my idea involves original and new ideas, that are unique and true to the original class and evolving storyline of the MK series. Hell i even threw in a few plots twist,some drama...little romance,some old favorites from previous kombats as well as new ones. i also incorporated a cast of characters from all walks of mk life, with the exception of MKDA, which i disliked their characters.....
frost is an example....mavado.....
no new characters in this, because of the plot twist, a lot of alliances have switched, some powers have been granted to certain characters(i.e. reptile) and some have weakened....(kahn) which is almost like new characters in itself.
no secret characters. that would be irrelavant and destroy storyline. But the levels would include some traces of previous characters. like a picture on the wall of motoro or goro in a temple....or on a door a carving of raiden. maybe liu kangs face engraved on an edenian sidewalk. and restore the classic outfits of mk warriors. sub-zero's imaged has been goofed up. he looks like a modern day tibet monk immigrant.
and some of the females outfits have been over"sexed" dont get me wrong their nice...but li mei's boobs swanging is a distraction. outfits could stand to be a tad revealing but classy. like have jade in like a swimsuit type outfit with the knee-high laced boots. reveal the back and a small portion of the belly. have slits on the side,but cover them up with lace or something.
frost is an example....mavado.....
no new characters in this, because of the plot twist, a lot of alliances have switched, some powers have been granted to certain characters(i.e. reptile) and some have weakened....(kahn) which is almost like new characters in itself.
no secret characters. that would be irrelavant and destroy storyline. But the levels would include some traces of previous characters. like a picture on the wall of motoro or goro in a temple....or on a door a carving of raiden. maybe liu kangs face engraved on an edenian sidewalk. and restore the classic outfits of mk warriors. sub-zero's imaged has been goofed up. he looks like a modern day tibet monk immigrant.
and some of the females outfits have been over"sexed" dont get me wrong their nice...but li mei's boobs swanging is a distraction. outfits could stand to be a tad revealing but classy. like have jade in like a swimsuit type outfit with the knee-high laced boots. reveal the back and a small portion of the belly. have slits on the side,but cover them up with lace or something.

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It seems MKfan1 and s3Kt0r don't understand a >>>gameplay<<< thread.
Storylines, secret characters, characters' outfits, returning characters etc. have no place in this thread.
Read the previous 13 pages to find out what the thread is about.
Storylines, secret characters, characters' outfits, returning characters etc. have no place in this thread.
Read the previous 13 pages to find out what the thread is about.

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Right, the focus for this thread is the combat part of MK, not the fluff.
Unless the story idea is directly affecting the game play some how. Like if some character can do something special when fighting another character because of some relation they have.
I can't think of anything for that right now though.
Unless the story idea is directly affecting the game play some how. Like if some character can do something special when fighting another character because of some relation they have.
I can't think of anything for that right now though.
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While I didn't read all 14 pages of this thread, I did see a ton of excellent suggestions that, if Midway is reading, should be takne very seriously. But one thing I did not see mentioned was my biggest problem with Deception; the multitude of "mini-games". I have played Mortal Kombat since the begining and until the release of soul calibur, it was my favorite FIGHTING game. Let me reemphasize that FIGHTING GAME. I don't play MK for some half hearted Story mode that forced on me so I could unlock Characters or costumes. I dont play Mortal Kombat for a terrible clone of Super Puzzle Fighter II Turbo. I play MK to fight. Fight a bloody, stylized martial arts battle with a harpoon shot or two thrown in for good measure. The point I am trying to make is that MK is a fighting game. That is where the developers should put all there energy and thought into. Rather than make an OK fighter that has a lot of other "stuff" to do, why not create just an incrdibleble fighting game first and then from this core fighteing experience see where you can branch out based on development time.
I feel like MK:D tried to do too much and the end did much less than I hoped. The number of charcters to fight as was awesome, but I would rather have a smaller lineup if it meant a charcters that didn't look like plastic dolls or stages that weren't sub dreamcast quality. Bottom line quality over quantity!
Weapons or Hand-to-Hand (one thing that i thouht about a lot after playing through MKD):
Mortal Kombat has been trying to do something that no other fighter does. Have both and to hand and weapons based combat. While this is cool and I'm all for it, if taking out the waepons means a much more poliched hand to hand experience and expanded specials, then get rid of it. I honestly think that Midway could benefit from just focusing on the hand to hand aspect...unless the charcter has a weapon which is a part of them(Scorpian has his spear, Kung Laos' hat, Kitana's fans, etc.). The moves of the characters should be based around what they have to work with. Take Scorpion. His spear has always been used in one way (other than fatalities) in every game. Why not utilize it during combos/juggles or throws. Also if he can summon fire at will, why not have flame infused punches that could require a "Soul Charge" like energy charge to activate for a sort period of time? If the people at Midway approach each character this way the result would be awesome.
I feel like MK:D tried to do too much and the end did much less than I hoped. The number of charcters to fight as was awesome, but I would rather have a smaller lineup if it meant a charcters that didn't look like plastic dolls or stages that weren't sub dreamcast quality. Bottom line quality over quantity!
Weapons or Hand-to-Hand (one thing that i thouht about a lot after playing through MKD):
Mortal Kombat has been trying to do something that no other fighter does. Have both and to hand and weapons based combat. While this is cool and I'm all for it, if taking out the waepons means a much more poliched hand to hand experience and expanded specials, then get rid of it. I honestly think that Midway could benefit from just focusing on the hand to hand aspect...unless the charcter has a weapon which is a part of them(Scorpian has his spear, Kung Laos' hat, Kitana's fans, etc.). The moves of the characters should be based around what they have to work with. Take Scorpion. His spear has always been used in one way (other than fatalities) in every game. Why not utilize it during combos/juggles or throws. Also if he can summon fire at will, why not have flame infused punches that could require a "Soul Charge" like energy charge to activate for a sort period of time? If the people at Midway approach each character this way the result would be awesome.

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I'd be up for it
Get serious with the Combat part of MK.
I wonder if the game would sell like it did if they went back to an MK2 and MKDA approach, mainly fighting.
How much of an effect did the side games have on the sales for MKD?
How would that change if they had multiple MK titles like with Shaolin monks and the MK fighting games.
Im thinking that most fans would have bought MKD if it didn't have all that extra stuff in it. If it was just a great fighter with fatalities and a cool story.
If you want the side games.... Get Shaolin monks.
If they didn't spend so much time on the side games and just made a great fighter, the game would still sell like crazy. Maybe even more because fans of good fighting games would then want to play MK also instead of shunning it.
MK could branch off like its doing with Shaolin Monks. Instead of making all that stuff in one game, make it in separate games. Not only will it come out better because they would have more time to focus on the main idea, but they will make more money off the same title.
Maybe for every MK fighter, there would be an MK adventure game that fully tells the story of the fighter.
In the adventure game, you would be able to play through the written story thats in the corresponding fighting game.
The main fighter would be like MKDA, but with a great fighting engine and a quick telling of the storyline and mainly fighting game related modes.
Get serious with the Combat part of MK.
I wonder if the game would sell like it did if they went back to an MK2 and MKDA approach, mainly fighting.
How much of an effect did the side games have on the sales for MKD?
How would that change if they had multiple MK titles like with Shaolin monks and the MK fighting games.
Im thinking that most fans would have bought MKD if it didn't have all that extra stuff in it. If it was just a great fighter with fatalities and a cool story.
If you want the side games.... Get Shaolin monks.
If they didn't spend so much time on the side games and just made a great fighter, the game would still sell like crazy. Maybe even more because fans of good fighting games would then want to play MK also instead of shunning it.
MK could branch off like its doing with Shaolin Monks. Instead of making all that stuff in one game, make it in separate games. Not only will it come out better because they would have more time to focus on the main idea, but they will make more money off the same title.
Maybe for every MK fighter, there would be an MK adventure game that fully tells the story of the fighter.
In the adventure game, you would be able to play through the written story thats in the corresponding fighting game.
The main fighter would be like MKDA, but with a great fighting engine and a quick telling of the storyline and mainly fighting game related modes.
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I'll rant first and read later- so i'm sorry if i'm repeating what's already been said a hundred times.
1) Movement
I think a lot of people forget that what characters do when they're just moving around without throwing punches or kicks count as moves too. In MK:DA and MK:D not an awful lot of attention has been paid to this. In most other games, you can do things like dash forward and backward, as well as sidestep, and run, and also stuff like move forwards or backwards as you are ducking. You can access different moves whilst doing these things, and the things you can do and how you do them depend on the character- like how the mishimas `wavedash` in tekken, or steve ducks etc. They add depth to the gameplay and make each character unique. I think a big problem with MK is how similar the characters are in terms of movement.
I also think it would be cool if you could do side dives to avoid projectiles, giving MK a more dynamic ranged game.
2) Move properties
Moves need to be more unique- to add more individuality to characters, and make the game deeper. At the moment it seems that most of your moves accomplish the same thing, and have about the same range. There is some cool stuff though- like in TKD style there are some cool combos with rolls in.
3) Branching
More options in strings, and having striking moves combo into movement moves and mini stances and that.
4) Lose that 3 style shit.
3 styles is too many for the casual player like me- it's confusing and frustrating. I'd like some characters to have extra stances with moves (maybe this should go under "movement"), like flamingo stance, or mavbe for a few characters to have multiple styles, but the average character shouldn't.
5) Just an idea
Howabout have ducking and jumping separate from sidestepping- use the shoulder buttons for one- so you can do stuff like duck and then sidestep when your down.
6) Character control similarity, combo complexity
Whilst it's important that the characters move differently and have different strengths and weaknesses with special move properties and that, they shouldn't be made artificially difficult to play as. I mean in MKDA and MKD, you had to remember for each character which buttons to press to do the pop-up move, which for the power one etc- and for no reason- they could easily have sorted it so that the inputs were more similar for similar moves. Control should be as simple and intuitive as possible. The skill should not come from learning which buttons to press to do the combo, but in tactics, anticipation, spacing yadayadaya- you don't need to memorise some special secret code to make a move in chess. The complex button presses for combos are only warranted if pressing other buttons has a branching effect- otherwise it might as well be XXXXXXXX.
1) Movement
I think a lot of people forget that what characters do when they're just moving around without throwing punches or kicks count as moves too. In MK:DA and MK:D not an awful lot of attention has been paid to this. In most other games, you can do things like dash forward and backward, as well as sidestep, and run, and also stuff like move forwards or backwards as you are ducking. You can access different moves whilst doing these things, and the things you can do and how you do them depend on the character- like how the mishimas `wavedash` in tekken, or steve ducks etc. They add depth to the gameplay and make each character unique. I think a big problem with MK is how similar the characters are in terms of movement.
I also think it would be cool if you could do side dives to avoid projectiles, giving MK a more dynamic ranged game.
2) Move properties
Moves need to be more unique- to add more individuality to characters, and make the game deeper. At the moment it seems that most of your moves accomplish the same thing, and have about the same range. There is some cool stuff though- like in TKD style there are some cool combos with rolls in.
3) Branching
More options in strings, and having striking moves combo into movement moves and mini stances and that.
4) Lose that 3 style shit.
3 styles is too many for the casual player like me- it's confusing and frustrating. I'd like some characters to have extra stances with moves (maybe this should go under "movement"), like flamingo stance, or mavbe for a few characters to have multiple styles, but the average character shouldn't.
5) Just an idea
Howabout have ducking and jumping separate from sidestepping- use the shoulder buttons for one- so you can do stuff like duck and then sidestep when your down.
6) Character control similarity, combo complexity
Whilst it's important that the characters move differently and have different strengths and weaknesses with special move properties and that, they shouldn't be made artificially difficult to play as. I mean in MKDA and MKD, you had to remember for each character which buttons to press to do the pop-up move, which for the power one etc- and for no reason- they could easily have sorted it so that the inputs were more similar for similar moves. Control should be as simple and intuitive as possible. The skill should not come from learning which buttons to press to do the combo, but in tactics, anticipation, spacing yadayadaya- you don't need to memorise some special secret code to make a move in chess. The complex button presses for combos are only warranted if pressing other buttons has a branching effect- otherwise it might as well be XXXXXXXX.

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How about doing something with life bar damage shadow.
In some games like I think Tekken Tag and Marvel Nemesis, you take a hit and your life depletes, but it leaves a shadow that lingers for a sec.
Maybe this could be used for something like a follow up attack that can have a different effect during that time.
The shadow could be like a recovery / stun gage. In addition to normal frame advantage and disadvantage like normal, you would have an extra recovery time frame where you can block but hit reactions are altered. Like auto counter hits.
It would just last for like 1 or 2 seconds.
When you take a hit, before the damage shadow disappears. If you are hit again by some special type of attack, your reaction will be different.
It's like in boxing, You hit someone and you stun them, if you land another good punch before they fully recover from the stun, you can knock them down or topple them with a bunch of hits.
The new reactions could be.
Fall down
Stumble
Collapse
Launch
Daze
Cause extra damage
Cause a longer block stun / frame disadvantage on block.
Maybe the damage shadows only work if you crack someone in the head with a solid attack, or a counter hit. You could see their knees buckle or something for an extra visual cue.
In some games like I think Tekken Tag and Marvel Nemesis, you take a hit and your life depletes, but it leaves a shadow that lingers for a sec.
Maybe this could be used for something like a follow up attack that can have a different effect during that time.
The shadow could be like a recovery / stun gage. In addition to normal frame advantage and disadvantage like normal, you would have an extra recovery time frame where you can block but hit reactions are altered. Like auto counter hits.
It would just last for like 1 or 2 seconds.
When you take a hit, before the damage shadow disappears. If you are hit again by some special type of attack, your reaction will be different.
It's like in boxing, You hit someone and you stun them, if you land another good punch before they fully recover from the stun, you can knock them down or topple them with a bunch of hits.
The new reactions could be.
Fall down
Stumble
Collapse
Launch
Daze
Cause extra damage
Cause a longer block stun / frame disadvantage on block.
Maybe the damage shadows only work if you crack someone in the head with a solid attack, or a counter hit. You could see their knees buckle or something for an extra visual cue.

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How about adding something to the juggle engine that forces creativeness / variation in your attacks.
For example, you will have a better result from doing different juggles than if you do the same one over and over.
The same as the idea I posted before about using the same attack over and over during a juggle.
using the same attack will cause the opponent to not bounce high enough to continue with a long juggle.
So you can't land a 1, 1, 1 because after the 2nd jab, the opponent will be too low or far for the 3rd one to land.
For a juggle, they could do the same thing with a damage shadow in the life bar.
The damage will be taken away like normal in the life bar, but the shadow will be used as a % counter to say that out of this amount of damage, you will only cause this % because you used the same juggle again.
If you use different juggles, it won't do that.
There could be other ways to do it though...
For example:
Using the same juggle could cause the following.
Your chi meter does not fill ( if there is one ) so you might not be able to do some special enders.
Your custom combo meter does not fill ( if there is one ) so you might not be able to do some custom juggles.
You cause less damage than normal.
Your earn less money for the fight, to buy extra items and stuff.
-----------------------------------
Using the same attack multiple times during a juggle could cause the following
The opponent becomes heavy, like a VF4 juggle bounce.
The opponent can now air block and land on their feet.
Some characters can now do air reversals or air counter attacks.
The opponent bounces further away so the following attacks will miss.
This is designed to make the fights look more interesting by making them less repetitive.
For example, you will have a better result from doing different juggles than if you do the same one over and over.
The same as the idea I posted before about using the same attack over and over during a juggle.
using the same attack will cause the opponent to not bounce high enough to continue with a long juggle.
So you can't land a 1, 1, 1 because after the 2nd jab, the opponent will be too low or far for the 3rd one to land.
For a juggle, they could do the same thing with a damage shadow in the life bar.
The damage will be taken away like normal in the life bar, but the shadow will be used as a % counter to say that out of this amount of damage, you will only cause this % because you used the same juggle again.
If you use different juggles, it won't do that.
There could be other ways to do it though...
For example:
Using the same juggle could cause the following.
Your chi meter does not fill ( if there is one ) so you might not be able to do some special enders.
Your custom combo meter does not fill ( if there is one ) so you might not be able to do some custom juggles.
You cause less damage than normal.
Your earn less money for the fight, to buy extra items and stuff.
-----------------------------------
Using the same attack multiple times during a juggle could cause the following
The opponent becomes heavy, like a VF4 juggle bounce.
The opponent can now air block and land on their feet.
Some characters can now do air reversals or air counter attacks.
The opponent bounces further away so the following attacks will miss.
This is designed to make the fights look more interesting by making them less repetitive.
I think it makes sense to move roll or side step when you press up or down. If you can't roll/side step, then there is no point in the game being 3-D.
I also think that they should continue Konquest. To me, that was the best part of MKD. Arcade and Chess Kombat was fun to play with but mostly with other people. Konquest was something you could play and enjoy by yourself.
I also think that they should continue Konquest. To me, that was the best part of MKD. Arcade and Chess Kombat was fun to play with but mostly with other people. Konquest was something you could play and enjoy by yourself.


About Me
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i think maybe they could add some game mechanics from Time Killers, an old arcade fighter, that was later released for Genesis, and if you haven't played it, you should. anyway, in Time Killers everyone had weapons but while attacking, they could dismember their opponent, such as cut off his/her arm, or both arms, and the other character would keep on fighting, if they were to add something like this to Mortal Kombat, it may add some more interest.


About Me
-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
0
Here is a game gameplay idea that I mention on another thread. It was in response to someone stating that he wanted MK to be 2D again.
There should also be a meter build in order to gain access to these "Super" sets, to build meter you must perform a successful attack on your opponent. This will eliminate "cheesy" meter building tactics as in Streetfighter where players just turtle you and rapidly press the strong attack button to build meter.
This is how it will work:
f,d,f initiates your character's " Super Set" and on successful contact you get a slight pause with a Special effect letting you know you must enter Super set combo commands (each Character should have at least Two Super Sets to choose from)
Here's how the first one looks:
f,d,f(1+2) .......1,2,3,4,1,4........b,f 2 (Normal ender)
The Normal ender should end in something flashy but you should be able to cut the combo short for a custom ender if skilled enough
.
Knowing that these move sets can be very damaging there must be a defense to them. In my opinion, if it will take that much effeort to start one it should take just as much to stop one.
In order to counter the Super set once attacked you must first know that combos pattern of high/ low hits and you must tap back for each high hit and down for each low hit. Your taps must be well timed and you must be wary of your opponents ability to use one Super Set or another to keep you on your toes. If your opponet goes for the full Super and you parried the entire set you will gain a large frame advantage. If your opponent cuts the combo short because he is being parried you gain a slight frame advantage because of the risk involved with using powerful moves.
The whole thing should flow like the Attack/Counter sequences of the old Kung Fu Flicks of the 70's
Think of them as Brutalities done right! They are part of normal game play that can be used at any time and not a "Finisher" It should be MK's version of the Standard super in fighting games only you have way more control and satisfaction in completing them. However if you do finish your opponent with one you should get a flashy Brutality kill!
::::: Wrote:
I had this debate with somebody here a while ago, and I took the side of "3D," because that's pretty much where the entire market is headed, that's where the big money is, that's what people want, and 2D is starting to fade out of the mainstream fighting game market a bit now.
However, it's become perfectly clear that Midway can't make a 3D fighter to save themselves (This may yet turn out to be a truth - a few more like MKD and their sales will plument, and seeing as how Midway relies so heavily on MK to keep afloat, if MK went under, Midway might too). So with this in mind, I think they should maybe revert back to 2D. I know in reality it's never going to happen, but that's where MK's roots are, and that's where the deepest gameplay has been, so it only makes sense.
They could make a 2D MK game and it could be far, far better than the recent 3D failures. Bring back the old LP, HP, LK, HK system with the basic universal commands for moves like sweeps and uppercuts, but give the moves different properties for different characters so that no two characters play the same, even though they share the same commands. For example, Sub-Zero's uppercut might launch quite low, but allow for a mix up between his slide and another mid move, while Scorpion's uppercut might launch high, allowing players to get the most out of air combo's using telepunch's, spear's, hellfire's, etc, while another characters uppercut may not even launch at all, but give a stun on CH, or something else entirely different. Same deal with every move, all moves, including the basic 4 HP, LP, HK, LK commands could be given different properties to encourage different styles of play - depth within simplicity (as opposed to the recent games that feature no depth within complexity).
Characters could be given a "special" move or two extra to compensate for the lack of moves in their movesets if necessary.
I don't know much about 2D fighter's, but i'd say that by using the old command system MK could return to it's roots of simplicity and start to work again. I'm willing to try anything new to save MK at this point. Problem is though, that Midway don't understand things like move properties very well at all, so if they can't give moves decent properties in a 3D fighter, I don't think they'd really know how in a 2D fighter either.
Just a thought though.
No way! If the series is going to move forward they can't take steps backwards like this. Can you imagine what kind of criticism the game would get if they made the old system return? You would hear comments like "Same old shit we hated before!" etc. If anything the team needs to take what they have in terms of this engine's bugs and fix those. Next add the missing game play elements such as throw breaks, parries, wake ups, dashing and then take it a step further like adding new play mechanics. I was thinking of a super attack that each character could possess that would be a really powerful set of moves strung together in a skillful manner such as timed joystick-button combinations. This move must be initiated by a special command that can be linked (buffered) as an ender to a combo string or done as an individual move. I had this debate with somebody here a while ago, and I took the side of "3D," because that's pretty much where the entire market is headed, that's where the big money is, that's what people want, and 2D is starting to fade out of the mainstream fighting game market a bit now.
However, it's become perfectly clear that Midway can't make a 3D fighter to save themselves (This may yet turn out to be a truth - a few more like MKD and their sales will plument, and seeing as how Midway relies so heavily on MK to keep afloat, if MK went under, Midway might too). So with this in mind, I think they should maybe revert back to 2D. I know in reality it's never going to happen, but that's where MK's roots are, and that's where the deepest gameplay has been, so it only makes sense.
They could make a 2D MK game and it could be far, far better than the recent 3D failures. Bring back the old LP, HP, LK, HK system with the basic universal commands for moves like sweeps and uppercuts, but give the moves different properties for different characters so that no two characters play the same, even though they share the same commands. For example, Sub-Zero's uppercut might launch quite low, but allow for a mix up between his slide and another mid move, while Scorpion's uppercut might launch high, allowing players to get the most out of air combo's using telepunch's, spear's, hellfire's, etc, while another characters uppercut may not even launch at all, but give a stun on CH, or something else entirely different. Same deal with every move, all moves, including the basic 4 HP, LP, HK, LK commands could be given different properties to encourage different styles of play - depth within simplicity (as opposed to the recent games that feature no depth within complexity).
Characters could be given a "special" move or two extra to compensate for the lack of moves in their movesets if necessary.
I don't know much about 2D fighter's, but i'd say that by using the old command system MK could return to it's roots of simplicity and start to work again. I'm willing to try anything new to save MK at this point. Problem is though, that Midway don't understand things like move properties very well at all, so if they can't give moves decent properties in a 3D fighter, I don't think they'd really know how in a 2D fighter either.
Just a thought though.
There should also be a meter build in order to gain access to these "Super" sets, to build meter you must perform a successful attack on your opponent. This will eliminate "cheesy" meter building tactics as in Streetfighter where players just turtle you and rapidly press the strong attack button to build meter.
This is how it will work:
f,d,f initiates your character's " Super Set" and on successful contact you get a slight pause with a Special effect letting you know you must enter Super set combo commands (each Character should have at least Two Super Sets to choose from)
Here's how the first one looks:
f,d,f(1+2) .......1,2,3,4,1,4........b,f 2 (Normal ender)
The Normal ender should end in something flashy but you should be able to cut the combo short for a custom ender if skilled enough
Knowing that these move sets can be very damaging there must be a defense to them. In my opinion, if it will take that much effeort to start one it should take just as much to stop one.
In order to counter the Super set once attacked you must first know that combos pattern of high/ low hits and you must tap back for each high hit and down for each low hit. Your taps must be well timed and you must be wary of your opponents ability to use one Super Set or another to keep you on your toes. If your opponet goes for the full Super and you parried the entire set you will gain a large frame advantage. If your opponent cuts the combo short because he is being parried you gain a slight frame advantage because of the risk involved with using powerful moves.
The whole thing should flow like the Attack/Counter sequences of the old Kung Fu Flicks of the 70's
Think of them as Brutalities done right! They are part of normal game play that can be used at any time and not a "Finisher" It should be MK's version of the Standard super in fighting games only you have way more control and satisfaction in completing them. However if you do finish your opponent with one you should get a flashy Brutality kill!

0
Cutting off the opponent's limbs would mess up the combat too much.
It sounds cool when you think about it, but when you think of how it plays.
You get your arm cut off and now you can't use almost half of your attacks.
If they cut off a leg, then you cant even move.
That would suck big time, be frustrating and would cause unfair fights.
Once you get your limb cut off, you have almost no chance of winning.
IMO, the game needs to be more fair to be enjoyable by both players.
-----------------------------------------------------------
That brutality type attack sounds interesting. The way you describe it reminds me of having to parry a super move in street fighter 3.
It sounds cool when you think about it, but when you think of how it plays.
You get your arm cut off and now you can't use almost half of your attacks.
If they cut off a leg, then you cant even move.
That would suck big time, be frustrating and would cause unfair fights.
Once you get your limb cut off, you have almost no chance of winning.
IMO, the game needs to be more fair to be enjoyable by both players.
-----------------------------------------------------------
That brutality type attack sounds interesting. The way you describe it reminds me of having to parry a super move in street fighter 3.
0
u guys have some REALLY good ideas.... it is a shame that it doesn't matter....
sorry, but the mk team doesn't give a fuck about u or hearing about ways to fix the EMBARRASSING quality surrounding the fighting engine.
they like to sit around and joke and play with each others dicks..
i am serious about they gameplay but i am just venting about the team..
sorry, but the mk team doesn't give a fuck about u or hearing about ways to fix the EMBARRASSING quality surrounding the fighting engine.
they like to sit around and joke and play with each others dicks..
i am serious about they gameplay but i am just venting about the team..

0
Midway doesn't solicit ideas from the public.
Most of the people posting here should know this...
Sucks, cause there are a ton of great ideas here that they should use.
I guess this thread is like a fan fic. but of game play.
It's fun to just come up with stuff, even if you know it's not gonna get used.
But who knows, the developers might read some stuff and become inspired by it.
We did see some changes from MKDA to MKD that had to do with what people were posting.
Unblockable throws
Something to stop dial combos
faster movement
none of those were done very well, but you can see the influence...
Most of the people posting here should know this...
Sucks, cause there are a ton of great ideas here that they should use.
I guess this thread is like a fan fic. but of game play.
It's fun to just come up with stuff, even if you know it's not gonna get used.
But who knows, the developers might read some stuff and become inspired by it.
We did see some changes from MKDA to MKD that had to do with what people were posting.
Unblockable throws
Something to stop dial combos
faster movement
none of those were done very well, but you can see the influence...

0
Why do you want the computer to cheat???
The computer doing stuff that the player can't is one of those things that annoyed the hell out of me in the old games.
The stupid / super smart AI
Throw reversals = The computer throws you when you try to throw it.
Uppercut reversals = The computer uppercuts you when you try to uppercut it. And it doesn't even crouch.
Those are glitches that are bad for game play.
Instead, I'd reather have the computer just learn how to play. So it can do custom juggles and come up with human like strategies to beat you.
Unplayable secret characters are fine I guess...
I'd like to be able to play as them though, at least in a non story mode or something. Or with a code tool like game shark or that replay one.
To me it seems like a waste, to have them there and not be able to use them.
The computer doing stuff that the player can't is one of those things that annoyed the hell out of me in the old games.
The stupid / super smart AI
Throw reversals = The computer throws you when you try to throw it.
Uppercut reversals = The computer uppercuts you when you try to uppercut it. And it doesn't even crouch.
Those are glitches that are bad for game play.
Instead, I'd reather have the computer just learn how to play. So it can do custom juggles and come up with human like strategies to beat you.
Unplayable secret characters are fine I guess...
I'd like to be able to play as them though, at least in a non story mode or something. Or with a code tool like game shark or that replay one.
To me it seems like a waste, to have them there and not be able to use them.


About Me
Reptile Wins...Flawless Victory.
0
Instead of Alternative Costumes...we could sort of build on this. Like each button is a different costume from a different MK game.
So if you select Reptile say example.
Press circle and you get human Reptile, from MK1 and MK2.
Press x and you get MK4 style Reptile.
Press triangle to get DA, reptilian Reptile.
And of course press square to get the costume/outfit for that game.
Either that or have a custom character mode like Tekken 5 did.
This way you can have your character look like what you want. Like you build up points/koins and then you can buy certain looks, and accesories.
If you want Reptile to be human ok, make him human. If you want Sub-Zero unmasked, then do it. If you want to change Johnny Cages hair style well then ok. This would make alot of fans happy...because you can have your favorite character with their favorite look.
Just some suggestions.
So if you select Reptile say example.
Press circle and you get human Reptile, from MK1 and MK2.
Press x and you get MK4 style Reptile.
Press triangle to get DA, reptilian Reptile.
And of course press square to get the costume/outfit for that game.
Either that or have a custom character mode like Tekken 5 did.
This way you can have your character look like what you want. Like you build up points/koins and then you can buy certain looks, and accesories.
If you want Reptile to be human ok, make him human. If you want Sub-Zero unmasked, then do it. If you want to change Johnny Cages hair style well then ok. This would make alot of fans happy...because you can have your favorite character with their favorite look.
Just some suggestions.

0
What do you guys think about the new (No life gage) system in Fight Night Round 3?
Apparently, they are going to take out the standard life bars and have the fighters body language tell you how they are doing.
Like in a real fight, you just know how the opponent is doing by looking at them.
That sounds pretty interesting to me, I wonder if something like that can be made to work in a game like MK, Tekken, VF.......
I guess it could work with a stun / fatigue system.
Can anybody think of how this could be made to work in a fantasy style fighting game?
Also another thing that would make the fights more realistic is to focus on mostly upper body attacks.
Like high block you only block high attacks.
Low block would block attacks to your mid section and legs.
That way, you can have a lot more realistic combos, stuff you would see in a kung fu movie or a real fight, instead of video game style combos.
Attacking your opponent's legs would slow them down after a while and make their kicks weaker like in a real fight. It could also effect their balance = easier to knock down on a weak leg.
If their leg is hurt, if you block one of their strong kicks, they might stumble or take a little longer than normal to recover from the block.
The same thing to the rest of the body, work a certain area to weaken it.
Something to think about....
Apparently, they are going to take out the standard life bars and have the fighters body language tell you how they are doing.
Like in a real fight, you just know how the opponent is doing by looking at them.
That sounds pretty interesting to me, I wonder if something like that can be made to work in a game like MK, Tekken, VF.......
I guess it could work with a stun / fatigue system.
Can anybody think of how this could be made to work in a fantasy style fighting game?
Also another thing that would make the fights more realistic is to focus on mostly upper body attacks.
Like high block you only block high attacks.
Low block would block attacks to your mid section and legs.
That way, you can have a lot more realistic combos, stuff you would see in a kung fu movie or a real fight, instead of video game style combos.
Attacking your opponent's legs would slow them down after a while and make their kicks weaker like in a real fight. It could also effect their balance = easier to knock down on a weak leg.
If their leg is hurt, if you block one of their strong kicks, they might stumble or take a little longer than normal to recover from the block.
The same thing to the rest of the body, work a certain area to weaken it.
Something to think about....

0
I posted this idea a long time ago, before MKD came out I think, but now that I've seen it happen in Shaolin Monks, I want it more than ever.
Scorpion using his spear like a rope dart.
He looks awesome swinging the spear around.
I wanna see that in the next MK but make it faster, not slow like in MKSM.
Also, do more with it.
I also want his spear to be controlled with magic, so it can move like in the first MK movie.
It doesn't have to be alive, just use some telekinesis on it or some kind of magic.
I also want to be able to catch scorpions spear as a counter attack, kind of like in shaolin munks.
Thats another idea I posted a looong time ago.
It was awesome to see it happen.
Scorpion using his spear like a rope dart.
He looks awesome swinging the spear around.
I wanna see that in the next MK but make it faster, not slow like in MKSM.
Also, do more with it.
I also want his spear to be controlled with magic, so it can move like in the first MK movie.
It doesn't have to be alive, just use some telekinesis on it or some kind of magic.
I also want to be able to catch scorpions spear as a counter attack, kind of like in shaolin munks.
Thats another idea I posted a looong time ago.
It was awesome to see it happen.
First thing they need to do is make the fighting faster because it is extremely to slow for me and do something about that block like movement the characters do while they are fighting. It all needs to be more fluent and fast paced.
For the sake of all that is Holy can the characters be able to run because it feels like to snails or crawling up to each other just to get one hit off the other.
Lets fix the graphics as well but I'm assuming it will be better with the next gen consoles but lets really push it.
Why isn't when you do fatalitys no matter what it is it looks like your opponent just blows up and instead of having their head just fly off it blows up looking like pieces of flesh popcorn. what the hell is that. Lets make the fatalites look more really. If someone blows up have their actually body parts in pieces a leg here an arm their you get the point.
Why is it that their are no CG endings when you beat story mode. i think that is ridiculous in itself what era do we live in this isn't the 90's for crying out loud. We all what to see our favorite characters in CG form. Not cut scene just using the game graphics some high quality shit.
Forget all those mini games that is a waste you can be making a better fighting experience because last time I checked that what genre MK is in. Not to mention you could be adding another character.
Now as far as that mulitple fighting styles lets scratch that. Everyone should have one fighting style and one weapon that is all and aactually the weapons aren't needed. For the girl ninjas they can just poll them out and they might be the only exception with a few others like Kabal.
It would be nice if the story mode was a little more detailed with a CG at the beginning for each character cut scens in the middle to tell their story a little or they can use those drawings that thelike to put for the middle as they go along but in the end HQ CG's as I have said already.
Last but not least lets think long and hard about the new characters they mjake because most of them don't impress.
For the sake of all that is Holy can the characters be able to run because it feels like to snails or crawling up to each other just to get one hit off the other.
Lets fix the graphics as well but I'm assuming it will be better with the next gen consoles but lets really push it.
Why isn't when you do fatalitys no matter what it is it looks like your opponent just blows up and instead of having their head just fly off it blows up looking like pieces of flesh popcorn. what the hell is that. Lets make the fatalites look more really. If someone blows up have their actually body parts in pieces a leg here an arm their you get the point.
Why is it that their are no CG endings when you beat story mode. i think that is ridiculous in itself what era do we live in this isn't the 90's for crying out loud. We all what to see our favorite characters in CG form. Not cut scene just using the game graphics some high quality shit.
Forget all those mini games that is a waste you can be making a better fighting experience because last time I checked that what genre MK is in. Not to mention you could be adding another character.
Now as far as that mulitple fighting styles lets scratch that. Everyone should have one fighting style and one weapon that is all and aactually the weapons aren't needed. For the girl ninjas they can just poll them out and they might be the only exception with a few others like Kabal.
It would be nice if the story mode was a little more detailed with a CG at the beginning for each character cut scens in the middle to tell their story a little or they can use those drawings that thelike to put for the middle as they go along but in the end HQ CG's as I have said already.
Last but not least lets think long and hard about the new characters they mjake because most of them don't impress.


About Me
-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
0
bleed Wrote:
Midway doesn't solicit ideas from the public.
Most of the people posting here should know this...
Sucks, cause there are a ton of great ideas here that they should use.
I guess this thread is like a fan fic. but of game play.
It's fun to just come up with stuff, even if you know it's not gonna get used.
But who knows, the developers might read some stuff and become inspired by it.
We did see some changes from MKDA to MKD that had to do with what people were posting.
Unblockable throws
Something to stop dial combos
faster movement
none of those were done very well, but you can see the influence...
Actually, they do read these boards for gameplay ideas Bleed. I asked them about that at the E3 show. Boon an pals are definitely reading these gameplay threads for ideas. What better way to brainstorm ideas for free can you think of other than getting it from theese threads.Midway doesn't solicit ideas from the public.
Most of the people posting here should know this...
Sucks, cause there are a ton of great ideas here that they should use.
I guess this thread is like a fan fic. but of game play.
It's fun to just come up with stuff, even if you know it's not gonna get used.
But who knows, the developers might read some stuff and become inspired by it.
We did see some changes from MKDA to MKD that had to do with what people were posting.
Unblockable throws
Something to stop dial combos
faster movement
none of those were done very well, but you can see the influence...
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