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Question Will MK11 be a Legacy Game?

ChaosTheory

A fat woman came into the shoe store today...
I don't think the engine needs to change. It's the system I worry about. MKX characters seem like they were built with the mindset of being hyper aggressive and opening the opponent up by throwing a bunch of shit out and see what sticks.

Seems like they tried to take it back and made pretty significant changes to alleviate that. But it was in the DNA; only so much could be done.

I suppose they could keep a lot of MKX legacy but make it feel way different.
 

Cobainevermind87

Mid-match beer sipper
To anyone conplaining about 50/50's, I honestly believe most of the ambiguous cross-ups in Injustice 2 are just as bad if not worse, like 80% of the time batman hits your front but he's like a mile behind you, it's ridiculous.
This. Anti-airing is risky since they don't work the greatest, and they'll most likely call bats and dash in, forcing you to eat the jump-in anyways. IJ2 has crazy ambiguous jump-ins
 

coconutshrimp

Damn vro, hadda mess with yo auntie
Then how about having just 2 Variations rather then 3? The whole point of the Variations was that the competitive players would have more then one option for them to choose for their character of choice. You can't have that in IJ2 with the Gear system, as everyone can pick and choose their specials. That is way in Competitive mode, all of the characters are set to only one moveset, and that's their core one. But if you have two based Variations per character you can still choose the one that you like more. And because there are only 2 rather then 3, this should make the game easier to balance.



MKX was a hell of a spectator game, and that's because of the way it was, as a faster and more Rushdown based game. They can tone the 50/50's (although just by a bit), but they need to keep the overall speed (and if the run button is required for that, then so be it), and like I said earlier, keep the Variations with 2 per character. UMK3 and MK4 also were fast-paced games with a run button, along with both Rushdown and Zoning, and the Zoning in MKX was there and there were characters that could've Zone, even in that fast-paced gameplay of MKX.

Oh and the Stages in MKX are awesome. The Kove, the Dead Woods, the Sky Temple etc;, they all look awesome.
Let me rephrase, who wants to play that? If you enjoy mixing or getting mixed to death because of unreactable 50/50s that lead into full combos into setup or standing reset into more offense and mix and having someone run at you from fullscreen with little consequence and very little defensive play, then more power to you, but that's really annoying to deal with. I get it's super hype to watch people getting in there and mixing, but that's not as skillful imo.

To each his own but I believe MK11 could benefit from less offensive options in exchange for more defense and more well rounded characters
 

Roy Arkon

I will leave my seal on you!
Let me rephrase, who wants to play that? If you enjoy mixing or getting mixed to death because of unreactable 50/50s that lead into full combos into setup or standing reset into more offense and mix and having someone run at you from fullscreen with little consequence and very little defensive play, then more power to you, but that's really annoying to deal with. I get it's super hype to watch people getting in there and mixing, but that's not as skillful imo.

To each his own but I believe MK11 could benefit from less offensive options in exchange for more defense and more well rounded characters
I never said that MK11 couldn't benefit from a more defensive play, both in gameplay and in spectating. And like I said, they can tone the 50/50's a bit but still keep the overall speed of the game, so it can be both a spectator game while also being a game that is easier to play a defensive role in it at the same time, all I said that this didn't hurt MKX in anyway. MVC2 and MVC3 were also Rushdown based games that were even faster then either UMK3, MK4 or MKX. And as for the 50/50's, yes you can't react to it in some cases, but you have to make a read on which way to attack (overhead or low) or else you will get punished, and the mixups could've also come from footsies that lead into mixups, while at the same time the opponent needs to make the read on which way to block and understand when and how to punish. So MKX was a VERY skill-based game, it's just that the skills came from the reads rather then the reactions.
 
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Jhonnykiller45

Shirai Ryu
I think it depends actually. If NRS decides to have a roster the same size as Injustice 2's in MK11 then yeah it probably will be legacy as well, otherwise I don't see it happening.
Additionally, that'd be yet another difference between the two franchises and I think that's not something NRS wants to take away any time soon
 

Kooron Nation

More Ass and Tits for MK11
I think it depends actually. If NRS decides to have a roster the same size as Injustice 2's in MK11 then yeah it probably will be legacy as well, otherwise I don't see it happening.
Additionally, that'd be yet another difference between the two franchises and I think that's not something NRS wants to take away any time soon
If they don't, I wanna see Scorpion's new moveset have more combos that actually utilise his hellfire, make his strings look sick rather than just uninspired kicks and punches, same goes for Sub Zero, Ermac, etc.
 

EntropicByDesign

It's all so very confusing.
MKX was a little too divisive to be the base for a legacy game imo.. Most casuals dont know/care what a legacy game actually equates too (in my opinion.. I certainly have no data to back that up) and since the competitive crowd has been pretty divided.. I just dont see the appeal in legacy.

Sure, cost/dev time/effort can be a factor but if the whole thing has to be picked up and dropped into a new engine, along with tweaks, changes etc, I dont see the time and effort saved as being very much, all said and done. I guess mocap data would be transferable and that has to cost a small fortune to get.. but I dunno.

If I was to craft the perfect MK, be it vDC or X1, I'd take a gear system like Inj2 has - from a competitive play standpoint I want the damn cosmetics. Sorry, but thats just an amazingly dope idea and I love it. Then I'd take its extra ability system, but abilities wouldnt be tied to levels or gear or unlocks, they'd just be available. Every character would have a base set with 2 open slots and a pool of 4-6 extra abilities to choose from. All abilities would be implemented and balanced for tournament play. This would allow SO MUCH freedom. You could very much make a character your own and tailor that character to how you want to play and what you're comfortable with. Additionally, it would allow characters to tailor themselves to their opponents and help to prevent heavily lopsided matchups. This is under the assumption that functional balance is maintained of course. A smart and slick UI system would need to be in place as well to ensure that choosing abilities and such in tournament was extremely fast and trouble free. Once those systems were set, you build the game around MKX's view and sound design. I feel like the execution and general skill floor should be right around where MKX's was, but the Inj model would be fine as well. I personally like the wake-up options in Inj in terms of delay and extra delay, roll, quick rise, etc.

Game play wise, I'd like to see a great mix of footsie/spacing/pace characters, rushdown characters, trap/setup characters and zoners with the usual hybrids spread around.. The ability system would be amazing in this regard. I like powerful offense and usually favor balancing around characters having very strong tools. Even if a character is balanced, no one wants to play a boring, vanilla feeling character. Everyone wants to have fun and powerful shit to do. Outside of fringe characters designed to have exceptionally strong or weak defense, defensive tools should be largely universal IMO. As always some characters are going to have strong wakeup stuff and some wont, but the bulk of defensive options should be part of a universal system. This allows offense to be stronger as a whole, but keeps it from being oppressive and obnoxious. I want to see zoners, but pewpew zoning needs to be looked at before being implemented. Its not fun to fight against, even if you can fight against it successfully. Its not fun to deal with even when its balanced... Obviously in a competitive game, not every tiny second of a fight can be "fun".. but I think adding things in that are actively fun killing for one side is just a bad idea. BY ALL MEANS keep zoning and make it powerful, but make it more intuitive and involved. Hood, Darkseid, Harley and Ivy are examples of zoners that I find interesting to play against.

Shrug, that's my take on matters anway.
 

Damaja325

Stylin' & Low Profilin'
i wouldn't mind mk11 being a legacy game building off of mkx. just less 50-50's/mixups, more toning down to run mechanic and it's gold. actually, just give me mkx mileena and idc what the rest of the game is like lol.
 

9_Lives

Noob
I want Rain to be in the next one. Preferably like mk9 because his combos were some of the craziest I've ever seen.

If the variations could go I'd be happy. I didn't like learning so many mus. That being said it made mirrors a lot more interesting.

I wouldn't mind legacy characters coming back like if they combined variations the way they did with Sub-Zero in I2.
 

Jynks

some heroes are born, some made, some wondrous
I would like to see legacy stuff... MKx had a frickn awesome roster.... I hope they basically do the same thing.. put in a few "classics" but make much of the cast new and then have a smattering of old school ones.... pretty much how they did with MKx.

As for the 50/50 stuff... I enjoy IJ2.. but MKx with its rush down style was WAY WAY WAY WAY more exciting to watch as a spectator in the FGC. I'm not a designer so I am not sure how to fix it.. but I would rather MKx style than IJ2 any day of the week!
 

Sugarwatermixlegit

Bruce Campbell 4 MK!!!
I am almost positive Jc won't be in the next game, same with Jax/Sonya/Kenshi.
Pretty positive it's all going to be about the next generation.
Anyways, I'm fine with legacy characters, but I would prefer them not to be. I loved variations but I would prefer for the next game they give the best from all three variations to the character.
I would love if they gave the character their iconic moves and familiar strings, but a wide variety of new specials and strings as well. A good middle ground.
 

Kooron Nation

More Ass and Tits for MK11
I am almost positive Jc won't be in the next game, same with Jax/Sonya/Kenshi.
Pretty positive it's all going to be about the next generation.
Anyways, I'm fine with legacy characters, but I would prefer them not to be. I loved variations but I would prefer for the next game they give the best from all three variations to the character.
I would love if they gave the character their iconic moves and familiar strings, but a wide variety of new specials and strings as well. A good middle ground.
So basically you just want Cassie's B12 and nutpunch restand back? :)