The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 11, 2015 17:39:14 GMT -5
Put Kof related stuff for the new game or things you want in the new game here:
I know some things I'd like for the next Kof.
Obvious stuff : *** Great netcode from the start (with crossplay would be awesome).***
Gameplay wise:
1. Less emphasis on touch of death combos (lol I land ex command grab or cr b, now eat 800+ damage). Cut down on the eternal loops, juggles, etc. Make normals, specials, and supers more damaging to compensate like in older games. 1 or 2 drive cancels are fine but long touch of death loops really hurt the neutral game.
2. Stronger hitboxes on grounded normals to anti air better. Less powerful "derp" air moves (tone down jump cd's to cut on spam, hammer fist, etc.)
3. Balance was solid but it would be better if SNK would stop purposefully making console exclusive characters stronger than others.
4. Less corner carry.
5. More moves on the characters as many are missing moves.
6. Tone down the "derp" moves. (Kim st d, Chin Ex Roll, Karate qcf+P, etc.)
7. That's pretty much it I think. Still a great game but it could definitely use a few tweaks here or there.
That's a start at least lol.
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Post by doomfanatiq on Feb 11, 2015 21:54:43 GMT -5
1) great netcode is a must !!! 2) decrease walkspeed, kof13 chars walk really fast lol 3) 0 touch of death combos this is not marvel !! 4) better accessibility, don't want the game to die again 5) better tutorials to teach on practical stuffs such as anti air, tech throws, guard crush, and not only focus on combos tutorials to attract newcomers. 6) last but not least, make my mains benimaru, lori and kyo top tier is a must !
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Feb 11, 2015 22:22:49 GMT -5
1) great netcode is a must !!! 2) decrease walkspeed, kof13 chars walk really fast lol 3) 0 touch of death combos this is not marvel !! 4) better accessibility, don't want the game to die again 5) better tutorials to teach on practical stuffs such as anti air, tech throws, guard crush, and not only focus on combos tutorials to attract newcomers. 6) last but not least, make my mains benimaru, lori and kyo top tier is a must ! I'm glad you agree about the touch of death stuff. I feel it really adds nothing to the game. I hope the game is the best balanced yet. The more balanced the better. How do you feel about their movesets in this game compared to the older games?
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Post by doomfanatiq on Feb 12, 2015 4:20:19 GMT -5
1) great netcode is a must !!! 2) decrease walkspeed, kof13 chars walk really fast lol 3) 0 touch of death combos this is not marvel !! 4) better accessibility, don't want the game to die again 5) better tutorials to teach on practical stuffs such as anti air, tech throws, guard crush, and not only focus on combos tutorials to attract newcomers. 6) last but not least, make my mains benimaru, lori and kyo top tier is a must ! I'm glad you agree about the touch of death stuff. I feel it really adds nothing to the game. I hope the game is the best balanced yet. The more balanced the better. How do you feel about their movesets in this game compared to the older games? the touch of death combos are such a turn off for newcomers, of course i hate it even though i enjoyed doing it lol. no point doing it on dummy when there's no more potential players left in the scene lol. 30-50% depending on meters are great, but not when its 100%. i dislike that they always made different versions for example Kyo and lori and give them different movesets to justify. i hope that they stick to one version and give them movesets of the rest of the version if possible, and balance it so that they won't be OP with too many different tools. i also want playable chris, yashiro and shermie in the next version, what about u ?
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Feb 12, 2015 4:40:19 GMT -5
I'm glad you agree about the touch of death stuff. I feel it really adds nothing to the game. I hope the game is the best balanced yet. The more balanced the better. How do you feel about their movesets in this game compared to the older games? the touch of death combos are such a turn off for newcomers, of course i hate it even though i enjoyed doing it lol. no point doing it on dummy when there's no more potential players left in the scene lol. 30-50% depending on meters are great, but not when its 100%. i dislike that they always made different versions for example Kyo and lori and give them different movesets to justify. i hope that they stick to one version and give them movesets of the rest of the version if possible, and balance it so that they won't be OP with too many different tools. i also want playable chris, yashiro and shermie in the next version, what about u ? That's how they were in the old Kof, more moves. Touch of death nonsense is a turnoff to many veterans too. I believe the "do a flashy comeback" thing is more for the casuals to feel "hype" about, like in Marvel. The problem is custom combos end up being overpowered because it rewards too much off of stray hits and encourages fishing and hurts the neutral game. Then they weaken the damage of normals, specials, and supers to make the custom combos worth using. So you anti air a Benimaru who jumps around like crazy 3 times and he is barely hurt. He lands one poke and then he kills you or does like 80% damage. Same with other characters. Just isn't balanced play risk/reward wise and it heavily favors meter and grinding out combos. I have no problem with execution and damage (SF4 has too low damage for my taste and has the opposite problem), but I want the damage to be balanced.
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Post by doomfanatiq on Feb 12, 2015 19:16:11 GMT -5
the touch of death combos are such a turn off for newcomers, of course i hate it even though i enjoyed doing it lol. no point doing it on dummy when there's no more potential players left in the scene lol. 30-50% depending on meters are great, but not when its 100%. i dislike that they always made different versions for example Kyo and lori and give them different movesets to justify. i hope that they stick to one version and give them movesets of the rest of the version if possible, and balance it so that they won't be OP with too many different tools. i also want playable chris, yashiro and shermie in the next version, what about u ? That's how they were in the old Kof, more moves. Touch of death nonsense is a turnoff to many veterans too. I believe the "do a flashy comeback" thing is more for the casuals to feel "hype" about, like in Marvel. The problem is custom combos end up being overpowered because it rewards too much off of stray hits and encourages fishing and hurts the neutral game. Then they weaken the damage of normals, specials, and supers to make the custom combos worth using. So you anti air a Benimaru who jumps around like crazy 3 times and he is barely hurt. He lands one poke and then he kills you or does like 80% damage. Same with other characters. Just isn't balanced play risk/reward wise and it heavily favors meter and grinding out combos. I have no problem with execution and damage (SF4 has too low damage for my taste and has the opposite problem), but I want the damage to be balanced. LOL exactly, ground anti air is absolute garbage in kof13 because the risks rewards is imbalance. that's why kof13 at times become a monkey game at high level because jump CD is a better anti air than ground and nobody want to risks getting hit on ground anti air. hrmm, i am thinking 4-5 meters with hd for 70-80 % maybe, or 1-3 meters for 30-50%, so that opponents still have a chance for comeback after landing the combos and make it a hype match instead of orhhh, he's dead if the combo doesn't drop. as for sf4, i think the damage scaling is too much lol, but then if u don't allow for scaling, some chars like ryu/eryu/akuma who hits so hard becomes OP without the scaling because they have the easiest fadc combo. it's much more complicated than kof lol.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Feb 12, 2015 19:26:56 GMT -5
That's how they were in the old Kof, more moves. Touch of death nonsense is a turnoff to many veterans too. I believe the "do a flashy comeback" thing is more for the casuals to feel "hype" about, like in Marvel. The problem is custom combos end up being overpowered because it rewards too much off of stray hits and encourages fishing and hurts the neutral game. Then they weaken the damage of normals, specials, and supers to make the custom combos worth using. So you anti air a Benimaru who jumps around like crazy 3 times and he is barely hurt. He lands one poke and then he kills you or does like 80% damage. Same with other characters. Just isn't balanced play risk/reward wise and it heavily favors meter and grinding out combos. I have no problem with execution and damage (SF4 has too low damage for my taste and has the opposite problem), but I want the damage to be balanced. LOL exactly, ground anti air is absolute garbage in kof13 because the risks rewards is imbalance. that's why kof13 at times become a monkey game at high level because jump CD is a better anti air than ground and nobody want to risks getting hit on ground anti air. hrmm, i am thinking 4-5 meters with hd for 70-80 % maybe, or 1-3 meters for 30-50%, so that opponents still have a chance for comeback after landing the combos and make it a hype match instead of orhhh, he's dead if the combo doesn't drop. as for sf4, i think the damage scaling is too much lol, but then if u don't allow for scaling, some chars like ryu/eryu/akuma who hits so hard becomes OP without the scaling because they have the easiest fadc combo. it's much more complicated than kof lol. Basically the neutral game is watered down because pokes are weak and do little damage, as do projectiles. The combo game and corner carry is way too strong and it basically promotes jumping around like a jackass and fishing for confirms because the reward is insane. I can't count how many times I've used Mai against Takuma and opened him up 5-6 times and get him down to around 25% for him to land one invincible command grab or hit and then combo me for 90% into a victory. That design is dumb. SF4 has the opposite problem. Nothing really hurts except for raw ultra so people can play stupid because they can make many mistakes before the damage adds up. If a cl hp did 15% damage or so for instance, people would think before their reckless jumping. To do any real damage you have to spend a lot of meter and have extremely precise execution while getting out of bad situations allows too much mashing. I would like a better balance between single hits and combos so one doesn't become too strong. The problem is the more "gimmicks" you add (HD, Ultra) the more you have to weaken other stuff to make those things relevant. So you land a lot of normals and all that hard work is shot down the drain with a random ultra or confirm into HD. Bleh.
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Post by Deleted on Feb 13, 2015 7:53:05 GMT -5
I really love the current meter system in xiii but agree with getting rid of touch of death combos. Unless hd combos scaled like ash sans culotte...poor ash I feel it should not exist. Instead make it drive cancel only type of system. Every single character has the ability to get good damage off a single drive cancel with meter. I don't want ex moves to return based on how they changed the balance of xiii. Scaling on cmd grab combos (looking at you takuma) As long as the defensive options stay the same kof will remain a great game. Increasing hurt boxes on jump cds and other normals will pretty much fix the risk reward of jumping. Also would like some of the stupider short hops to be more floaty (Kyo for example) I play multiple low tier teams (Robert, Athena, Ash) and also some top tier teams (Beni, ex Iori,Kyo) I know for a fact if ex moves and hd combos didn't exist it would be an even playing field for almost every character. I am considered pretty decent in the competitive kof xiii scene. These are just my opinions based on a game I'm considered good in so I'm probably kinda biased haha. I love xiii how it is and wouldn't be disappointed if xiv didn't change much but I do want the kof community in general to increase. If change is a must then I can live with that. Mostly drawn towards the character roster anyways!!
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
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Post by The Big Daddy C-Master on Feb 13, 2015 9:13:52 GMT -5
I really love the current meter system in xiii but agree with getting rid of touch of death combos. Unless hd combos scaled like ash sans culotte...poor ash I feel it should not exist. Instead make it drive cancel only type of system. Every single character has the ability to get good damage off a single drive cancel with meter. I don't want ex moves to return based on how they changed the balance of xiii. Scaling on cmd grab combos (looking at you takuma) As long as the defensive options stay the same kof will remain a great game. Increasing hurt boxes on jump cds and other normals will pretty much fix the risk reward of jumping. Also would like some of the stupider short hops to be more floaty (Kyo for example) I play multiple low tier teams (Robert, Athena, Ash) and also some top tier teams (Beni, ex Iori,Kyo) I know for a fact if ex moves and hd combos didn't exist it would be an even playing field for almost every character. I am considered pretty decent in the competitive kof xiii scene. These are just my opinions based on a game I'm considered good in so I'm probably kinda biased haha. I love xiii how it is and wouldn't be disappointed if xiv didn't change much but I do want the kof community in general to increase. If change is a must then I can live with that. Mostly drawn towards the character roster anyways!! Yea. Drive cancels are just fine and allow creativity in the gameplay without degenerating into excessive damage, overly long loop combos. You get the extra damage and the combos are brief and the player is still in the game. Not just floating around for 15-20 seconds and you lose control of your character hoping he drops or else you're screwed. You also get insane amounts of meter for getting hit, so often you do an hd, then you opponent hd's you... etc. This happens 2-4 times a match. Just gets repetitive to watch. The reason they added ex moves was because they severely limited the moves in the cast. My guess is budgetary reasons. If you look at Maxima in say 2002 um, he has around 20 moves. In Kof XIII he has 9 moves. So ex moves were added to pad out the attacks. The problem was having all of those moves gave characters options. One common complaint is that power dunk gives Terry one other anti air option from an angle. Now he has a gap in his anti air range. Yea the low hops are crazy with certain moves like Takuma's hop CD. In fact Takuma is an example of everything wrong with Kof XIII. Overpowered j. CD, wayyy too much reward for landing stray hits due to touch of death mechanics (and he doesn't even need HD!), weaker anti air normals on the ground and way to much corner carry. He rewards the "just do it" type of play, not to mention characters like Chin. He's just one walking "I don't give a fuck" type of character. Hopefully that design never returns. I thought from what I heard it would be 3d models. I wasn't sure about it being like XIII. Especially when the animation is costly. It's expensive, but I guess we'll have to see. I think removing the EX characters would help the balance a lot. Kof did a great job balancing outside of that, but they made Ex characters too strong. Especially Karate where they just said "Let's give him everything really powerful and high damage with low risk". Outside of that you have like Kim, Beni, and Chin who could be toned down. You'd see less tier whoring though.
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Post by Great Dark Hero on Feb 13, 2015 17:49:02 GMT -5
- Increase the hit boxes on regular (ground-based) normal moves and create a situation where anti-airs are stronger while air normals inquire a little more risk. Have players put a little more emphasis on the neutral game, "KOF"-specific fundamentals and offense.
- Multiple styles similar to how KOF98UM takes the approach. There is an initial system from the game itself. Then there would probably be a KOF02UM/XIII system. The third would be based on KOF98 itself.
- Keep high damage combos relevant but implement them in a way where they do not have as much "longevity" as they would in KOFXIII.
- In response the above, make it so that drive cancels are implemented differently for suiting the combo system of KOF. (or damage boosters upon using drive cancels).
- Bring back other missing characters (i.e. Angel, Heidern, Adel, Team New Face, Yamazaki, Geese Howard, Gato, Vanessa, Ramon, Seth, Lin, etc)
- Better methodology for developing strong net code
- A little more single/multiplayer player mode and online lobbies (subjects like DOA5LR menu arrangement)
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Feb 13, 2015 18:54:45 GMT -5
- Increase the hit boxes on regular (ground-based) normal moves and create a situation where anti-airs are stronger while air normals inquire a little more risk. Have players put a little more emphasis on the neutral game, "KOF"-specific fundamentals and offense. - Multiple styles similar to how KOF98UM takes the approach. There is an initial system from the game itself. Then there would probably be a KOF02UM/XIII system. The third would be based on KOF98 itself. - Keep high damage combos relevant but implement them in a way where they do not have as much "longevity" as they would in KOFXIII. - In response the above, make it so that drive cancels are implemented differently for suiting the combo system of KOF. (or damage boosters upon using drive cancels). - Bring back other missing characters (i.e. Angel, Heidern, Adel, Team New Face, Yamazaki, Geese Howard, Gato, Vanessa, Ramon, Seth, Lin, etc) - Better methodology for developing strong net code - A little more single/multiplayer player mode and online lobbies (subjects like DOA5LR menu arrangement) I definitely wouldn't mind a multi meter system this time around. One of the things I liked about Capcom vs SNK 2. I agree with you on the high damage. Nothing wrong with high damage as long as it's implemented well and balanced. No really weak normal moves+insane damage custom combos, etc. I must be the only Rugal fan though. Definitely agree on a stronger ground game. That was the biggest problem of XIII along with the touch of death style gameplay. I like 02 in terms of how it was between 98 and XIII in the way that it handled. Fundamental but still fast and flashy. Great post!
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Post by doomfanatiq on Feb 15, 2015 10:39:19 GMT -5
- Increase the hit boxes on regular (ground-based) normal moves and create a situation where anti-airs are stronger while air normals inquire a little more risk. Have players put a little more emphasis on the neutral game, "KOF"-specific fundamentals and offense. - Multiple styles similar to how KOF98UM takes the approach. There is an initial system from the game itself. Then there would probably be a KOF02UM/XIII system. The third would be based on KOF98 itself. - Keep high damage combos relevant but implement them in a way where they do not have as much "longevity" as they would in KOFXIII. - In response the above, make it so that drive cancels are implemented differently for suiting the combo system of KOF. (or damage boosters upon using drive cancels). - Bring back other missing characters (i.e. Angel, Heidern, Adel, Team New Face, Yamazaki, Geese Howard, Gato, Vanessa, Ramon, Seth, Lin, etc) - Better methodology for developing strong net code - A little more single/multiplayer player mode and online lobbies (subjects like DOA5LR menu arrangement) great idea, i love the idea of a multiple system to cater to different fans who love 98, 2002um like myself. but i am not sure if they have the resource to do more modes and more chars, i think those new designs are very expensive because they drew up the spirtes (what they call it?) from scratch. but whatever they do with their limited budget i would hope they make it balance is the most important.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Feb 15, 2015 10:57:05 GMT -5
- Increase the hit boxes on regular (ground-based) normal moves and create a situation where anti-airs are stronger while air normals inquire a little more risk. Have players put a little more emphasis on the neutral game, "KOF"-specific fundamentals and offense. - Multiple styles similar to how KOF98UM takes the approach. There is an initial system from the game itself. Then there would probably be a KOF02UM/XIII system. The third would be based on KOF98 itself. - Keep high damage combos relevant but implement them in a way where they do not have as much "longevity" as they would in KOFXIII. - In response the above, make it so that drive cancels are implemented differently for suiting the combo system of KOF. (or damage boosters upon using drive cancels). - Bring back other missing characters (i.e. Angel, Heidern, Adel, Team New Face, Yamazaki, Geese Howard, Gato, Vanessa, Ramon, Seth, Lin, etc) - Better methodology for developing strong net code - A little more single/multiplayer player mode and online lobbies (subjects like DOA5LR menu arrangement) great idea, i love the idea of a multiple system to cater to different fans who love 98, 2002um like myself. but i am not sure if they have the resource to do more modes and more chars, i think those new designs are very expensive because they drew up the spirtes (what they call it?) from scratch. but whatever they do with their limited budget i would hope they make it balance is the most important. I thought they were going 3d this time around.
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Post by Deleted on Feb 15, 2015 11:23:31 GMT -5
great idea, i love the idea of a multiple system to cater to different fans who love 98, 2002um like myself. but i am not sure if they have the resource to do more modes and more chars, i think those new designs are very expensive because they drew up the spirtes (what they call it?) from scratch. but whatever they do with their limited budget i would hope they make it balance is the most important. I thought they were going 3d this time around. I heard they were going the xrd route but who knows.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
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Post by The Big Daddy C-Master on Feb 15, 2015 11:33:43 GMT -5
I thought they were going 3d this time around. I heard they were going the xrd route but who knows. Oh really? That would be neat. Where did you hear that? I thought I saw an article saying they were looking for a 3d designer.
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Post by Deleted on Feb 15, 2015 13:44:45 GMT -5
I heard they were going the xrd route but who knows. Oh really? That would be neat. Where did you hear that? I thought I saw an article saying they were looking for a 3d designer. 3d designers was for kof slot machines -_- but overall nobody knows for sure yet. Maximum Impact is also another possibility.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
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Posts: 26,387
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Post by The Big Daddy C-Master on Feb 15, 2015 14:18:24 GMT -5
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