lets talk the pit in mk 11
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lets talk the pit in mk 11
01/02/2019 10:03 AM EST
01/02/2019 10:06 AM EST

over the games the fall has been longer from mk 1- mk 3 . do you think nrs will or should improve the height of the pit fall? also what would you like to see at the bottom?

i always thought instead of spikes have it over a bed of water with a beach theme where the oppoent falls into a group of pirhanas

There you go, finding a hidden advantage in an unfortunate circumstance; using pain to take you to the next level. Those are the things that turn players into kings.

kotally1
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RE: lets talk the pit in mk 11
01/02/2019 10:19 AM EST
01/02/2019 10:23 AM EST

Include (new) Pit 4, although i don't know what realm it would reside in.

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RE: lets talk the pit in mk 11
01/02/2019 10:24 AM EST
DAHK9

Include (new) Pit 4, although i don't know what realm it would be in.

another idea for a new pit stage is a bridge on top of a volcano similar to star wars episode 3 where its somewhat active during the fight

There you go, finding a hidden advantage in an unfortunate circumstance; using pain to take you to the next level. Those are the things that turn players into kings.

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RE: lets talk the pit in mk 11
01/02/2019 11:47 AM EST
01/02/2019 11:52 AM EST

Your ideas does not really strike me as the nature of what the Pits really are. Your proposal sounds like Hell (a stage in MK Armageddon).

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RE: lets talk the pit in mk 11
01/02/2019 11:59 AM EST
DAHK9

Your ideas does not really strike me as the nature of what the Pits really are. Your proposal sounds like Hell (a stage in MK Armageddon).

if you can do better i like to hear it

There you go, finding a hidden advantage in an unfortunate circumstance; using pain to take you to the next level. Those are the things that turn players into kings.

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RE: lets talk the pit in mk 11
01/02/2019 12:19 PM EST
01/02/2019 12:20 PM EST

A new Pit could have vaults which you collapse in to (in areas), instead of a bed of sharp spikes. I always liked the idea of someone or something being present to finish you off, if you survive in the lower level.

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RE: lets talk the pit in mk 11
01/02/2019 12:25 PM EST

It's an old and overused concept.

The stage Fatalities should be unique in their own way:the Kove in MK X was amazing because totally unexpected I liked also the refugee camp one.

However MK9 had amazing stage Fatalities too. Let's try a different concept than spikes and acid and long falls.

The catapults and steam rollers in MK Armageddon were awesome, for instance. Let's be creative sometimes.

Despite the general consensus I admire MK X for having all new arenas and different than usual stage Fatalities (excluding the pit).

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RE: lets talk the pit in mk 11
01/02/2019 12:31 PM EST
DAHK9

A new Pit could have vaults which you collapse in to (in areas), instead of a bed of sharp spikes. I always liked the idea of someone or something being present to finish you off, if you survive in the lower level.

not bad not bad at all

There you go, finding a hidden advantage in an unfortunate circumstance; using pain to take you to the next level. Those are the things that turn players into kings.

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RE: lets talk the pit in mk 11
01/02/2019 02:02 PM EST
TheOneAndOnlyDemonKing

i always thought instead of spikes have it over a bed of water with a beach theme where the oppoent falls into a group of pirhanas

Heh, this suggestion reminds me of the deathtrap from the Yin-Yang Island in MK Deception! I think we are definitely overdue for something this.

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RE: lets talk the pit in mk 11
01/02/2019 02:46 PM EST
]{0MBAT
TheOneAndOnlyDemonKing

i always thought instead of spikes have it over a bed of water with a beach theme where the oppoent falls into a group of pirhanas

Heh, this suggestion reminds me of the deathtrap from the Yin-Yang Island in MK Deception! I think we are definitely overdue for something this.

thats the exact reason my friend. youd think for a franchise that involves multiple realms we can get more new stages. some even with interactive fatalities . i always loved ying yang island

There you go, finding a hidden advantage in an unfortunate circumstance; using pain to take you to the next level. Those are the things that turn players into kings.

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RE: lets talk the pit in mk 11
01/02/2019 04:30 PM EST
01/02/2019 05:36 PM EST

(One more thing) I don't know who or what could construct such an awkward and barbarous strucure. The same could be said for many of the MK stages. Maybe it was elite workers who would be rewarded, using devices that were ahead of their time.

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RE: lets talk the pit in mk 11
01/02/2019 06:31 PM EST

I think that "the pit" can return every game in my opinion.

The Pit is a cult-background.

It doesnt need to have spikes at the bottom but it needs to be brutal.

And the outcome of the fall should be different everytime, depending on whitch position the pit-fatality is being done.

For example: the last pit in MKX made a very good return but the outcome of it was everytime the same, arm cutoff and same "drop into the spikes"

But if you knock your opponent down from a different postition (maybe in the corner or something) he smashes against the side wall and drops with his head first on the spikes. Or from another position his leg will be cut off first.

And the camera should be more active during the "pit fatality", moving down with the opponent.

Small changes but more diverse.

I personally like to see "the pit3" being revamped: your opponent falls into those grinders and being mowed to death, screaming for his life!

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RE: lets talk the pit in mk 11
01/02/2019 07:07 PM EST
01/02/2019 08:05 PM EST

I personally liked MK2’s. Just a nice satisfying splat.

You work with what you got...not what you hope for.

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RE: lets talk the pit in mk 11
01/02/2019 07:33 PM EST
Detox

I personally liked MK2’s. Just a nice satisfying splat.

I also liked the MK2 pit the most no doubt, that 3d fall was just...indeed satisfying.

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RE: lets talk the pit in mk 11
01/02/2019 08:12 PM EST

What if one pit holds each characters' designated animal; that way, your opponent lands in the pit to be destroyed by an animality. This could be a secret code you punch in as the opponent falls.

Liu Kang has a dragon obviously.

Sand Shark/Worm for Erron Black.

Insects/bees for Davorah.

If Reptile is not in the game, he could cameo here.

All and all that`s all we all are.
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RE: lets talk the pit in mk 11
01/02/2019 11:02 PM EST
Detox

I personally liked MK2’s. Just a nice satisfying splat.

MK2's pit is indeed the best among a bunch of really well done finishers. I'm fine with The Pit being in every game from here on out, it's the most iconic stage they've ever made.

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RE: lets talk the pit in mk 11
01/03/2019 12:47 AM EST

It seems like the pit they have been going with is a combination of the Pit 1 and 2; the double bridges and blue tint of 2 with the stage fatality and location of 1.

I do like the simplicity of the pit being a bridge over a pearilous hazard, and I do think they should keep it simple and have the stage fatality be the spikes. However I think the rest of it, the aesthetics, can change.

I think the aesthetic of the realm that new character was in is pretty interesting; maybe we could see a cleaner, more pristine look for ther pit. The platform could resemble one of the helix shaped gears seen in the trailer. The background could be some kind of mystical void, maybe with some time related elements like gears or hour glasses decorating the backdrop

Now that I think about it, maybe the spikes could actually be the teeth of a cog wheel. Imagine an opponent landing and getting impaled on one of those, but instead of dying instantly they struggle as the cog turns with every tick. Eventually the opponent would be crushed between cogs as they rotate. A little bit like the pit 3 but less instantaneous.

hey
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RE: lets talk the pit in mk 11
01/03/2019 01:56 AM EST
Pinndrop

What if one pit holds each characters' designated animal; that way, your opponent lands in the pit to be destroyed by an animality. This could be a secret code you punch in as the opponent falls.

Liu Kang has a dragon obviously.

Sand Shark/Worm for Erron Black.

Insects/bees for Davorah.

If Reptile is not in the game, he could cameo here.

or or what about npc like dhramin hsu-hao ect basicly the damned charachters nobody liked . have them like in cages only to have them released and they perform a tag team fatality

There you go, finding a hidden advantage in an unfortunate circumstance; using pain to take you to the next level. Those are the things that turn players into kings.

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RE: lets talk the pit in mk 11
01/03/2019 06:31 AM EST
Detox

I personally liked MK2’s. Just a nice satisfying splat.

This. It's far more brutal than the spikes. I'd like to see it make a return.

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RE: lets talk the pit in mk 11
01/03/2019 07:59 AM EST
01/03/2019 08:18 AM EST

Given what Shang Tsung’s courtyard looks like in the trailer, I’d love to see a more destroyed look to the pit. Tethered pieces of bamboo haphazardly replacing parts where stone is missing on the bridge, some of the lights out and/ or laying on the ground, perhaps a windy rainstorm blows debris around.

As far as stage weapons, there could be loose rocks to throw, bamboo to swing and smash against opponents, and perhaps one of the lit lanterns could be laying on its side, connected to a piece of metal and the players could pick that up and smash the opponent in the face, sending sparks flying.

As for the pit bottom, I think it’d be cool, both for the stage theme and just in general, to have the bottom caved in, so when the player falls, we see leaning spike pillars in the background, as well as tumbled spike pillars, but instead of the ground, players fall in to a hole that looks almost like an open mouth.

They could either land directly in the middle with a splat against the hard, crumbled concrete, or they could tumble against the rusted, jagged spikes still sticking out of the sides of the caved in slabs that form the walls of the hole, then hit the bare floor as either a shredded body, a puppy mess with clothes or little more than meat and entrails depending on how many spikes they hit. Maybe they even get stuck to the wall depending on the angle.

Would that work?

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RE: lets talk the pit in mk 11
01/03/2019 09:26 AM EST

The area that is shown during Raiden's super from Injustice2 could make a perfect pit from my POV. Hell if Raiden is confirmed final boss, he should be fought in that area.

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RE: lets talk the pit in mk 11
01/03/2019 02:40 PM EST

I would like to see a version that has both MK1 and 2 fatalities depending on what side you’re on. I miss the MK2 fatality

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RE: lets talk the pit in mk 11
01/04/2019 12:18 AM EST

I don't mind any pit, to be honest, and it would be kind of kool to see the mk3 one in 3D.

The one selfish wish I have for a new pit stage though, is if they could have more than one animation for the victim. How cool would that be?

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RE: lets talk the pit in mk 11
01/04/2019 04:43 AM EST

The Pit 3 (to my knowledge) is one of the few original classic arenas to never be given a 3D homage. I mean, The Bank hasn't been redone but nobody cares about The Bank.