The MK:Deception gameplay thread.
0
posted08/04/2004 07:14 AM (UTC)by
Avatar
cartmansp
Avatar
Member Since
03/18/2004 02:15 AM (UTC)
I've seen so many ideas about improving MK:Deception's gameplay in other threads, I decided to make this thread so people can orginize their thoughts. Although the game hasn't been released yet, it would be foolish to wait that long since by then it would be too late.

Here my idea...

Counter moves These moves would be very helpful, as long as they aren't as easy to pull off as the ones in DOA. It would also be cool if you could counter a counter. It would take quick thinking. An example of a counter move would be,"The oppenent kicks you, but you catch his foot and knock down his other one, causing him to fall." An example of countering a counter would be,"After the opponent's foot is captured, he quickly jumps and kicks the player in the face before the player could trip him"

Remember, be sincere in your posts. Don't just flame people who have a different opinion than yours. Take other people's opinions seriously and treat them with respect. If you respect them, they'll respect you. Also, don't just say the gameplay needs to be like Tekken/SC2/DOA/ect. Give examples of what you mean. Tell what aspects of a certain game you would like to see implemented in MK:Deception. Be as descriptive as you can.
Avatar
DMitch
06/08/2004 12:52 AM (UTC)
0
jk...tongue

Not bad... don't have any thoughts myself...
Avatar
DMitch
06/08/2004 12:52 AM (UTC)
0
Sorry for the double post.
Avatar
DRFATALITY
06/08/2004 12:55 AM (UTC)
0
I was about to make a thread like this LOL.The counters can be easy to perform but it's all about timing.The timing of a reversal plays a big part.Thats what I loved about MKDA's reversal system.All it needs is diffrent kind of reversal positions and moves.Plus everyone should have a reversal.Especially if the charcter is in a Grapple style a fighting someone like Jax.

Death Traps:

The Death Traps are cool but in a way it's really cheap.I think a good hard hit should knock someone in the Death trap.Not some regular hit that looks weak.
Avatar
Wanderer
06/08/2004 01:16 AM (UTC)
0
Primary Stuff

I would like faster response times to moves. This would allow manual combos (say you kick, you can follow up with a punch for a 2-hit). This allows you to create your own strings/combos, as well as quick one-two jabs/kicks.

Obviously, a sidestep or dodge would be in order.

Secondary Stuff

The ability for weapons/moves to strike one another when both hit simultaneously. I never saw this in Deadly Alliance. Say both of you throw a punch, when they hit, you hear a loud "CRACK" (and maybe a visual effect) and both opponents stumble to the side or backwards.

A lunge or dash option. This can be used one of two ways. 1) You can lunge at your opponent as a "startle" manuever, making them backtrack one or two steps. 2) You can follow up with a move or tackle. A dash option is just that, a dash. You move forward quickly to start a combo/etc.

Broken bones would look nice, but Mortal Kombat style. You can still walk on a broken leg and still hit with a broken arm. It would just look limper.

Styles should have more than simple "fist to fist" techniques. Escrima is primarily a weapon style, and should be used as such. You can still use your limbs, but having a stage weapon opens up more options/moves for that style.

With that, you shouldn't always drop your weapon when changing styles. Some styles allow you to "unlock" more moves with that weapon.

I'll add more later as they come to me.
Avatar
colguile
Avatar
About Me

MENTHOL:I hope the super unlockable is a video of Boon fucking Playboy models on a bed full of money in his mansion.

PSN:Realguile

06/08/2004 01:17 AM (UTC)
0
1-Hit detection- Better. A lot better. As mentioned mnay time before MKDA did not FLOW. It was choppy as hell. MKD looks the exact way.

What do I mean when I refer to flow? Look at a hit in DOA. When the person is hit the react to that spot. They do not move they are stunned in the SPOT they are hit allowing for a combo or juggle which will THEN cause the body to move out of juggle/combo range.

Q: But colguile won't that allow for inifintes?
A: No scrub. If you have what is known as a juggle conter the comboed body will die/go inactive after a certain amount of hits. ALSO they say they are going to put in combo breakers which will make things even more advanced.

Q: Colguile will combo breakers work in the air while you are being juggled?
A: I don't know. The MK team has given us NOTHIING on combo breakers except that they may be in the game.

Q: Well colguile....seeing as how that is how do we know if it can be abused or not? Is it on a charge meter like S groove in CvS or maybe like th AGGRESSOR meter in MKT?
A: Again, as a consumer of this product I would like all of the fact towards the gameplay put out so we can find these things out too but sadly I have no idea. We'll just have to wait to see if it can be broken or not.

2- AUTOCOMBOS These things suck all kinds of ass. If you are going to put in combo breakers with autocombos get ready for long matches of nothing.

Whoever breaks first-lands 60% juggle combo-Keep away finish. That's how I look at it. I hope i'm wrong. As far as the autocombos go. They suck. Why are they still there? Why? IT LIMITS THE OVERALL COMBOABILITY OF THE FREAKING GAME. If I have a AUTOLINK from a FP to a LP that has a SLOW recovery if you do not chain into HP again I will get killed. Autocombos allow for no experimentation in the gameplay which is 90% of the fighting game genre: MAKING YOU OWN COMBOS. How in the hell am I supposed to play a fighter that has combos (not links; combos, there is a difference) already put in. There goes the replayability in the gameplay. THAT is what made MKDA so cruddy for REAL fighter fans. No expansion past the konquest crud.

You want an a example of a game that offers that same "konquest" experience that also has combos set up for you but unlike MK allows for FREE EXPERIMENTAION IN THE GAME ENGINE?????? You really wanna know?

Street fighter EX. That game has what was called a expert mode. In that mode thay would take a player through 16 different missions they would have to complete. each mission was a specific combo. Ranging from a: J.HK--C.MP--C.MK-QCF+P--QCFX2+P to the more advanced: J.HK--C.MP--C.MK-QCF+P--QCFX2+P--QCBX2+K--C.MK--FDFF+P--cancel--QCBX2+K.

Over time combos like that one listed above became mid level in terms of difficulty rather than hard as was 'implied'.

That is the advantage of a 'free combo system' the combos ilisted can be canceled at ANY TIME to allow for a juggle or just to charge meter. Yet does not allow for inifintes. How do you not allow for inifinites? You make the combos hard to do. Damn hard. Someone who wants big damage will have to do a bigger more complex combo in order to complete it not to mention you have to set up and LAND the combo. Half of the experimention is in finding the set ups and seeing how broad you can make them. MK DOES NOT HAVE THIS. The set up in ALWAYS a FP or a MK. Never something different. You can always predict the combo.


MK could get rid of the autocombos and make it a more free system to allow of experimentation and increase the replay value in the game. Just a few weeks ago i found myself playing EX2+ and doing maniacs. About a year ago inifinites wer found where you do not have to use excels.

To me and people like me Playing a game to it's limits (which hopefully is deep) is 99% of the reason you buy a fighter. To be able to take a game, max out, and play against others.


more to come.
Avatar
Wanderer
06/08/2004 01:20 AM (UTC)
0
Ya know, coguile, I've been trying to think of a way to say about how much autocombos/dial-a-combos suck, but you did it PERFECTLY. Nice, man. Real nice.
Avatar
cartmansp
06/08/2004 01:39 AM (UTC)
0

Drfatality Wrote:
Death Traps:

The Death Traps are cool but in a way it's really cheap.I think a good hard hit should knock someone in the Death trap.Not some regular hit that looks weak.
\

Yeah, It looks weird when a person gets launched into a grinder with a weak punch.


Wanderer Wrote:
Primary Stuff

I would like faster response times to moves. This would allow manual combos (say you kick, you can follow up with a punch for a 2-hit). This allows you to create your own strings/combos, as well as quick one-two jabs/kicks.

Obviously, a sidestep or dodge would be in order.

Secondary Stuff

The ability for weapons/moves to strike one another when both hit simultaneously. I never saw this in Deadly Alliance. Say both of you throw a punch, when they hit, you hear a loud "CRACK" (and maybe a visual effect) and both opponents stumble to the side or backwards.

A lunge or dash option. This can be used one of two ways. 1) You can lunge at your opponent as a "startle" manuever, making them backtrack one or two steps. 2) You can follow up with a move or tackle. A dash option is just that, a dash. You move forward quickly to start a combo/etc.

Broken bones would look nice, but Mortal Kombat style. You can still walk on a broken leg and still hit with a broken arm. It would just look limper.

Styles should have more than simple "fist to fist" techniques. Escrima is primarily a weapon style, and should be used as such. You can still use your limbs, but having a stage weapon opens up more options/moves for that style.

With that, you shouldn't always drop your weapon when changing styles. Some styles allow you to "unlock" more moves with that weapon.

I'll add more later as they come to me.


Good ideas. I really like the idea of a staggering affect.


colguile Wrote:
1-Hit detection- Better. A lot better. As mentioned mnay time before MKDA did not FLOW. It was choppy as hell. MKD looks the exact way.

What do I mean when I refer to flow? Look at a hit in DOA. When the person is hit the react to that spot. They do not move they are stunned in the SPOT they are hit allowing for a combo or juggle which will THEN cause the body to move out of juggle/combo range.

Q: But colguile won't that allow for inifintes?
A: No scrub. If you have what is known as a juggle conter the comboed body will die/go inactive after a certain amount of hits. ALSO they say they are going to put in combo breakers which will make things even more advanced.

Q: Colguile will combo breakers work in the air while you are being juggled?
A: I don't know. The MK team has given us NOTHIING on combo breakers except that they may be in the game.

Q: Well colguile....seeing as how that is how do we know if it can be abused or not? Is it on a charge meter like S groove in CvS or maybe like th AGGRESSOR meter in MKT?
A: Again, as a consumer of this product I would like all of the fact towards the gameplay put out so we can find these things out too but sadly I have no idea. We'll just have to wait to see if it can be broken or not.

2- AUTOCOMBOS These things suck all kinds of ass. If you are going to put in combo breakers with autocombos get ready for long matches of nothing.

Whoever breaks first-lands 60% juggle combo-Keep away finish. That's how I look at it. I hope i'm wrong. As far as the autocombos go. The suck. Why are they still there? Why? IT LIMITS THE OVERALL COMBOABILITY OF THE FREAKING GAME. If I have a AUTOLINK from a FP to a LP that has a SLOW recovery if you don not chain into HP again I will get killed. Autocombos allow for not experimentation in the gameplay which is 90% of the fighting game genre. MAKING YOU OWN COMBOS. How in the hell am I supposed to play a fighter that has combos (not links combos) already put in. There goes and replayability in the gameplay. THAT is what made MKDA so cruddy for REAL fighter fans. No expansion past the konquest crud.

You want an aexample of a game that offers that same "konquest" experience that also has combos set up for you but unlike MK allows for FREE EXPERIMENTAION IN THE GAME ENGINE?????? You really wanna know?

Street fighter EX. That game has what was called a expert mode. In that mode thay would take a player through 16 different missions they would have to complete. each mission was a specific combo. Ranging from a: J.HK--C.MP--C.MK-QCF+P--QCFX2+P to the more advanced: J.HK--C.MP--C.MK-QCF+P--QCFX2+P--QCBX2+K--C.MK--FDFF+P--cancel--QCBX2+K.

Over time combos like that one listed above became mid level in terms of difficulty rather than hard as was 'implied'.

That is the advantage of a 'free combo system' the combos ilisted can be canceled at ANY TIME to allow for a juggle or just to charge meter.


MK could get rid of the autocombos and make it a more free system to allow of experimentation and increase the replay value in the game. Just a few weeks ago i found myself playing EX2+ and doing maniacs. About a year ago inifinites wer found where you do not have to use excels.

To me and people like me Playing a game to it's limits (which hopefully is deep) is 99% of the reason you buy a fighter. To be able to take a game, max out, and play against others.


more to come.


Great idea, hit detection would add a lot of realism, I really think MK:Deception should have that "flowing" feel.
Avatar
HDTran
Avatar
About Me

I don't want a bigger movelist Boon. I want a reason to use more than
10% of the ones you've given me. Fix MK with Move Properties.

06/08/2004 01:53 AM (UTC)
0
Expanding what I put on another thread.

MOVE PROPERTIES
- There just has to be a reason for you to use moves besides speed, or else everyone will use the fastest most damaging moves (other ones don't have chances of connecting and aren't safe.. thus easy unbalance in MKDA). The current layout of MKDA mixup is entirely a simplistic game where it really comes down to your mid-to-autocombo, fastest low attack, dashing, sidetep. This makes 90% of the moves useless. No one uses the harder more powerful moves because they never connect or always get outprioritized.
- Moves that stagger on blocking, setting up for frame advantage or setups.
- Moves that crumple and stagger low for more low hits to connect, but not enough for a juggle.
- Moves that are slower with more delay, but will beat out other attacks during its animation (either complete animation or part of its animation). For example, Liu Kang does a little hop kick poke. Obviously he should ignore being hit by low attacks. Or a powerful rushing character ramming the opponent so hard that mid-attacks and high cannot stop him/her.
- Moves that set you up for better frame advantage so that the next clash is in your favor, even if you use a slightly slower move.
- Unblockable moves for weapon so that the weapon stance isn't useless for most characters.

THROWS
- A decent throw game that punishes blockers and has a few throws with different breaks/positioning. Obviously throws need to have breaks for mixing up, "throw" characters should have stronger throws as well as different breaks to break their throw. (MKDA's current throws are high priority mids)
- Multi-throws for throw characters.

COUNTERS/REVERSALS
- Counters & Reversals (Basic, but MKDA doesn't really have it. The stance reversal move is pathetic.) We reversal for each high/mid/low rather than a universal one, as well as good tuning on basic timing, etc.

GROUND GAME
- Ground game (Okizeme) game getting up (both to take down the one standing over you and to keep the one down from getting up)
- Moves that specifically knock you face down for off the ground (OTG) hits and mixups.
- Off the Ground Hits to hit an opponent that lays on the ground too long or doesn't techroll.

JUST FRAMES
- Just Frames (moves changing entirely into other moves when a motion is done during certain frames)

FRAME ADVANTAGE
- Frame Advantage (as of this point, you have NO frame advantage whatsoever in MK because of its rigidness)

JUGGLES
- Real Juggles instead of just strings. (MKDA only has a few real juggles that are useful) As ColGuile has outlined above, MK needs a far better juggling system.

PROJECTILES
- Make them track so they can't be sidestepped, but must be blocked. That way most characters will have a reason to use projectiles in their mixups to punish sidesteppers.
Avatar
HDTran
Avatar
About Me

I don't want a bigger movelist Boon. I want a reason to use more than
10% of the ones you've given me. Fix MK with Move Properties.

06/08/2004 01:55 AM (UTC)
0

Drfatality Wrote:
I was about to make a thread like this LOL.The counters can be easy to perform but it's all about timing.The timing of a reversal plays a big part.Thats what I loved about MKDA's reversal system.All it needs is diffrent kind of reversal positions and moves.Plus everyone should have a reversal.Especially if the charcter is in a Grapple style a fighting someone like Jax.

Death Traps:

The Death Traps are cool but in a way it's really cheap.I think a good hard hit should knock someone in the Death trap.Not some regular hit that looks weak.


I agree with you DRFatality, but you gotta remember that the death traps are really just decorated ringouts. In that manner, also think that it should be harder to hit them in, but maybe less accessible than how they are now. (ex. Those stages where you knock them to another level and they are infavorably next to the death trap) So overall, you should land in a much more safe location even though the death trap is still on your side.. its still a bit far off.

As for that stage that keeps getting smaller.. well.. who knows about that one.
Avatar
DRFATALITY
06/08/2004 01:59 AM (UTC)
0

HDTran Wrote:
Drfatality Wrote:
I was about to make a thread like this LOL.The counters can be easy to perform but it's all about timing.The timing of a reversal plays a big part.Thats what I loved about MKDA's reversal system.All it needs is diffrent kind of reversal positions and moves.Plus everyone should have a reversal.Especially if the charcter is in a Grapple style a fighting someone like Jax.

Death Traps:

The Death Traps are cool but in a way it's really cheap.I think a good hard hit should knock someone in the Death trap.Not some regular hit that looks weak.

I agree with you DRFatality, but you gotta remember that the death traps are really just decorated ringouts. In that manner, also think that it should be harder to hit them in, but maybe less accessible than how they are now. (ex. Those stages where you knock them to another level and they are infavorably next to the death trap) So overall, you should land in a much more safe location even though the death trap is still on your side.. its still a bit far off.

As for that stage that keeps getting smaller.. well.. who knows about that one.


That stage that gets smaller and smaller seems a little weird.I mean won't you keep having matches because it's a draw?
Avatar
scorpion15152004
06/08/2004 02:32 AM (UTC)
0
I don't think the death traps are cheap,we always beg for death traps now we get them some of you are saying they are cheap.
Avatar
cartmansp
06/08/2004 02:59 AM (UTC)
0

scorpion15152004 Wrote:
I don't think the death traps are cheap,we always beg for death traps now we get them some of you are saying they are cheap.


The death traps just look sorta weird. I mean, how can you launch somebody more than 30 feet backwards with a simple punch?
Avatar
still_lordofmk
Avatar
About Me

What makes you think you stood a chance...

06/08/2004 04:06 AM (UTC)
0

HDTran Wrote:
Expanding what I put on another thread.

MOVE PROPERTIES
- There just has to be a reason for you to use moves besides speed, or else everyone will use the fastest most damaging moves (other ones don't have chances of connecting and aren't safe.. thus easy unbalance in MKDA). The current layout of MKDA mixup is entirely a simplistic game where it really comes down to your mid-to-autocombo, fastest low attack, dashing, sidetep. This makes 90% of the moves useless. No one uses the harder more powerful moves because they never connect or always get outprioritized.
- Moves that stagger on blocking, setting up for frame advantage or setups.
- Moves that crumple and stagger low for more low hits to connect, but not enough for a juggle.
- Moves that are slower with more delay, but will beat out other attacks during its animation (either complete animation or part of its animation). For example, Liu Kang does a little hop kick poke. Obviously he should ignore being hit by low attacks. Or a powerful rushing character ramming the opponent so hard that mid-attacks and high cannot stop him/her.
- Moves that set you up for better frame advantage so that the next clash is in your favor, even if you use a slightly slower move.
- Unblockable moves for weapon so that the weapon stance isn't useless for most characters.

THROWS
- A decent throw game that punishes blockers and has a few throws with different breaks/positioning. Obviously throws need to have breaks for mixing up, "throw" characters should have stronger throws as well as different breaks to break their throw. (MKDA's current throws are high priority mids)
- Multi-throws for throw characters.

COUNTERS/REVERSALS
- Counters & Reversals (Basic, but MKDA doesn't really have it. The stance reversal move is pathetic.) We reversal for each high/mid/low rather than a universal one, as well as good tuning on basic timing, etc.

GROUND GAME
- Ground game (Okizeme) game getting up (both to take down the one standing over you and to keep the one down from getting up)
- Moves that specifically knock you face down for off the ground (OTG) hits and mixups.
- Off the Ground Hits to hit an opponent that lays on the ground too long or doesn't techroll.

JUST FRAMES
- Just Frames (moves changing entirely into other moves when a motion is done during certain frames)

FRAME ADVANTAGE
- Frame Advantage (as of this point, you have NO frame advantage whatsoever in MK because of its rigidness)

JUGGLES
- Real Juggles instead of just strings. (MKDA only has a few real juggles that are useful) As ColGuile has outlined above, MK needs a far better juggling system.

PROJECTILES
- Make them track so they can't be sidestepped, but must be blocked. That way most characters will have a reason to use projectiles in their mixups to punish sidesteppers.


I agree with u completely, especially about the weapons, reversals and projectiles. I think the MK team should definately implement all these features into the game.
Avatar
Satyagraha
Avatar
About Me

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

06/08/2004 04:12 AM (UTC)
0
Movement in D needs to be seriously adressed. There needs to be a real SS, not this 8way crap and auto SS when an atack is thrown out - and auto tracking should thus be adressed, too. As such, characters need to have varying properties with-in their side step. Lateral range vs. quickness vs. crouch while stepping, etc.

There is, apparently, going to be a dash. I don't have any idea how it will be implemented. None the less, it needs to be delt with along the lines of the SS. Different characters = different properties.

Move properties need to take center stage. Frame adv/dissadvantage, guard break/stun, invulnerable frames vs high/med/lows, tracking, etc. Projectiles need to take a cue from 2d. That is, they need to fill the fucking screen and provide a means for preasure and spacing/zoning.

Also, there needs to be a buffer. We need a few frames of buffer space in between moves; peeps bitch about DA being "chopy." A few buffer frames would fix that. This would also accomodate movement - which I'm a whore for - and allow for "flow" between ss, dash, bd, inputs, etc.

As stated earlier, the entire ground game needs to be adressed. Oki, the tech system, wake up...all of it needs to be put in check. I'd like to tech when "I" want to. K, thanks.

Canned spam needs to go, that shit is soooo 90's. If a buffer system and well implemented move properties reside, then there really isn't a need for canned spam. Aside for a 1,2,1 or 3,4,2 or somthing just to poke with and get gauranteed shit of CH.

All mechanics are built upon one another. Buffers allow for movement options, which in turn allow you to zone, space, rush down and exploit those abusable moves with their sweet ass properties. Allowing for creativity with in the scope of the player.

Also, I'm personally not worried about death traps. Cheap? Aside from game altering glitches, nothing is cheap; there is always a way around something that's abusable. You just need to play risky and know what you're doing. IE, don't get near a fucking death trap. If D has adressed movement issues, then there shouldn't be a problem.
Avatar
HDTran
Avatar
About Me

I don't want a bigger movelist Boon. I want a reason to use more than
10% of the ones you've given me. Fix MK with Move Properties.

06/08/2004 02:53 PM (UTC)
0
Speaking of Counterhits, a lot of things need to require counterhits while some others don't. Generally launchers should require counterhits if they're faster, slower launchers shouldn't, etc.
Avatar
tgrant
Avatar
About Me
Project MKK: Coming soon...

Currently working on: MKD & MKA - The One Ring Theory
06/08/2004 03:13 PM (UTC)
0
I have so many threads with gameplay improvement ideas. I don't know where to start. Some are realistic ideas, others are not. they're designed for fun gameplay though.
Here are some.

Ground attacks

I was thinking that instead of just getting up after a knockdown, characters should have some ground attacks that they can perform whilst on their back. It would save getting up and walking into an opponents chain combo. Attacking the enemy whilst grounded would cause them to think twice about their approach. This would also help people who didn't find the tech rol useful like myself.


Arena damage, Weapon Kombat and Evasion

Here are some ideas for MK6 I had. Given the extent of some of them, they’d probably never happen, but it’d be cool if they did. This is pretty long! Weapons should be able to be thrown. For instance, Kitana's fan throw, even though it used to be her special move, they turned it into her impale. If it missed, or was blocked you lost the fans. On walled stages, the fans should get stuck in a wall allowing for an attempt to retrieve them or maybe even have the enemy get them and use them. I suppose throwing swords and stuff would work as an impale or it could be implemented as doing a chunk of damage and shaving the enemy maybe. Also, they can be thrown low.

If weapons can be thrown, then obviously your going to want to stop them from hitting your. Basically, if it’s thrown low you can jump over it. If thrown high then you can either block (although that’s not realistic). I also don’t like the idea of sidestepping. That makes it too easy to avoid! In this case, three defensive maneuvers can be put in. Firstly, the opponent can deflect with their own weapon if they have it out and knock it out of the air to the ground. Secondly, they could dive out of its way in a given direction or thirdly, spin around the weapon and catch it out of the air if they are unarmed. Therefore, you have a defensive move for whether your unarmed or armed. The second one can be used in either case.

In the case of arena damage, I think that projectiles should cause explosions or craters depending on what you hit. The explosions would deal damage to both characters. Instead of sending a fireball at the opponent, you could aim it so it hits the object near them causing an explosion that causes a lot of damage. We’re in 3d now, it should be able to be done. If your caught in the blast, of course you’ll take damage too. Other special moves should also trigger explosions and stuff from vibrations and other stuff. In MKDA they had the statues being destroyed, so they could be used to inflict damage by their flying debris as they crumble, but you’d also risk hurting yourself if you hit them from a distance. Two projectiles hitting each other should also cause a minor explosion, causing slight damage if your caught in the blast radius and maybe even knocking the opponent back knocking them off guard for a second or so. It’d also be cool to see the characters cutting down some structures with their weapons as they hit them, doing gradually increasing damage until the object breaks or collapses.

Also, falling through floors would be great or if the ceiling collapsed on the opponent. For instance, Sub would freeze the ground in front of him and then you’d have to smash the floor with another attack to fall through. but you’d have to fight off the opponent before they smash it. In the case of the freezing, the surface would now be slippery. Falling through would cause the falling character (the one who didn’t break the ground) some major damage. Projectiles could be shot at the ground opening up craters to fight in or aimed at the ceiling to have rocks etc fall onto the enemy.
Avatar
tgrant
Avatar
About Me
Project MKK: Coming soon...

Currently working on: MKD & MKA - The One Ring Theory
06/08/2004 03:24 PM (UTC)
0
Here are some more of my ideas! I didn't want to make the other post too long.

Cartwheels, Dives, Flips, Rolls and Wall Jumps

I was thinking that these four things could be implemented into gameplay to help escape and prevent characters and players from getting stuck in a corner or against a wall. They would also help with movement around the arena and evading attacks.

Cartwheels: Can be used after a shove to move out of the opponents path if backed into a corner or against a wall. Can also lead into the wall jumps.

Dive: At close range you can use it to avoid projectiles and maybe leap up and get a sneak attack on the enemy from the side. Can also use to dive out of a corner and evade high attacks.

Rolls: A normal roll forward, backwards, or sideways. Can use to quickly avoid attacks and escape potential trapping.

Flips: Like the flips on MKDA, but given to all characters. Maybe flips over the opponents heads could be put in too.

Wall jumps: Jump of walls to the move to the side of the opponent and maybe even turning and running up them and flipping off to escape corners or potential trapping. Also, if rushing the opponent you could leap of a wall behind them and attack them from behind and then use a roll to escape.


Steering Projectiles in 3D

I don't know about you all, but I got a little fed up of characters and human opponents just sidestepping projectile attacks and then hammering away at me because of the lag time!

I was thinking that the characters could steer their projectiles slightly to the left or right at an angle to catch side-steppers. If you can determine which way they'll step you can catch them off guard. I'm sure in reality characters would actually do this rather than firing straight forward all the time and having them avoid it.

It could be done in game by simply moving the second joystick diagonally up or down or by tapping the d-pad in the same directions after the projectile is released.

If you hit and they block, you get to recover and suffer no lag time or them retaliating. Although if they move in the opposite direction, your probably going to get hit back!


Special and Accessory Blocking

I was looking at some pics of the MKDA characters and realised that they could utilise their accessories into Kombat. Basically, they could use them to block attacks without receiving damage, however these would be cut or damaged rendering them useless so you’d have to block normally again. Also, in the case of Sub-Zero and Frost, you can use a special block which uses your powers to guard damage.

Kung Lao could use his hat as a weapon thanks to the rim and he could use it to block weapon attacks without receiving damage.

Raiden could use his hat to block whilst Sub-Zero and Frost create a temporary ice barrier to prevent block damage and maybe even attack damage.

Imagine Kenshi tying the bandana around his eyes around your own during a throw rendering your character blind for a bit. When you attack their attack isn’t direct and you miss without careful aiming.

Jax could use his gun, but if it gets cut in half that special move cannot be used again.




Avatar
HDTran
Avatar
About Me

I don't want a bigger movelist Boon. I want a reason to use more than
10% of the ones you've given me. Fix MK with Move Properties.

06/08/2004 03:31 PM (UTC)
0

Satyagraha Wrote:
Movement in D needs to be seriously adressed. There needs to be a real SS, not this 8way crap and auto SS when an atack is thrown out - and auto tracking should thus be adressed, too. As such, characters need to have varying properties with-in their side step. Lateral range vs. quickness vs. crouch while stepping, etc.

There is, apparently, going to be a dash. I don't have any idea how it will be implemented. None the less, it needs to be delt with along the lines of the SS. Different characters = different properties.

Move properties need to take center stage. Frame adv/dissadvantage, guard break/stun, invulnerable frames vs high/med/lows, tracking, etc. Projectiles need to take a cue from 2d. That is, they need to fill the fucking screen and provide a means for preasure and spacing/zoning.

Also, there needs to be a buffer. We need a few frames of buffer space in between moves; peeps bitch about DA being "chopy." A few buffer frames would fix that. This would also accomodate movement - which I'm a whore for - and allow for "flow" between ss, dash, bd, inputs, etc.

As stated earlier, the entire ground game needs to be adressed. Oki, the tech system, wake up...all of it needs to be put in check. I'd like to tech when "I" want to. K, thanks.

Canned spam needs to go, that shit is soooo 90's. If a buffer system and well implemented move properties reside, then there really isn't a need for canned spam. Aside for a 1,2,1 or 3,4,2 or somthing just to poke with and get gauranteed shit of CH.

All mechanics are built upon one another. Buffers allow for movement options, which in turn allow you to zone, space, rush down and exploit those abusable moves with their sweet ass properties. Allowing for creativity with in the scope of the player.

Also, I'm personally not worried about death traps. Cheap? Aside from game altering glitches, nothing is cheap; there is always a way around something that's abusable. You just need to play risky and know what you're doing. IE, don't get near a fucking death trap. If D has adressed movement issues, then there shouldn't be a problem.


Good shit Satya, definately need those for a better flowing game.
Good ideas T.

My fav's that you mentioned are:

Ground attacks

This would be good. Like on Soul Calibur, you can do some damn good ground attacks on that. IMO this should definately be added, instead of being open to an attack whilst down there and can do nothing about it.

Wall jumps

I love this too, I hate getting stuck in a corner with no way out! It's really annoying (Especally when it's on hard). Having wall jumps would sort this
Avatar
GrinningEvilDeath
Avatar
About Me

To anyone who cares, I'm not banned. I left of my own accord. This place is dead to me now.

06/08/2004 05:20 PM (UTC)
0
I'd like to see special moves having the ability to start and end standing combos. I've found a few examples in MKDA. With Li Mei I like to start with her backflip kick, then go right to her 4,4,5,d+1 (I think) then while they're bounced do her flying fist attack. I'd like to see more combos like that. No more combo-special move-combo patterns.
Avatar
cartmansp
06/08/2004 11:46 PM (UTC)
0
These are all great ideassmile


Here's another...

Chargeable Moves - I would really like to see this in MK. The ability to charge moves would not only look cool, but it would also increase the affect/damage of a move. For example, "While charging Sub Zero's ice ball by holding down the button, the ball of ice would get larger and more powerful. If the ice ball hits the opponent after Subby releases it, the opponent would be frozen for a longer period of time than normal." Heres and example for Bo Rai Cho's Foot Stomp "After lifting his leg, Bo Rai Cho would focus all his energy on his foot. Once he stomps the ground, dust would rise from the ground. If the move connects with the opponent, it will do more damage than normal"

I would like to see this option available with Li Mei's sparkler, Liu Kang's fire ball, Kai's verticle fireball, Jax's ground punch, Ermac's nova blast, Quan Chi's skull projectile,ect.

cartmansp Wrote:

Chargeable Moves - I would really like to see this in MK. The ability to charge moves would not only look cool, but it would also increase the affect/damage of a move. For example, "While charging Sub Zero's ice ball by holding down the button, the ball of ice would get larger and more powerful. If the ice ball hits the opponent after Subby releases it, the opponent would be frozen for a longer period of time than normal." Heres and example for Bo Rai Cho's Foot Stomp "After lifting his leg, Bo Rai Cho would focus all his energy on his foot. Once he stomps the ground, dust would rise from the ground. If the move connects with the opponent, it will do more damage than normal"

I would like to see this option available with Li Mei's sparkler, Liu Kang's fire ball, Kai's verticle fireball, Jax's ground punch, Ermac's nova blast, Quan Chi's skull projectile,ect.


Good stuff wink

Charge up moves are great (*Thinks of Samus' charge up blast from SSBM!*). Each character should have one charge up attack, and should be very unique that involves the characters individual powers - Very much like the examples you stated cartmansp
Avatar
cartmansp
06/09/2004 12:15 AM (UTC)
0

IcedOutLinKueiWarrior Wrote:
Good stuffsmile

Charge up moves are great (*Thinks of Samus' charge up blast from SSBM!*). Each character should have one charge up attack, and should be very unique that involves the characters individual powers - Very much like the examples you stated cartmansp


Thanksgrin

I think the charge should be triggered by holding down the button.

cartmansp Wrote:

I think the charge should be triggered by holding down the button.


Oh me too, got to keep it nice and simple grin
Pages: 2
Discord
Twitch
Twitter
YouTube
Facebook
Privacy Policy
© 1998-2025 Shadow Knight Media, LLC. All rights reserved. Mortal Kombat, the dragon logo and all character names are trademarks and copyright of Warner Bros. Entertainment Inc.