Should MK8 use MKvsDC engine?
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Should MK8 use MKvsDC engine?
11/21/2008 04:25 PM EST
I totally think so.

MK vs DC has good gameplay and fun new combat modes. I think MK8 should deliver all of that, plus more.

It would provide an excellent gameplay foundation and would save the MK team time by not having them build a combat system from scratch.

I just think MK8's gameplay should not be so straightforward. Less button-mashing and more counterattacks, indirect strikes, wake-ups, etc. That, with fighting styles and at least 2 extra combat features would be SO perfect.

Do you think MK8 should use the MKvsDC engine? If so, what features would you want added or changed?
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RE: Should MK8 use MKvsDC engine?
11/21/2008 04:25 PM EST
You mean MK9. Yeah, I said it.

And yes. Refined, of course, but yes.
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RE: Should MK8 use MKvsDC engine?
11/21/2008 04:29 PM EST
Someone please move this to the Future Games forum.

Thank you!!
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RE: Should MK8 use MKvsDC engine?
11/21/2008 04:30 PM EST
As long as they add a wider assortment of combos. I wouldn't mind. The pro moves thing is cool. But not exactly reliable in online, i.e. LAG.
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RE: Should MK8 use MKvsDC engine?
11/21/2008 04:47 PM EST
Yeah, I also think it's better to use the current engine. More time to spend on the real MK-stuff.

Btw, I don't want the fighting styles and stuff to return. MK has allways been about pulling of special attacks. I hated it when regular fighting was more the emphasis of the game. If I want to play regular fighting, I would take Tekken.
I also like pulling of combo's, put the main thing still needs to be special attacks.
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RE: Should MK8 use MKvsDC engine?
11/21/2008 04:50 PM EST
Yes.
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RE: Should MK8 use MKvsDC engine?
11/21/2008 05:45 PM EST
Nah. In my humble opinion, of course.

It's the best version of the latter-day fighting system yet, and I enjoy it, but I'm ready for something completely different. More emphasis on hand-to-hand combat (albeit not at the expense of the special moves) is what I need.
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RE: Should MK8 use MKvsDC engine?
11/21/2008 07:33 PM EST
Yeah, I think the engine can still be used. However, they need to
purge those combat animations and start fresh with some new
basic moves that look smooth and fluid, as well and up the anti
in terms of graphics. While MK vs DC looks good, I've definitely
seen better graphics delivered on the unreal 3 engine. So yeah,
they need to step up their game and deliver a true MK game that
will knock our socks off and bring back those disappointed fans
that have since abandoned the series and didn't care for MK vs DC.
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RE: Should MK8 use MKvsDC engine?
11/21/2008 08:24 PM EST
They definitely can use the same MK vs DC Universe engine. However, they can enhance the graphics and the combo system as well with some other features.
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RE: Should MK8 use MKvsDC engine?
11/22/2008 12:29 AM EST
if they could make the fighing seem less stiff and still use this system then yes. Also they should spend more time improving the graphics...especially hair. wonder womans hair looked like it was made of plastic.
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RE: Should MK8 use MKvsDC engine?
11/22/2008 06:58 AM EST
I'd be for it, yea.

This is a good start, but it's not at all done.

(repost)
They should keep this mechanic, because it's fine. NOW?, they should revisit some of the longest combos from the older games, and figure out how to simplify, and give us control of "the jab, the elbow, and the back-hand..........the knee, the high kick, and the round-house". haha..



See? Right now we're close...but because it's all that exist in this game, we only have control of the "the knee, and the round-house"...for instance. lol It's working, but there's some common sense, and a little bit of control still missing.
====(/repost)=====

Now, Qs(Tb), since you mentioned the modes and stuff, I think they'd need to take these little modes out of continuous play. FreeFall and Close Combat. Those things could stick around because they don't necessarily hurt gameplay, but they need to be particularly placed.

-Close Combat I think, would be most useful:

a.) in a corner situation, where the mechanic changes a little bit to either let the aggressor have a chance at capitalizing on that potential, or to get the other player out of that unique circumstance in a particular arena. I don't like where it's placed now, or that it's as simple as pressing a button that makes me have to be stuck dealing with my opponent that way. I feel like it should have alot more options, be moved to suit specific situations, or gotten rid of completely.

or

b.) in a really well done story mode situation that sees the player get trapped and have to fight his//her way out of it. Claustrophobia + Fear of being attacked or taken advantage of in small quarters. I feel like it would be better suited to happen once or twice in an overall konquest type mode, and that it should be very intense, and have alot of options while dealing with that gameplay situation.

- FreeFall Combat, I think could just be a part of one or two particular arenas.

- Test Your Might could be the similar to as it is in MkvsDc, and like I describe free-fall combat. Particularly placed in one or so specific arenas. Not littered all over the place. That makes me want to turn all these things off.

or..

Expand the idea of a test your might situation, and refer back to an idea I had a while ago, where we download maps and earn "things" about the characters through completing the challenges in said "maps". A character builder that challenges the player and the characters weak and strong points in one. I make the point that taking Sub-Zero through a hell type map should give me something. A garment that relates to Sub-Zeros back-story, or an extra power, or a big bucket of money, experience points that I can use to acquire new moves....something specific to the character should be gained from doing these things.

Other than that, I don't like the idea of bringing these modes back into gameplay.
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RE: Should MK8 use MKvsDC engine?
11/22/2008 11:04 AM EST
Give everyone a few combos that are almost completely different from every other character, give everyone wall counters (running up walls, bouncing off walls etc., and add a technical counter system (hi-low-and maybe even some fireball counters) and I'll be good.
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RE: Should MK8 use MKvsDC engine?
11/22/2008 01:22 PM EST
I think using the same engine would be great, just need a little work on the combos. I have been playing MK vs DC online a ton, the game is just so much fun and pretty easy to pick up...reminds me of the good old days.glasses
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RE: Should MK8 use MKvsDC engine?
11/22/2008 01:53 PM EST
Mah, I dunno. MKvsDC's engine really doesn't feel next-gen too me. I think it would need some major tinkering too really win me over.

It has promise, but I'm hoping MK8 is much more than MKvsDC with only MK characters.
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RE: Should MK8 use MKvsDC engine?
11/23/2008 03:33 PM EST
The MK vs DC engine is great, they should just add more combos for the next MK.
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RE: Should MK8 use MKvsDC engine?
11/23/2008 03:54 PM EST
They should totally reuse it, which they will
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RE: Should MK8 use MKvsDC engine?
11/23/2008 05:01 PM EST
If there's more combos and special moves yeah
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RE: Should MK8 use MKvsDC engine?
11/24/2008 12:12 AM EST
If they took out klose kombat and test your might entirely and maybe refined free fall kombat, I'd be interested. I don't want minigames in my fighting game. I don't want a situation where I can't have access to certain moves becasuse I'm stuck in one long set of predetermined animations (or rather, the set of moves that I can use has changed/drastically reduced).

I could see refining free fall, to where you get to use more moves and it's more unique for each character (not just their super move), but I'd rather see it in a situation where you're falling down a hill/long flight of stairs or slipping/sliding down a long shallow river/iced over river. Because while I know that MK characters are somehow immune to things like huge falls now (wasn't that a fatality in MK2? Ya know, get punched off the pit and land on the ground and die? Oh well), they still look rediculous given the distance they fall through the air, only to be fine when they get up.

But yeah, adding alot more combos that are unique to each character would be great, as well as giving characters even MORE special moves. Especially moves that take 3D into account, or at least cover more space so that simply walking into or out of the screen for a second doesn't render the move useless (back in the 2D era, projectiles were always coming at ya and you had to either duck, block or jump over them, in other words, you had to account for them).

Either way, I think that the MK vs DC fighting engine is sound, and with some improvements and added depth, I'd have no problem with seeing it return.

As for other modes...Can we GET some freakin modes in this game? Survival mode? Tournament mode? Tag mode? Kreate a fighter? I know you problably meant something else by "modes" but the word "modes" immediately made me think of the fact that MK games have always been sorely lacking in GOOD, SINGLE PLAYER/2 PLAYER, FIGHTING MODES. I capitalize those three becasue while Midway can get one or two of those right every now and then, they haven't released a game that has all three together. They'll have a bunch of single player/ 2 player content, but they won't be fighting modes etc.

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RE: Should MK8 use MKvsDC engine?
11/24/2008 01:52 PM EST
Yes they should.
Favorite Character:SUB-ZERO
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RE: Should MK8 use MKvsDC engine?
11/24/2008 06:40 PM EST
The engine is good enough, but they need to completely revamp the system within that engine. They need to get serious and spend time making a quality fighting system (which is why it would be best if the MK team were working for a more financially stable company) and stop reusing animations that have been here since MKDA. Expand the mo-cap team, hire better animators and artists, actually think logically about what makes the fighting system most stable and playable, and don't just shove combo breakers and gimmicks in to cover up the cracks.
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RE: Should MK8 use MKvsDC engine?
11/25/2008 05:57 AM EST
Needs a theme too. A good "fighting concept" that drives the way things feel and work....

There isn't really one in MKvsDC. Or lately really. It's just a bunch of kicks, punches, and projectiles.
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RE: Should MK8 use MKvsDC engine?
11/29/2008 04:34 PM EST
It is definitly a step in the right direction. There is always room for improvment however. Keep it? Yes and expand.
What im wanting is more work torward the counter system. Get rid of the breakers and put more counters in.
Let me explain better, They could use the block button for two different functions. One function is of course blocking...if you hold the button down. Now, what im thinking for the second use is tap the block button right as the opponents attack hits and your character could smack the attack away.

With this they are open to attack for a split second, however they can also counter back as well. Picture martial arts movies where they keep countering one another for a while before one of their attacks actually connect. I think It would make matches more intense and you would have to think and act quick.
More advanced players would have more interesting matches that could last a good while and once that person wins there would be a sence of accomplishment
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RE: Should MK8 use MKvsDC engine?
11/29/2008 07:19 PM EST
That's a very good idea. I'd love to see that, and you could have down + block to parry low attacks, since you need a low as well.

As for low attacks, I think one thing that pretty much all fighting games do is stupid and it looks crappy: crouching. I don't want to see that, it stops the fight from looking more movie like, and while it's useful for dodging, I'd like to see that done another way. Low attacks should just be low attacks, not crouching attacks, it just looks crappy.

I think that block tap function could work like you said where block hold is high block, block plus down is a low block (but you don't crouch), and block tapping are the evasion and counter moves. Block tap + back is a quick evasion away from a move if you time it right (but the timing for this is forgiving), block tap forwards is an evasion under a move and towards, and then block tap and block tap + down are counter/parries. It should be based on levels of timing, so there's not just a discrete set of frames where you can parry, you can perform the move on more frames of the opponent's attack with more of a pleasing result should you get it quicker.
Say an opponent attacks with a high attack, if you block tap catch it in it's last quarter of frames you will fail and be hit, if you get it in it's second to last quarter of frames you will stop the attack, but there'll be no frame advantage for you. If you get it in it's second quarter, you'll parry the attack, getting frame advantage, if you hit the button in it's first quarter, you'll execute a damaging counter which gives you some extra damage and then you get the frame ad of the parry. If you somehow get it on it's very first frame, you'll execute an in-game Fatality, but this is obviously way dificult to do.
So. It's a five stage process: fail, stop, parry, counter+parry, and Fatality!

Actually, it'd be a good if MK could use the Euphoria engine. It's be great for stuff like that.
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RE: Should MK8 use MKvsDC engine?
11/29/2008 08:10 PM EST
I like how you think T. It would all be fluid motion also, no split second pause when you counter.
I like the fatality idea, but instead of being able to perform it anytime, it can only work when the opponents life bar is almost empty. It would make the other player try that much harder not to lose
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RE: Should MK8 use MKvsDC engine?
11/29/2008 11:53 PM EST
O1Kage Wrote:


Token Wrote:


Ya, I'm on board with you guys too. That sounds exquisite. I've tried mulling something similar over in my own mind, but nothing ever really worked out. I like your idea.

Although token, I generally don't like fooling with where the fatality is placed. I'd always prefer for Fatalities to be exclusive to ending a match indefinitely.

The only save to that rule is for Konquest mode.

===

What's the matter with:

fail, stop, parry, counter+parry, and aggressor

??

Maybe integrate the brutality instead of the fatality? That would showcase an aggressor.

I've always liked the idea of the aggressor feature, I just wasn't feeling the functionality of it all the time. Rage mode sorta does this well for MkvsDc but it seems like a one shot deal for this game only.

Either way, I like the idea of keeping the action intense.
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