What's new

Recommended Patch Adjustments

Status
Not open for further replies.

DrDogg

Kombatant
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

JJocelot 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.
Character Specific

Jago 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
VS. Mode

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.
cyke_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.
Ladder

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.
 

JagoMIH

Apprentice
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
 

DanCock

Cock Master!!
General Gameplay

1. Special Move Buffering and Negative Edge ~ now i like this on my sticks, but playing on pad as i ahve for the last 2 days its EXTREAMLY ANNOYING!! i try to do a simple combo with sindel and her stupid fireball comes out and ruins the combo.. this prevents me from giving heavy pressure to my foe..

Training Mode

1. Record Functionality ~ ia gree sooo much i wish they would make it like that..

2. Attack Info Display ~ ehhh little nip picking here... medium means over head..

3. Auto-Block ~ i agree needs to be fixed..

4. All Block ~ should be left alone thats how i like working it..
 

BATFIM

Noob
Hmmm, according to the stuff I read, the developers said that they would be able to patch easily aspects such as attack properties like projectile speed, impact speed and damage etc. but most of the things listed in the OP (if not all) are more like major changes in changing the game system, not something they claimed they could easily change thorugh an online update. That being said, I agree 100% that the mentioned things in the OP are things I wish were fixed. My personal additions would be:

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.

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.
 

hjs-Q

Noob
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.

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. 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.

3. 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.

4. 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.
Great thread and I agree with everything,

Maybe not everyone will agree with me on this, but I think the chip damage in MK9 is absolutely ridiculous.
Kung Lao has a combo that if blocked takes 10%. It's insane. Also, when you're down to very little bar, any teleport can kill you.
IMO chip damage should be 30% of what it is now.
 

Dark_Rob

Champion
Great thread and I agree with everything,

Maybe not everyone will agree with me on this, but I think the chip damage in MK9 is absolutely ridiculous.
Kung Lao has a combo that if blocked takes 10%. It's insane. Also, when you're down to very little bar, any teleport can kill you.
IMO chip damage should be 30% of what it is now.
Chip damage has always been insane in MK. You think this is bad? Try UMK3. You can win a match on kara jabs and chip damage alone. Its like that to prevent you from doing nothing but blocking.

Great thread though Dogg. I agree with everything. Especially about the negative edging, it is pretty wild. They just have the window to do it set way to high.
 

hjs-Q

Noob
Chip damage has always been insane in MK. You think this is bad? Try UMK3. You can win a match on kara jabs and chip damage alone. Its like that to prevent you from doing nothing but blocking.

Great thread though Dogg. I agree with everything. Especially about the negative edging, it is pretty wild. They just have the window to do it set way to high.
Well didn't play that much UMK3 but 3D MK's it wasn't that bad...
 

cyke_out

Warrior
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.
 

JagoMIH

Apprentice
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.
yea they should let you create profiles like they did in da through armageddon

baraka's d+4~df2 at wall causes the df2 to whiff and go through them, and the characters switch sides, doubt this was intentional
 

JJocelot

Don't give up!
Everything the TC said plus a better controller config. Button mapping through options was a weird choice.

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.
 

DrDogg

Kombatant
I updated the OP and divided it into sections for things we all agree on and things we're still discussing.

baraka's d+4~df2 at wall causes the df2 to whiff and go through them, and the characters switch sides, doubt this was intentional
This happens with many other characters. I think it has to do with the hit boxes. I don't know if I see this changing.

Everything the TC said plus a better controller config. Button mapping through options was a weird choice.

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.
It's similar to Soul Calibur, where you had to basically guess. I don't have a problem with that because throws aren't really very damaging. What I do have a problem with is the fact that you can't break a throw while holding block. The next time I'm at a play session, I'm going to see how easy it is to buffer a throw break and release block as soon as you see the throw coming. If it's possible to do that, then I won't worry too much about this.
 

PsychoShot

@imashbuttons
Only two things I want patched are the matchmaking, since it's total ass, and throw teching. Make it to where I can press throw, and tech the fucking throw, and make it to where I can still be holding block and tech grabs. Fuck 50/50 grab gimmicks. When I'm blocking, and get blocked, I don't want to have to let go of the damn guard button, and then press two buttons to tech, and then it not even work.
 

JagoMIH

Apprentice
it'd be cool if they have a feature like in tekken 6, where you can do an attack in practice mode and your character turns blue during his vulnerable or unsafe frames. combining this with being able to record things for the practice dummy to do would be great for testing punishing.
 

Lucky Day

Kombatant
Only two things I want patched are the matchmaking, since it's total ass, and throw teching. Make it to where I can press throw, and tech the fucking throw, and make it to where I can still be holding block and tech grabs. Fuck 50/50 grab gimmicks. When I'm blocking, and get blocked, I don't want to have to let go of the damn guard button, and then press two buttons to tech, and then it not even work.
Teching throws is done with one button.
 
The tournament mode code removes foreground elements from the stage.
I am not sure if it reduces blood...but it removes things that normally get between the characters and the camera.
 

PsychoShot

@imashbuttons
Teching throws is done with one button.
But there's still the fact that I have to let go of block to tech, and usually, when I get grabbed, I'm holding onto block. I shouldn't have to let go of a button and press another button to tech a damn throw.
 

Lucky Day

Kombatant
The tournament mode code removes foreground elements from the stage.
I am not sure if it reduces blood...but it removes things that normally get between the characters and the camera.
Yes, but from what I've heard, it also removes the first hit meter gain, as well as the players starting with a block. I haven't confirmed this, but if it's the case, it's not really worth it.

Also, fuck trying to get everyone to use the code every time. As a TO, that's a nightmare
 

DrDogg

Kombatant
Add this video to the OP:

Also of note, I really don't consider this thread to be about reporting glitches, but I guess the thread can stay there... >_>
 

SGX

Mortal
Great thread so far. I definitely agree with everything in the OP. The negative edge especially needs to be tweaked!

I think character specific balance type things should be kept in a different thread, just so this one doesn't get derailed.

Also, a few things to add:

1. Training mode record function does not properly record combos sometimes. I can take a video of this if necessary. It seems to not input buffered moves correctly, so when you play it back, you get a completely wrong sequence of moves.

2. Smoke's throw break animation can be canceled by any character by holding forward after he breaks your throw attempt. Smoke however, stays in the animation allowing you to do a free mixup or another free throw attempt on him. Jax and Kano get free X-rays.
 
Kratos needs a power nerf he's just to overpowered for a character you don't need to unlock. I've watched him do 4 hit combos doing 45% without xray and to my knowledge nobody else can do that.

Sometimes with Sonya's xray the sound of her kicks plays before she proceeds to do them.
 
Kratos needs a power nerf he's just to overpowered for a character you don't need to unlock. I've watched him do 4 hit combos doing 45% without xray and to my knowledge nobody else can do that.

Sometimes with Sonya's xray the sound of her kicks plays before she proceeds to do them.
Why bother with Kratos? he is banned anyway, there is no point in waste time fixing something that will never see tournament play.
 
Would it be to selfish to ask for Kano :r:fk to hit low? it attack the opponents ankle for god sake, why is it considered a high?
 
Status
Not open for further replies.