ismael4790
Stay focused or get Caged
FtfyKenshi - To have db1 rising karma as the best antiair launcher in the game.
FtfyKenshi - To have db1 rising karma as the best antiair launcher in the game.
No, but any day now... (and it's fun to speculate)i know its very likely and is pretty much common sense, but are we all certain that netherrealm's next game is going to be mk11? has it even been confirmed yet?
If they ever bring Mavado back i'd like him to play like Vega. Using his ropes to grapple to walls. Basically be like Spiderman lol. Brainiac was Vega like character right?I want NRS to make a wall dive archetype character. Like Vega from SF or Choi from KOF. It's a play style that is totally absent from MK.
Jade - I'd like her to be a poke/footsie character at staff length range. If she's outside of staff range she really can't do anything and if she's up close her best stings are unsafe. Her sweet spot should always be at staff range.
Quan - I don't think he will be in 11 but if he is i'd like him to play kinda like Warlock. An anti zoner who's decent up close. I'd like portal stab to not be ass and if it hits he grabs the opponent through the portal placing them in front of him in a captured state. I want Sky Drop to not be fucking garbage!!!!!!!! If its blocked its super unsafe but if he goes through the ground portal and you're not blocking you get hit!!!! Im so tired of this move begin garbage!!!!
If they ever bring Mavado back i'd like him to play like Vega. Using his ropes to grapple to walls. Basically be like Spiderman lol. Brainiac was Vega like character right?
As a mixed martial artist- part of me wants more stuff like that but when im escaping a submission, it has nothing to do with mashing or just trying hard to escape, you have to do specific things and they can do things in response etc. its an interactionI don't know how everyone would feel about this, but how about submission holds being added?
Similar to wrestling games, the submission hold can either be extended by the holder or shortened by the holdee by mashing buttons. Say, any button for a normal hold, but a specific sequence of buttons for the enhanced hold. Albeit similar to the command grab and regular throw, the submission hold could be another way to add depth.
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I dont know why people dont like the run mechanic. I liked the extra mobility it offered and was a nice touch imo. But every character should have 2 instead of 3 variations since 3 stretched them too thin.#1 NO RUN MECHANIC.
Apart from that, I actually think each character had one variation which was inline with how they have played in the past. I'd be happy for these to return with minor adjustments and no run mechanic. I don't really have a list of specific stuff I want for each character (as in specific buttons etc), but basically
No run mechanic
Kitana... Royal Storm with Assassin Strike.
Tanya - Kobu with fireballs
Ermac - back to MK9
Mileena - Piercing
and no run mechanic
There... that is my shopping list.
Oh, yeah and NO RUN MECHANIC!
I DON'T THINK YOU UNDERSTAND... I HATE THE RUN MECHANIC!!!!
PS... no run mechanic pls.
You can download a emulator and and https://www.emuparadise.me/Sony_Playstation_2_Emulators/Windows/41 this site has a shit ton of games including DA> https://www.emuparadise.me/Sony_Playstation_2_ISOs/Mortal_Kombat_-_Deadly_Alliance_(USA)/150610I want Frost in the game, but I honest to god have no idea how she actually played in the past. 12 year old me mained her in DA, but also had no clue what he was doing. And I can't exactly go back and lab her (which actually sounds like fun), since I no longer have a ps2 and that disk is long, long gone.
Based on her characterization, I would think she'd play rushdown, but rather than simply saying "Make her the new Cryomancer, done" I'd like to see her as hyper mobile and based around slides, preferably a few different kinds or the slide as a stance that can be canceled into multiple endings, most important imo being no ending at all. That way people would have to guess if there was an actual strike coming at all, making a mind game out of her approach on whether you go for the whiff punish or block and punish. Now that I write this down it sounds potentially cancerous, like if you gave Mileena the option to roll cancel, lol.
That's pretty cool to think about. Maybe have a sequence of button presses at the right time to escape or keep the hold. I appreciate your input and point of view.As a mixed martial artist- part of me wants more stuff like that but when im escaping a submission, it has nothing to do with mashing or just trying hard to escape, you have to do specific things and they can do things in response etc. its an interaction
Y'know, normally I don't go for this kind of thing. The previous times I've tried to get a game on an emulator, it's been more of a headache than it's worth, and I prefer to actually buy them. But how am I supposed to pay for a game this old with no re-release or anything? I think this'll be worth the trouble. Nostalgia is goYou can download a emulator and and https://www.emuparadise.me/Sony_Playstation_2_Emulators/Windows/41 this site has a shit ton of games including DA> https://www.emuparadise.me/Sony_Playstation_2_ISOs/Mortal_Kombat_-_Deadly_Alliance_(USA)/150610
"Extra" suggests we are comparing to something else. Obviously, if we compare this to MKX movement outside of running, we'll see that without it the mobility is not quite enough, perhaps, especially considering outright garbage dashes in that game.I dont know why people dont like the run mechanic. I liked the extra mobility it offered and was a nice touch imo.
Games like Tekken and DoA have this. In case of DoA it is sorta justified by this being a competition between two players on who is more precise about his timing. But I'm honestly not sure if we need to tack a rhythm mini-game on top of FG.That's pretty cool to think about. Maybe have a sequence of button presses at the right time to escape or keep the hold. I appreciate your input and point of view.
I'm playing devil's advocate right now, so bear with me."Extra" suggests we are comparing to something else. Obviously, if we compare this to MKX movement outside of running, we'll see that without it the mobility is not quite enough, perhaps, especially considering outright garbage dashes in that game.
On the other hand, we have I2 with its decent dashes and quick steps in the beginning of walking animations (as opposed to slow acceleration for most of MKX characters). Somehow it's often enough to just walk, huh.
Then there are games like GG where running exists and it's a different movement style, with its advantages and downsides. But at least you don't have to smash unnecessary extra keys to use it there.
Or there are games like Fantasy Strike where you don't even have to doubletap directional key to reach your character's top grounded speed towards/away from opponent.
I guess point being, while you can have different views on how movement should be, NRS did it in the way that checks at least one "this could've been done better" box you might have.
Games like Tekken and DoA have this. In case of DoA it is sorta justified by this being a competition between two players on who is more precise about his timing. But I'm honestly not sure if we need to tack a rhythm mini-game on top of FG.
Well, it's actually an interesting way to look at the problem. FGs are not just neutral and basic offense/defense sometimes, and things like including these eyecandy moves while making them less obnoxious for the opponent is something to consider.Command grabs are these giant, bombastic moves that take away a lot of health, but it leaves the opponent with nothing to do but to wait for it to end. I was a Sun God main in MKX, and I loved it when I got his fully stacked Sun Choke. But it took forever for the opponent.
I'm glad that you're taking time to critique my thinking in a meaningful way, friend. I'm wanting to be a game designer, so I'm trying to figure things out before they can come up. Let's see.I guess it's all not unlike we have it in Tekken with King's death cradle (or whatever it's called) which does absolutely stupid damage, but requires extra inputs and can also be broken. Or entire Killer Instinct combo mini-game, as an example of how else such interaction can be done, although that one is more vast and fundamental to the gameplay.
Problems I see are mostly those:
1) Does it add to the game, or are you better off with sticking to FG basics and letting people to control their character normally (even if said control can be limited in good options while under pressure), or not at all, should there be a separate middle ground there?
2) If you want this inclusion to be good, how far are you willing to develop it trying to make it more meaningful, but keeping in mind that this will be very matchup-specific, and thus knowledge of your system will be unneeded, being very alien in any other matchups, should you overdo it?
3) And finally, if you implement extra inputs for attacker, can that end up in the "unnecessary complication" territory?