe will be more cool if you will be Fighting in the middle of the storm.

4.- Better chain combos, MK and Tekken have a similar combo system, but in Tekken you can see better and more fluid moves.

5.- Dramatic cameras, when you hit some combo or special moves I think that move the camera to a very dramatic position to show the attack will add some value to the gameplay.

This is just some ideas, hope to see some of this in the next MK

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SubMan799
04/29/2008 04:19 AM (UTC)
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camburxp Wrote:
I was thinking that something that Ed Boon team need to improve if the fighting engine, he said that they start from zero. So I think we can write in this post what we expect to see in their new fighting engine.

4.- Better chain combos, MK and Tekken have a similar combo system, but in Tekken you can see better and more fluid moves.



*faints*
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TonyTheTiger
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04/29/2008 04:58 AM (UTC)
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If they just start using frame advantage, ditch the dial-a-combos, and have throw escapes I'll be reasonably satisfied. That's how low my bar is at this point.
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ThePredator151
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04/29/2008 05:57 AM (UTC)
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TonyTheTiger Wrote:
If they just start using frame advantage, ditch the dial-a-combos, and have throw escapes I'll be reasonably satisfied. That's how low my bar is at this point.


Hahaha! I actually laughed!

===

Umm...I don't really care about ripped clothing, but I think the aforementioned "breaking mask" is a cool concept.

The close combat thing sounds alot like Fight Night Round3. So, hope they do that justice.

I gotta say, that by the sounds of it, and by the way it looks, I am one lonely fan that isn't enthused at all about the Free fall combat. There's really nothing in there that I'd want to do outside of maybe a kick or punch and a special move that was dedicated to that "mode"(if that's what you wanna call it). And considering how alot of us play online, I pretty much expect that feature to be canceled out in a fight with someone. Air never works better that ground stuff.

Why they'd dedicate a whole "mechanic" to it...I have yet to see I guess.

===

What would really interest me about this game is if they FINALLY put special moves within the combos. Like little freeze moves for Sub-Zero, or little shock moves for Raiden -- Little spear moves for Scorpion. 1-2% damage that contribute to the overall combo would be a nice nod to "Next Gen Mortal Kombat" for me.

Facial expressions almost need to be there to some extent. I can't imagine why not.

With that, real physics is important. Go look at a real UFC fight and tell me if they don't "over extend" sometimes while trying to punch or kick somebody.
The sound bites from MK are indicative of facial expression and real physics anyway.

About the voice stuff, Nobody who has been doing MK vocal stuff should be in the booth for DC men. They all have a distinct sound to thier voice that you really can't "re-create". It'd be a pitty if Carlos Pesina did Batman as I suspect happened in the trailer. Batman usually sounds like a Ferrrari's exaust or something....He's usually really throaty, and raspy at the same time.

With that, dialects, and accents would be a nice touch finally.

Uhhm...Like TTT was saying, at least give strings the time of day. At least mix them in along with the Dail combos. Like, once I get to a certain playing intensity and gamer level, and I can perform the dials well enough, give me the more advanced stuff by way of the strings or something...Something.

The dials don't give me enough control once I understand the way the game works and the commands of a character really well.
===

I don't know how they're gonna work in the DC characters, considering that most of them depend on their special powers to do things.

And I really hope they consider that there are conditions to everything people do. Like Green Lantern needs to be wearing, and have his ring charged in order to be fighting with someone. Hawkgirl needs her mace...Superman needs a yellow sun..Batman needs to know something about his opponent in order to be "prepared" for them...ect

============

Overall though, I just want them to show me why I should buy MK9 with this game. Look at other games' subtleties and actually learn from them. Cuz so far, nothing points to why I should buy MK9 as it stands. So far, I'm just supposed to buy this gimmick and like it. *No Deal d00d* I'mma rent before anything first.
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Nathan
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04/29/2008 06:26 AM (UTC)
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TonyTheTiger Wrote:
If they just start using frame advantage, ditch the dial-a-combos, and have throw escapes I'll be reasonably satisfied. That's how low my bar is at this point.


Mine are even lower. The most I want Midway to change at this point is to make the gameplay more intuitive. Nothing of those stupid, "I'm pressing two buttons and now I'm standing still because the 3rd button I pressed wasn't part of a combo command."

After they've managed to accomplish that, then we can talk what else to add.
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Shibata
04/29/2008 09:24 AM (UTC)
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If they can just get the simple concept of reasonable frame advantage down then I'll be happy. Baby steps.
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Chrome
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04/29/2008 05:56 PM (UTC)
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camburxp Wrote:

4.- Better chain combos, MK and Tekken have a similar combo system, but in Tekken you can see better and more fluid moves.


Purge this heretic!
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mkflegend
04/29/2008 06:34 PM (UTC)
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They need to bring back the defensive options they introduced in MK:A but make them better, example...parry animation has to recover faster, tech rolling was good but just make it smoother, faster and the wake up tweak a bit.

They bring these things back to work better, the game will be playable...

The dial ups are just some fans preferences, personally I can play the game with or without them...Dial ups worked great in MK3, UMK3 and decent in MK4 so I really don't see why some people "hate the dial ups" screw the dial ups, just make the game more balanced and playable.

camburxp Wrote:
I was thinking that something that Ed Boon team need to improve if the fighting engine, he said that they start from zero. So I think we can write in this post what we expect to see in their new fighting engine.

1.- Facial animations - If you see the next gen fighting games like SF 4 or SC 4 you'll notice that the facial expressions is a very important feature in this generation.

2.- Physics Engine, Maybe not so fancy like the Star Wars Force Unleashed, but a cool engine so we can destroy some stage objects during the kombat.

3.- Weather Fx, I like the scene in Gears Of Wars when you must move in middle of a storm... but maybe will be more cool if you will be Fighting in the middle of the storm.

4.- Better chain combos, MK and Tekken have a similar combo system, but in Tekken you can see better and more fluid moves.

5.- Dramatic cameras, when you hit some combo or special moves I think that move the camera to a very dramatic position to show the attack will add some value to the gameplay.

This is just some ideas, hope to see some of this in the next MK



Ok, just a few things man. In MKD and MKA there were some facial expressions like NW and a few other characters non-masked when they got grabbed their mouth would open...so I expect the same in MK8, you can't judge yet from the little teaser.....I'm sure the finished product will not only look better but have more facial animations, busted up masks, til they break off(like boon said), clothes that tear, rip, better looking brusing(whicn they've already implemented in the past 3 games), bone crackling etc.

The stages are and will be interactive, thus you will see destructive environments just without the DT's this time around....SW FU is a different kind of game all together, 3rd person so I really don't see that as a whole accurate example of comparison since MK is a fighting game. Just my view on that.

Weather effects we haven't seen yet, but have in MK:DA, MKD and MKA with the rainy stages and hail etc. They looked good but I'm sure this game will look even better and more crisp. Should be cool to see

MK and Tekken are two fighting games that haven't changed their styles over the years, Tekken has the more string combos, while MK has dial ups..personally I don't care if they ditch the dial ups as long as the defensive mechanics are implemented better and properly, you can make some interesting "none online or strategy guide" combos in MK, you just have to play around with it...I don't know what you mean exactly by "see better" I can see combos great in MK and any fighting game personally.

We've already seen a tease of the "dramatic cameras" in the teaser example when they're falling, when they hit the ground and before that when Batman throws Sub-Zero you see the cam angle change while Sub flip recovers...I can't wait to see the game finished with all these different views, throws etc

We will see a lot of things not yet seen once the game is done, even more then the stuff we see come E3 in July, but from what we've seen and what I've seen, watching the vid teaser 100 times lol we'll see a lot of what you want, they can't show all their cards now.



glasses


Personally, I just want the defensive mechanics to work better, more balanced gameplay, better and more crisp online play like MKD and UMK3...MKA played poorly online and offer more online options like round robin and perhaps some kind of tag team 3 on 3 mode online that would be hot.

Ohh and I wouldn't mind seeing KAK back again for fun
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danadbab
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04/29/2008 08:34 PM (UTC)
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most of the stuff you mentioned arent really "fighting engine" stuff its more fluff stuff.

you did however mention the combo thing. MKs Dial a combo and Tekkens Strings are actually different. due to MKs being flawed and glitchy.

in tekken if you are being hit w/ 3 high attacks in a row you are able to duck even after the 1st hit, hits you.

in MKDA-MKA the 1st 3 high hits of the dial up become Mid attacks if you try to duck and counter, once hit by the 1st hit you have to wait. you are able to duck if a low attack is coming. you should be able to counter high attacks coming at you.


i pray to god this flaw doesnt return in MK vs DC.


Parries need to be shorter in MK. just copy Tekkens.
Throws should not be parriable.

atleast 3 different Throws so that we can have Throw escapes and have it work like Tekkens where you have to press the proper counter button to break the throw.



add more attacks to each character. Tekkens characters have like 70+ some have 120 +. all are worth using.

if they add more attacks the characters clearly wont be as stiff looking.

one final thing, since i now know what frame advantage is, they need to add this to MK vs DC and get rid of the Delays between attacks. you do this by adding alot of animations to each character.


my fluff thing is have Kitana, Sindel, Super man (check) and Wonder women in the game grin


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Deathbearer
04/29/2008 10:50 PM (UTC)
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They really should make the combos more fluid, sometimes on MK:A i have to like press a button three or four times for it to do the combo properly. Some fluff I'd like is for character suits to get torn and bruises left on faces. It'd be really cool if you could pick up a piece of a wall you just broke and hit someone with it.
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mkflegend
04/30/2008 12:21 AM (UTC)
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@death, it sounds more like you perhaps pressed the wrong button to perform the combo?
Dial ups are pretty easy, now mixing them in with special moves and cancelling a parry into one takes more skill obviously.


danadbab Wrote:
most of the stuff you mentioned arent really "fighting engine" stuff its more fluff stuff.

you did however mention the combo thing. MKs Dial a combo and Tekkens Strings are actually different. due to MKs being flawed and glitchy.

in tekken if you are being hit w/ 3 high attacks in a row you are able to duck even after the 1st hit, hits you.

in MKDA-MKA the 1st 3 high hits of the dial up become Mid attacks if you try to duck and counter, once hit by the 1st hit you have to wait. you are able to duck if a low attack is coming. you should be able to counter high attacks coming at you.


i pray to god this flaw doesnt return in MK vs DC.


Parries need to be shorter in MK. just copy Tekkens.
Throws should not be parriable.

atleast 3 different Throws so that we can have Throw escapes and have it work like Tekkens where you have to press the proper counter button to break the throw.



add more attacks to each character. Tekkens characters have like 70+ some have 120 +. all are worth using.

if they add more attacks the characters clearly wont be as stiff looking.

one final thing, since i now know what frame advantage is, they need to add this to MK vs DC and get rid of the Delays between attacks. you do this by adding alot of animations to each character.


my fluff thing is have Kitana, Sindel, Super man (check) and Wonder women in the game grin




But at the same time this is an MK game, not tekken at the same time man. One throw is good enough, just have Midway implement the throw escapes..no need for every guy to have 3-10 throws...besides, Tekken has it's own issues just different then MK. They don't appeal to the casual gamers except Tekken 6 from what I've read and seen so far(finally) but the older MK's had no issues, 3D's had some to deal with.

Dial ups can come back or not, honestly it doesn't and shouldn't matter if the defensive properties are implemented better.

MK:DA and MKD had tons of attacks(more then MKA due to balancing every character with the amount of characters, so they got cut to 2) understandably.

But, since there's only one style back now(thank goodness) I won't expect 100 attacks besides, that's not necessarily. Players will use the "best" moves within the moveset. I don't want 100+ moves lol, just give me 30 max honestly(especially with this change) no more multiple fighting styles so no reason to have them really...



More attacks or less won't make a difference with "stiff looking" but it's how it plays that will determine that man.

MKA the hits weren't a big deal with the parries in there as say MK:DA and MK:D especially MKD... lol



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Shibata
04/30/2008 02:02 AM (UTC)
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mkflegend Wrote:
besides, Tekken has it's own issues just different then MK. They don't appeal to the casual gamers except Tekken 6 from what I've read and seen so far...


Congratulations on taking the art of bullshit to new and unprecedented levels. Too bad it doesn't explain why Tekken was the first PSX game to sell over a million units.

That aside, one throw isn't really good enough. Let's say there's one throw and one throw escape. If I'm turtling like a fiend and you absolutely cannot hit me because am the turtle God, what are you going to do? Throw me, obviously, because throws are unblockable. So you try to throw me, but I've already anticipated it; I know you're going to want to throw me because that's all you can do to inflict damage. So I'm looking out for throws intently. Oh, here comes one now, I'll use the throw escape. Bam, throw successfully stuffed. Now what are you going to do? Well I guess you could try it again. But bam, throw successfully stuffed. Now what are you going to do? I guess you could keep trying it, but I'll just keep escaping it so you're essentially fucked, arent you.

This is why you need at least two throws with different escapes, so you can mix them up. You can bait throw 1, then try throw 2, and I'll use the escape for throw 1, but it won't escape throw 2 at all. This allows you to be able to inflict damage on me instead of me just sitting here blocking with my fingers hovering over the escape button(s), stuffing your throw all day long. Of course, the more throws and different throw escapes, the more of a mixup it becomes. So if you have three throws with different escapes instead of just two, then as the turtle God I have a one in three chance of escaping your throw (and a two in three chance of getting thrown). And that's not very good motivation for me to just sit and turtle all day because I'll get punished. It encourages me to open up and take more risks, which works to your advantage.


I don't know what you mean by "dial ups can come back or not, honestly it doesn't and shouldn't matter if the defensive properties are implemented better." As far as I can see, it matters regardless of what "defensive properties are implemented," because if you have a dail in combo - a chain - which inflicts 20% damage and it starts with a ten frame jab, then every time you hit that jab you're guaranteed 20% damage. You can win a round with just five pokes. And that's ridiculous, especially if the frame advantage is scaled properly; some moves whether blocked, parried, or whatever else, are going to leave you at a frame disadvantage. If that disadvantage causes you to be able to eat a ten frame jab, then of course you're going to eat the whole chain of free hits which follow it. So almost every time I block, counter, sidestep, or escape one of your moves, you're guranteed to lose 20% of your health bar. No?
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Deathbearer
04/30/2008 02:03 AM (UTC)
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I don't think that's it. Maybe I just press the buttons too fast. But the game could still use more fluid movement either way.
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Shinomune
04/30/2008 04:16 AM (UTC)
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Ed, take anything from SFIII: Third Strike... Capcom doesn't care anymore about SFIII (like Rare with KIs)
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m2dave
04/30/2008 06:13 AM (UTC)
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danadbab Wrote:
most of the stuff you mentioned arent really "fighting engine" stuff its more fluff stuff.

you did however mention the combo thing. MKs Dial a combo and Tekkens Strings are actually different. due to MKs being flawed and glitchy.

in tekken if you are being hit w/ 3 high attacks in a row you are able to duck even after the 1st hit, hits you.

in MKDA-MKA the 1st 3 high hits of the dial up become Mid attacks if you try to duck and counter, once hit by the 1st hit you have to wait. you are able to duck if a low attack is coming. you should be able to counter high attacks coming at you.


i pray to god this flaw doesnt return in MK vs DC.


Parries need to be shorter in MK. just copy Tekkens.
Throws should not be parriable.

atleast 3 different Throws so that we can have Throw escapes and have it work like Tekkens where you have to press the proper counter button to break the throw.



add more attacks to each character. Tekkens characters have like 70+ some have 120 +. all are worth using.

if they add more attacks the characters clearly wont be as stiff looking.

one final thing, since i now know what frame advantage is, they need to add this to MK vs DC and get rid of the Delays between attacks. you do this by adding alot of animations to each character.


my fluff thing is have Kitana, Sindel, Super man (check) and Wonder women in the game grin




Oh man, I see you have already learned a lot playing Tekken. I am really impressed.

You can easily see through the holes of Mortal Kombat's pathetic fighting engine if you play other advanced 3D fighting games. I have always told you that... wink
If they do bring dial combos back, which I don't doubt. I'd at least make them short like in MK3 and MK4 and breakable. Not as basic as the design in MKD-MKA though.

Add some different height parries and some kind of timed defense system like the side step in VF5, to replace the breaker.

Some attacks can be used mid combo as breakers / counters. Like how in Fight Night both fighters can hit each other at the same time even if countered, the attack will continue and connect.

That could be like the concept of throw breaking, but for hits instead. Say you take a left hook to the head, you can flow with that hit animation to a back fist, sweep, back kick, Right hook...

With a system like that you can break the combos similar to DOA and have block options similar to Tekken's strings.
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mepeople
04/30/2008 03:41 PM (UTC)
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I hope they can at least add some sort of frame advantage thing like in tekken. but also the should make the arenas more destructible and interactive. Like have a move where it can throw them up against the wall and u can see the wall crack behind them.
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Nathan
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04/30/2008 04:30 PM (UTC)
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I really like the idea of interactive environments. But not just things like a few breakable walls here and there, or some visible damage. You should be able to interact with the enviroment like in Tao Feng. I want to be able to run up walls or swing around a pole an dropkick my opponent into the face.

Simply put, I want to be able to do everything the characters did in the first Movie.

Or, something else I just thought of, when you're in a stage with a car around, and you get near it, you could put your opponent's head between the door and keep slamming it. Stuff like that would be cool.

Can anyone think of any other interactive bits that could be in stages?
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Aculeus
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04/30/2008 05:48 PM (UTC)
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Y'know what I'd like to see?... Maybe someone already covered this, and maybe I don't have the kind of profound understanding of MKDA, MKD and MKA that I need, but I miss the "home-cookin" factor.

I just seems like with all the dial-a-combo action and preset elements to the fighting engine, there's far less room for creativity in your offensive strategies. And if, by chance, you do happen to create some sweet little combo on your own, it'll do like 12% damage... weak.

MK1 and 2 are the best examples of this pre-dial-a-combo mentality.
MK4 too with the custom combos. That's probably the main thing I liked about MK4.
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mkflegend
05/02/2008 12:34 AM (UTC)
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Shibata Wrote:
mkflegend Wrote:
besides, Tekken has it's own issues just different then MK. They don't appeal to the casual gamers except Tekken 6 from what I've read and seen so far...


Congratulations on taking the art of bullshit to new and unprecedented levels. Too bad it doesn't explain why Tekken was the first PSX game to sell over a million units.

That aside, one throw isn't really good enough. Let's say there's one throw and one throw escape. If I'm turtling like a fiend and you absolutely cannot hit me because am the turtle God, what are you going to do? Throw me, obviously, because throws are unblockable. So you try to throw me, but I've already anticipated it; I know you're going to want to throw me because that's all you can do to inflict damage. So I'm looking out for throws intently. Oh, here comes one now, I'll use the throw escape. Bam, throw successfully stuffed. Now what are you going to do? Well I guess you could try it again. But bam, throw successfully stuffed. Now what are you going to do? I guess you could keep trying it, but I'll just keep escaping it so you're essentially fucked, arent you.

This is why you need at least two throws with different escapes, so you can mix them up. You can bait throw 1, then try throw 2, and I'll use the escape for throw 1, but it won't escape throw 2 at all. This allows you to be able to inflict damage on me instead of me just sitting here blocking with my fingers hovering over the escape button(s), stuffing your throw all day long. Of course, the more throws and different throw escapes, the more of a mixup it becomes. So if you have three throws with different escapes instead of just two, then as the turtle God I have a one in three chance of escaping your throw (and a two in three chance of getting thrown). And that's not very good motivation for me to just sit and turtle all day because I'll get punished. It encourages me to open up and take more risks, which works to your advantage.


I don't know what you mean by "dial ups can come back or not, honestly it doesn't and shouldn't matter if the defensive properties are implemented better." As far as I can see, it matters regardless of what "defensive properties are implemented," because if you have a dail in combo - a chain - which inflicts 20% damage and it starts with a ten frame jab, then every time you hit that jab you're guaranteed 20% damage. You can win a round with just five pokes. And that's ridiculous, especially if the frame advantage is scaled properly; some moves whether blocked, parried, or whatever else, are going to leave you at a frame disadvantage. If that disadvantage causes you to be able to eat a ten frame jab, then of course you're going to eat the whole chain of free hits which follow it. So almost every time I block, counter, sidestep, or escape one of your moves, you're guranteed to lose 20% of your health bar. No?


Umm, ok first off concerning your first comment...once you get thru your hypocritical, silly posts with the "this fighter banked millions remarks" you'd realize that MK2, UMK3 and MK:DA sold WELL over a million the first week of release thank you very much so next time do your homework and stop acting as if "every MK game" has lots of problems because that's complete BS right there and pure ignorance on your behalf.

I guess you haven't read much about Tekken 6 much have you? The games for the most part play well gameplay wise but It's not "perfect" like you think, news flash......

Umm, turtling is apart of ALL fighting games if you don't know this by now then you don't know anything concerning basic knowledge and fighting games. SF, MK, Tekken, SC, DOA etc. Even SSBB, turtling is KEY to get room to plan your next attack. Obviously sooner or later someones going to charge you, attack, throw etc.

So, seriously unless you anticipate "every" move like every throw, every punch, low, mids and highs who cares? That's why you have parries besides the TE because sooner or later someones going to attack which means if you anticipate that, a simple parry can decide the match just as much as a TE can.

You're acting as if there will be "no end" to a match or something....even if someone blocks and TE's all day, ever hear of chip damage? Which WILL sooner or later make your foe do something of lose the match due to chip damage. So, in essence a player like me WILL break your turtle tactics. I do it all the time online via MK games...some people are either good at penetrating a good, turtling defense or not.

I won't mind 2 throws but no need to go nuts with 5 or 10 something like that. Like I said, certain fighting games don't have a million throws but just one or two like MK, SF etc. I don't see the need to put in multiple throws because of the TE. In that case why not just make one throw blockable and one not but the one not have countered via TE? That can work too. Besides, althought nobody knows yet for sure it's looking more and more like this game will have at least a few throws per character. We'll see.

On the combo gig, all they have to do besides bring back and improve the defensive properties implemented better is tweak the frame rates and simply decrease the damage. You're assuming that a jab via chain/dial ups will automatically do 20%. That wasn't the case in UMK3 dial ups or MK4...so why not in a 3D MK game? In fact most combos don't even in insane amount of damage in the 3D games unless you mix it up with special moves, juggles etc and in the 2D games like UMK3 first hit on a autocombo/dial up didn't do 20% since most in total did a total of 30% or 42% if you're lucky, perhaps a little more with the jump starter...

Now in the 3D games, it really depends on the character...take Fujin for example in MKA, his 4 hit combo doesn't even do 30% which is pathetic among many other characters in the game.

I'm guessing you rely on SS strickly? In any 3D fighter, defense should not be solely based on that alone...that's why parries, wake up, throw escapes etc. So, all you have to do is anticipate your foes attack and parry/counter them despite the fact of dial ups in there or not. I think personally people that are against dial ups just don't like dial ups, if they're in the game, they're in if not.....they're not.





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Shibata
05/02/2008 04:08 PM (UTC)
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mkflegend Wrote:


Umm, ok first off concerning your first comment...once you get thru your hypocritical, silly posts with the "this fighter banked millions remarks" you'd realize that MK2, UMK3 and MK:DA sold WELL over a million the first week of release thank you very much...


...

I didn't say they didn't...

mkflegend Wrote:
...so next time do your homework and stop acting as if "every MK game" has lots of problems because that's complete BS right there and pure ignorance on your behalf.


...

I didn't say that either...


mkflegend Wrote:
I guess you haven't read much about Tekken 6 much have you? The games for the most part play well gameplay wise but It's not "perfect" like you think, news flash......


...

I didn't say that either...

mkflegend Wrote:


Umm, turtling is apart of ALL fighting games if you don't know this by now then you don't know anything concerning basic knowledge and fighting games. SF, MK, Tekken, SC, DOA etc. Even SSBB, turtling is KEY to get room to plan your next attack.


...

I didn't say it wasn't...


mkflegend Wrote:


So, seriously unless you anticipate "every" move like every throw, every punch, low, mids and highs who cares? That's why you have parries besides the TE because sooner or later someones going to attack which means if you anticipate that, a simple parry can decide the match just as much as a TE can.


That was the point. What if I DO anticipate every throw, every punch, etc? Yeah, who cares if I don't, but what if I DO? Saying "well you won't" is just burying your head in the sand running from the problem. You can't parry an attack if you get attacked at a severe frame disadvantage.

mkflegend Wrote:


You're acting as if there will be "no end" to a match or something....even if someone blocks and TE's all day, ever hear of chip damage?


Ever hear of 60 second rounds? Like seriously, why are you even trying to make a case against multiple throws and multiple throw escpaes? What's the point? What's the upside? There is absolutely none. I thought you wanted MK games to improve. It's like you're just arguing for the sake of arguing or something.

mkflegend Wrote:


I won't mind 2 throws but no need to go nuts with 5 or 10 something like that. Like I said, certain fighting games don't have a million throws but just one or two like MK, SF etc. I don't see the need to put in multiple throws because of the TE. In that case why not just make one throw blockable and one not but the one not have countered via TE? That can work too.


What the fuck?

mkflegend Wrote:

On the combo gig, all they have to do besides bring back and improve the defensive properties implemented better is tweak the frame rates and simply decrease the damage. You're assuming that a jab via chain/dial ups will automatically do 20%. That wasn't the case in UMK3 dial ups or MK4...so why not in a 3D MK game? In fact most combos don't even in insane amount of damage in the 3D games unless you mix it up with special moves, juggles etc and in the 2D games like UMK3 first hit on a autocombo/dial up didn't do 20% since most in total did a total of 30% or 42% if you're lucky, perhaps a little more with the jump starter...

Now in the 3D games, it really depends on the character...take Fujin for example in MKA, his 4 hit combo doesn't even do 30% which is pathetic among many other characters in the game.


Yes, so long story short, strings > chains. Fabulous.

mkflegend Wrote:
I think personally people that are against dial ups just don't like dial ups


No shit. Because they're inferior to strings in almost every strategic way.

Like, I don't know, I can't understand why - if you want MK to improve - you'd argue IN FAVOR of all the garbage that's holding it back now. It's beyond me. It's like you're paranoid that MK is going to turn into Tekken or VF because you had trouble playing those games or something. That's the only assumption I can come up with which explains your behaviour, honestly.
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hjs-Q
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05/02/2008 04:26 PM (UTC)
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camburxp Wrote:
I was thinking that something that Ed Boon team need to improve if the fighting engine, he said that they start from zero. So I think we can write in this post what we expect to see in their new fighting engine.

1.- Facial animations - If you see the next gen fighting games like SF 4 or SC 4 you'll notice that the facial expressions is a very important feature in this generation.

2.- Physics Engine, Maybe not so fancy like the Star Wars Force Unleashed, but a cool engine so we can destroy some stage objects during the kombat.

3.- Weather Fx, I like the scene in Gears Of Wars when you must move in middle of a storm... but maybe will be more cool if you will be Fighting in the middle of the storm.

4.- Better chain combos, MK and Tekken have a similar combo system, but in Tekken you can see better and more fluid moves.

5.- Dramatic cameras, when you hit some combo or special moves I think that move the camera to a very dramatic position to show the attack will add some value to the gameplay.

This is just some ideas, hope to see some of this in the next MK



All good ideas but aren't really related to the fighting engine.

For the fighting engine: What TTT said.
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05/02/2008 11:17 PM (UTC)
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Faster and smoother. More brutal and visceral. Less goofy and cartoony. Better animation. Anyone played UMK3? What the hell happened??????
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