Should they keep Stage Kills in MK7?
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posted05/20/2005 04:23 AM (UTC)by
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Subzero2
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04/12/2005 08:18 PM (UTC)
I would definately keep stage kills. I think almost every stage should have its own defining stage kill. Stage kills adds another element to the fighting in which you will need to constantlty focus on. I feel that the 3D motion which was used for mk:d allowed you to either escape from being knocked in a stage kill or position yourself to knock an opponent into the stage kill.

Stage kills also add an extra surprise in the fight especially if you have never even seen it done. For example: when I fought in the Steel Mill stage I was all of a sudden knocked on to the hot orange metal, (trying to crawl out and screaming in pain), thinking I was gonna get out and only suffer some damage when *SLAM*, I was crushed. Another example is when I fought in the Golden Desert stage, I knocked the my cousin into the wall where rocks began to hit his head and he lost some life, I was ready to finish the fight when when *GIFT* I was crushed by a Buddah. So unexpecting these 2 were the first time I seen them but of course I now know what happens in each stage kill and enjoy most of them still.

Some of the other stage kills are classic and innovative such as the infamous Pit, flesh frying dead pool, death defying falling CLiffs!!, 2 spiky meat purifying slaghter house rotators, slicing and dicing lasers in quan chi's fortress, quick penetration of spikes in the dragon temple, etc. These all have unique, funny, and down right brutal effects when ever it happens!

One thing which I love about stage kills is that it will allow you to turn the tables in the match drastically. For example: Say you only have 17% of your health bar left and your opponent has 50% of his bar left, Your last hope for winning that round could be a stage kill if you are able to pull it off. If you have ever one a round like that, then you know how good it feels to still be standing after that brutal incounter.

The only thing I would add/change to the stage kills in MK:D is at the end of it. I think it should say "FATALITY" when you kill them with a stage kill your final winning round.

Please post ur opinions on Stage Fatalities: Likes/Dislikes, Want it/Dont want it, Hate it/Love it, etc.

Ima bop off fo now glasses
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Smoke01
04/19/2005 12:53 AM (UTC)
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In deception, they were ok. But in MK7 I would like to see some work done on them if they do return. For example, if you get hit close to an edge or up against something that kills you in the stage, however much energy you have determines if you can climb back up or avoid being pushed into the death trap. Say you have full health and get knocked off an edg. By pressing a button a bunch of times you will climb up faster, but if you have low health you will have to press the button faster to climb up.

The reason that I would rather have it this way is because as much as I like it when I am getting my ass kicked and knock the other person into a death trap, I can't stand it when it happens to me.

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Baraka407
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04/19/2005 09:37 AM (UTC)
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I think that there should be deathtraps, but I don't think that so much of the level design should be focused on them. I like the idea of multi-tiered arenas more.

For example, in a level like the living forest, say a swampland perhaps, I would prefer to see a guy get knocked into a dirty brownish rushing rapid that takes him struggling and ghasping to another level below where the fighters battle it out up to their knees in water, rather than having the guy get eaten by a tree, impaled by a tree branch or eaten by pirhanas.

Some levels need deathtraps, especially pit-like traps. I definitely dig those. But some levels seemed to go overboard with the idea. Getting chomped by a mechanical head, eaten by pirhanas etc come to mind.

Also, if they do have deathtraps to the extent that they did in MK:D, then they have to have the option of turning them off like in MK:D. But my final thought is to maybe keep a few deathtraps, say five out of all of the backgrounds and concentrate more on uneven surfaces and multitiered levels. I'd love to see a level with five or six tiers done better than DOA3's big grassy circles that you fall down to over and over again.
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Chrome
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04/19/2005 04:29 PM (UTC)
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yes, instant kills aer a must. I am tired of the illogical fights in MK.
Also instant kills should be implemented. But for fatalities, they should remain untill the end of the match.
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Subzero2
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04/19/2005 04:31 PM (UTC)
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I like both of your ideas (Smoke and Baraka) and feel the same way as you do.

Smoke heres my take on your idea. Say you have 50% or more health and you get knocked in to a death trap, you should not even have to press any button to stay alive, you should automatically be able to get back to safety some how. If you have 50%-25% of health, THEN you should have to tap really fast to save your self. If you have 25% or less health, u should die like on Deception's death traps.

Baraka heres my take on your idea. I agree with pretty much everything you said and would only make note to one thing. Like you said you should be able to knock ur opponent to several places but in some of those places but definately not all there should be death traps in the mix. For ex. In the slaughter house, you cannot be killed by a death trap if you are on that first level with that skull but if you get knocked through the floor, you can get knocked in to that grinder.

Talk to ya laterglasses
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Subzero2
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04/21/2005 02:51 PM (UTC)
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Chrome Wrote:
yes, instant kills aer a must. I am tired of the illogical fights in MK.
Also instant kills should be implemented. But for fatalities, they should remain untill the end of the match.


lol I like what you said too you just wrote it 3 mins too early.grin We must have been writing at the same time.wink
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Kiasyd
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04/21/2005 06:05 PM (UTC)
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I'd keep them but I'd change them so that only strong single Attack such as a uppercut or a roundhouse can knock you in. No more cheap endless combos(subzero) getting death traps.
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ExiledChild07
04/21/2005 06:08 PM (UTC)
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Yes, but there should be a struggle, like:

A) the one getting killed should be able to fight his way back up, meaning the more health he has the easier it is to get up
B) He should be able to have a chance at throwing the enemy in the death trap

Meaning, I think the characters should struggle when death trap kills happen, not just poof, you're dead. Also, instant kills sound cool. Lastly, you should be able to break bones and rip off limbs.
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Skaven13
04/22/2005 08:33 PM (UTC)
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Deathtraps yes, but they should REALLY define the danger zone a little better. Many times I would be knocked into a trap and be, in my opinion, nowhere near the thing.
I also think the moves that send you into a trap should be a little more limited..only the most powerful moves, and none of the projectiles.
Although, if a projectile sent you into one, then I like what the person above said..a struggle to get out.
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DeathScepter
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04/22/2005 10:29 PM (UTC)
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Well a Man Eating Venus Fly Trap would be a interesting deathtrap
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Subzero2
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04/22/2005 11:34 PM (UTC)
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Skaven13 Wrote:
Deathtraps yes, but they should REALLY define the danger zone a little better. Many times I would be knocked into a trap and be, in my opinion, nowhere near the thing.
I also think the moves that send you into a trap should be a little more limited..only the most powerful moves, and none of the projectiles.
Although, if a projectile sent you into one, then I like what the person above said..a struggle to get out.


I agree with you on the projectiles knocking you in. I hated it for example, when I fought my friend and he kept knocking me into deathtraps with Liu Kangs high fire ball.furious

I kinda like it when I knock (or even get knocked into) a death trap when we are no where near it because it is so spontanious and adds an extra surprise in being killed.grin
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italianstallion
04/29/2005 01:48 AM (UTC)
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I think the deathtraps were perfect in MKD. I disagree with the idea of being able to get out, because it takes the fun out of deathtraps. If you hit your opponent into one and they get out it is discouraging to you and continue the battle less enthusiastic. And realistically, if you are knocked into a meat grinder or fall off a cliff, how could you escape? So i think the deathtraps are perfect the way they are and should stay that way.
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MKKitana
04/29/2005 10:01 AM (UTC)
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Yeah, I dont see any reason why the Death Traps shouldn't return. Just give the opportunity for them to be turned off, for those who don't like them or don't use them.
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Subzero2
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04/30/2005 06:45 PM (UTC)
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italianstallion Wrote:
I think the deathtraps were perfect in MKD. I disagree with the idea of being able to get out, because it takes the fun out of deathtraps. If you hit your opponent into one and they get out it is discouraging to you and continue the battle less enthusiastic. And realistically, if you are knocked into a meat grinder or fall off a cliff, how could you escape? So i think the deathtraps are perfect the way they are and should stay that way.


Good point! I guess a resolution to that problem would be to have different kinds of death traps. Some death traps such as meat grinders, lava, dead pool, etc. that cant you cant possibly slip away from realistically should kill yiou the same way they do in MKD when you can be killed with 100% of health left. Other deathtraps such as the pit, hells foudary, dropping buddah, closing spikes in dark prison, etc. are escapable or avoidable and should abide by the methods I mentioned earlier. Also the animations should be adjusted accordingly to which death trap you are trying to escape from. I just feel that being able to control your character when he is in danger of some death traps makes you feel more like you are in control of everything you character goes through. glasses

As for what you said MKKitana, MKD does infact allow you to turn off death traps.wink
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LadyRaiden
05/02/2005 07:40 PM (UTC)
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I feel they should keep the deathtraps, but perhaps not as much and/or revamped a little. The idea of being able to free yourself from some deathtraps is a good one. Perhaps being sent into some should be harder than just the one hit. Like getting thrown in a lava pit where there is nothing between you and it, should be easy...maybe you can even accidently fall in, but where there is a wall between you and the trap (ie the Nexus) make it harder. Going through a stone wall shouldn't be that easy, Maybe the wall should have to be hit a few times before allowing someone to fall through. Also, I would like an option to turn off the warning lights. More of a challenge not knowing exactly where a trap is unless you've already know and then you can use that to you advantage.
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chaosruler
05/05/2005 09:53 PM (UTC)
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I think they should keep them but should be at the end bcuz it gets really annoyin when i am kickin ass and the person is almost dead and i have full health they would attack me and then i would die.
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DragonKing901
05/07/2005 11:22 PM (UTC)
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I Think they should keep Death Traps in MK7 beacuse I like the giant Meat Grinder in the Slaughterhouse.
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chaosruler
05/16/2005 11:48 PM (UTC)
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i think they should have them at the end or when you are abaout to die b-cuz u can be a great fighter in mk and fight the biggest noob and he could kill u by simply hitting u off.
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Subzero2
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05/17/2005 12:10 AM (UTC)
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chaosruler Wrote:
i think they should have them at the end or when you are abaout to die b-cuz u can be a great fighter in mk and fight the biggest noob and he could kill u by simply hitting u off.


IMHO(in my honest opinion) I believe that if you get knocked into a death trap by the biggest noob, You are in fact the noob.

A very good fighter knows how to avoid being killed by death traps and would rarely if ever be knocked in it by a noob unless of course you let them win wink.
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DanGe
05/17/2005 05:08 PM (UTC)
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Keep them but make better ones
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CUBSFAN3458
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05/18/2005 01:31 AM (UTC)
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Yes! They need to keep deathtraps! Like when your really frustrated with someone and you can't beat them (other than Onaga he can't go into deathtraps) you can push them in a deathdrap and they die instinlly that's the magic of deathdraps! I think they should keep the Golden Dessert and Dark Prison areanas!furious
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reflectionsfade3
05/18/2005 11:52 PM (UTC)
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there was a concept for mkd like the one sub zero suggested... it's almost liek a test your might to get you out of a death trap
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Vengence
05/20/2005 04:23 AM (UTC)
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Some excellent ideas here. I like the instant kill thoughs. If anybody remembers the old barbarian fighting game. It had a cool head chop move, which if you got hit, it was all over. It was easy to duck or block, but with the right strategy you were able to pull it off.

Stage fatalities should have the struggle your all talking about, sounds excellent. How about being able to do a special move while in the death trap. Like I get kicked in with scorpion, and just before I get squashed, minced, etc I harpoon my opponent and drag them in with me. (perhaps have a lassoo or whip or something so every character can use them).

I would also like to see something like an arena with minions running around the outside. If you get knocked off you can climb back up, but while you are off the arena, the minions can fight you.

I dunno, but stage kills rock!
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