Since this game can be patched relatively easily, I thought it would benefit us (and NRS) to make a thread to list and discuss anything we feel should be patched, or at least looked into.
I'll start with what I feel needs to be patched, and I'll update the OP with any additions or if the discussion determines that anything listed in the OP does not need to be adjusted.
***RECOMMENDED ADJUSTMENTS***
- This video shows off many of the current issues with the training mode and controller config.
General Gameplay
1. Special Move Buffering and Negative Edge
The current buffering and negative edge system in the game makes it unnecessarily difficult to properly perform certain combos. For example, with Jax, try to perform 1,2~Gotcha Grab. Unless you have extremely precise timing, the negative edge system overrides the Gotcha Grab input and you get 1,2~Dash Punch instead.
Thread: http://testyourmight.com/forum/showthread.php?4033-Some-strange-stuff-regarding-MK9-s-buffer-system
Training Mode
1. Record Functionality
The current record function basically acts like a video recorder. Instead, or in addition to this, it should allow you to record the dummy performing specific inputs for a short period of time (generally 10 seconds in most fighting games).
This allows players to test out strategic setups, determine move safety and a multitude of other things without the need for another human to be present. It's also a mainstay feature is most other fighting games.
2. Auto-Block
When the AI is set to auto-block, on occasion, it drops it's guard. The easiest way to test this out is to select Stryker and use his b,f+4 roll over and over. About once every 30-50 attempts, the roll is not blocked.
***ADJUSTMENTS PENDING DISCUSSION***
Training Mode
1. Attack Info Display
The current attack info only displays: high, medium or low. However, this is inaccurate. Many attacks that are listed as "high" should actually be "special-medium" (or "special-mid") because an opponent cannot duck under the attack. There should also be a "special-high" for attacks that will connect with a crouching, blocking opponent, but will miss if the opponent is crouching without blocking.
2. All Block
When the AI is set to all block, it does not block everything. If the AI is crouching with the all block setting, all overhead attacks connect. If the AI is standing with the all block setting, all low attacks connect. If it's an "all block" option, the AI should block everything.
***New Additions***
General Gameplay
I'll start with what I feel needs to be patched, and I'll update the OP with any additions or if the discussion determines that anything listed in the OP does not need to be adjusted.
***RECOMMENDED ADJUSTMENTS***
General Gameplay
1. Special Move Buffering and Negative Edge
The current buffering and negative edge system in the game makes it unnecessarily difficult to properly perform certain combos. For example, with Jax, try to perform 1,2~Gotcha Grab. Unless you have extremely precise timing, the negative edge system overrides the Gotcha Grab input and you get 1,2~Dash Punch instead.
Thread: http://testyourmight.com/forum/showthread.php?4033-Some-strange-stuff-regarding-MK9-s-buffer-system
Training Mode
1. Record Functionality
The current record function basically acts like a video recorder. Instead, or in addition to this, it should allow you to record the dummy performing specific inputs for a short period of time (generally 10 seconds in most fighting games).
This allows players to test out strategic setups, determine move safety and a multitude of other things without the need for another human to be present. It's also a mainstay feature is most other fighting games.
2. Auto-Block
When the AI is set to auto-block, on occasion, it drops it's guard. The easiest way to test this out is to select Stryker and use his b,f+4 roll over and over. About once every 30-50 attempts, the roll is not blocked.
***ADJUSTMENTS PENDING DISCUSSION***
Training Mode
1. Attack Info Display
The current attack info only displays: high, medium or low. However, this is inaccurate. Many attacks that are listed as "high" should actually be "special-medium" (or "special-mid") because an opponent cannot duck under the attack. There should also be a "special-high" for attacks that will connect with a crouching, blocking opponent, but will miss if the opponent is crouching without blocking.
2. All Block
When the AI is set to all block, it does not block everything. If the AI is crouching with the all block setting, all overhead attacks connect. If the AI is standing with the all block setting, all low attacks connect. If it's an "all block" option, the AI should block everything.
***New Additions***
General Gameplay
Character SpecificJJocelot said:Oh, and maybe have throw teching done with one command, not two depending on back/foward throw. It was okay in Tekken because if you were good enough you could see what throw was coming and tech accordingly, but in MK9 there's a somewhat gimmicky 50/50 involved. Not sure if i'm in love with that.
VS. ModeJago said:one glitch i found, if kratos is hit by a move like cyber sub's ice bombs while doing zeus rage on you, the voices still remain in slow motion after so it sounds weird
BATFIM said:1. An option for versus gamplay, that the player who won the match would be able to skip the standard win pose; when I'm playing a longer set of VS games, skipping fatalities by doing a fast jab is still frustrating because the regular winposes also take a long time. Why not give the winner the option skip directly to select REMATCH, NEW CHAR etc -option menu?
2. There a tournament kombat kode in the game but I have no idea what it does. This although gave me the idea that there should be at least some kind of tournament mode which would disallow players to pause in the middle of a match; it is also annoying is when someone pauses right before a fatality because he/she can't remember the input.
3. Have some kind of Tag health regeneration mechanic like in Tekken Tag so that swapping characters would be more encouraged (this was in one of the challenge tower challenges). Sure there are tag moves, but when I was playing with a group of friends, the trend seemed like that players wouldn't spontaneously tag, instead they would just play till their own character KOed.
Laddercyke_out said:They need to make controller set-ups easier. i'm watching the Team Spooky stream and it's taking way to long before any match having to go into options each and every time.
BATFIM said:4. When playing Tag ladder there seems to be some kind of a bug that when you win the game, some of the stuff in the end is skipped by player 1, and some only by player 2.