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What Improvements You Want To See In Fighting Games In 2019?

ReallyMontana

Making Proper Adjustments
nothing wrong with jack of all trades chars when the given tools are less powerful.
like ryu in sf more or less
I agree. But I’d rather have less to none so I could face some diversity online. Once people find that character that can do it all, almost the majority will main that character & ignore the other cast.
 

Rizz091

Noob
Speaking to NRS, I'd like a better replay system similar to SFV. Let us follow top players and see their recorded matches. Let us pause and slow mo ect.

A training mode that lets us record multiple actions that the ai will randomly do so we can practice reacting in neutral or to certain mix ups. Or to practice fuzzy guarding. I'd also like to see frame data pop up after actions such as cancels (like a black Adam trait cancel) to see how plus you are.

And most importantly, I think NRS has the best ranked game system with its ranked sets of 3 out of 5, but it's awful there's no real rank system. A league ranking system like SFV would make NRS ranked mode perfect. And let me search for matches while in training mode already! AND double blind picks online as well please.

All this would be amazing imo.
 

villainous monk

Terrible times breed terrible things, my lord.
Just want to point out that the input issues do not have anything to do with lag or Delay, that's actually something NRS might probably not though about it for a while.

But you get a lot of issues with unintented attacks coming out because the game translates what you execute, and when you put him under a situation where you want option B over A, if such things have similar inputs or close and A has priority over B then during that specific condition you will always get A over B.

For example, hat Trick Kung Lao has a forward hat which input code is D, F+ 2, but if you block a Sub-Zero's slide which is a low, you're forced to block low, if you try to stand immediately to punish Sub with F2, if you have a hat over your head, the game will translate as D, F+2 instead of just standing up into a F2 and then you get a hat out instead.

A good idea to minimize similarites is having a set of commands inside the game and tell the game itself what those are and a specific time to execute certain commands, for example:

Imagine the left description as a what a developer would read and the right description after the = sign as a code the game can read

hold_down = D/
down = D
hold_back = B/
back = B
hold_forward = F/
forward = F
hold_up = U/
up = U

As you can see, you have 8 different commands and none of them has ambiguity inputs, so when you code Kung lao with a F2 normal, you code his specials this way.

Name = Hat Throw (name of the special)
Command = B, F+2 OR B,F, 2 (two ways to do a certain move)
buffer_time = 16 Frames (time to buffer a command)
Time = 10 frames (time to execute all the inputs)

Name = Forward Hat Trap
Comand = D, F+2 OR D, F 2
Time = 10 Frames

Next time someone holds down to block a slide and inputs Forward to execute a command normal he gets F+2 instead of a hat trap, and if you have someone that blocks using back while holding block and inputs a F+2 he won't get a Hat Throw when he wanted a F+2.

So NRS needs to get rid of those ambiguous inputs and code their engine to recognize that A !=B even if Down input is being pressed, one is being held and one is being tapped.
Yep. My point exactly.

TBf I find this issue mostly in nrs games. With Tekken using your example it would end up coming out as D, f+2.
In dbfz and other arcsys games it would be the same. Let's say in most games by your example you are 100% right.

In nrs games no. You DO get the miss inputs or not intended inputs becubec it's coded like you say. I'll go a step further and say negative edge and input short cuts don't fix the issues either. It just either makes it worse or masks the problem.

@Eddy Wang you've been around you done know this issuse has been in nrs games for a long long time. Even today I was sparring in MKD and I fekf like I was struggling with the same issues as in today's games and I can't even say it the engine as much as I believe it's how nrs does code their games.

Let's be real here.

It's for the most part has always been a bit clunky and in need of Polishing when it comes to how they do inputs.

I like your idea. I think we need more just like this.
 

just_2swift

MK1 is the best MK period.
Forgot to add that one balance. That was included in the new update from Smash.



No, against them you need to be unreasonably punishing. They will NEVER learn, unless you show the hard way. Ragequitting has a consequence, and that is to downgrade to zero the win/lose streaks, which is something that THEY don't want, otherwise in their continuous attempts to do so they shall be banned from online mode. They want to build the win streak just to brag their foolishness. If they want to be better players, then they need to learn the hard way (tutorials, frame data, MU XP, etc), otherwise they may fuck off.
RQting should count as ten loses then it should increase from there or after the ten loss penalty they should be prohibited to go online for a period of time and each time they rq the Time should increase and ten losses should be there as well each time
 

ReallyMontana

Making Proper Adjustments
RQting should count as ten loses then it should increase from there or after the ten loss penalty they should be prohibited to go online for a period of time and each time they rq the Time should increase and ten losses should be there as well each time
That’s a bit excessive. The penalty for rage quitting should just be you still get the win when they quit.
 

JDM

Noob
I just want to have fun again :(

DBFZ was fun for awhile until the horrible balancing made it so picking lower tiered characters is just a flat out hindrance in almost every aspect.

Injustice 2 is too stiff and boring to play.

MVCI is dead even though it's tons of fun and I'm picking it back up again.

I hope MK11 is just... fun. Fun and balanced. The last patch of MKX was fine but I think Invin wakeups are almost needed in a game that had offense that overpowered. Double armored moves just exacerbated the problem of "mash armor when negative" that MKX had for so long. Oh and of course I hope MK11 comes out in april :s
 

Barrogh

Meta saltmine
I agree. But I’d rather have less to none so I could face some diversity online. Once people find that character that can do it all, almost the majority will main that character & ignore the other cast.
That usually happens when "Jack of all trades" character becomes "best at everything" or close, or when matchup polarization is too great for specialists. But then the game has worse problems than jack of all trades characters.

If specialists can retain a lot of their effectiveness, flavor and effectiveness, it shouldn't be that bad.

DBFZ was fun for awhile until the horrible balancing made it so picking lower tiered characters is just a flat out hindrance in almost every aspect.
I don't know much about DBFZ, but characters often feel kind of same-ish. If that's true, then I can see why what you describe is a thing, unfortunately.
 

Eddy Wang

Skarlet scientist
Since i haven't really posted what i expect from fighting games, the only company which i care about its NRS, so what i do expect from NRS in the future as an improvement is going to be what most ppl said already, so if your suggestion happens to be in here, it means i agree with you, be warned that i tend to make long posts, because i like to go into details about things, will try no to make this here:


1 - Net Code has been improving from game to game, if they can make something even better than I2 netcode, i'm always down.
2 - Get rid of region lock, this stuff sucks and divide communities, instead, people who plays online should be able to look battles by Region.

3 - Rage Quitters getting a quitality its a fun, so bring it back (more into rage quitting punishment down the line)

4 - A mass overhaul to the input system, as i said before in this thread, coding the game to know the difference between holding a direction and tapping it, code the special moves with a time window to execute, apply both when making specials, so a character with a command normal won't accidentally trigger a special move, coming out of a crouch block, or blocking with D-Pad pressing back because of habits while just trying to use a command normal.

5 - Training mode WILL NEED to have record/playback slots, that allows players to record multiples setups, 5 blocks are good, just don't forget to add a frequency ratio which one can set from 1 to 10/20 that indicates which one we want to be played often.

6 - Ranking system is needed, its time we get to level up from Humans to Elder Gods, have a leveling system to play ranked, just don't forget to put options in search mode to pick 1 to 3 levels above or Any level if one needs so matches won't disappear as the game life's cicle ages.

7 - Ban people from ranked for at least 48H if they rage quit, so they can take their salt somewhere else

8 - Hability to mute players online, some people are just annoying

9 - Don't get rid of the replay system, and give us backdashes that recovers fast, the MKX ones were hilariously terrible, too long and too slow on recovering.

10 - Last, DON'T FREAKING GIVE US HALF SCREEN NORMALS AND LIGHTSPEED RUNS anymore

And that's really all that matters.

Need help gimme a call.
 
Since i haven't really posted what i expect from fighting games, the only company which i care about its NRS, so what i do expect from NRS in the future as an improvement is going to be what most ppl said already, so if your suggestion happens to be in here, it means i agree with you, be warned that i tend to make long posts, because i like to go into details about things, will try no to make this here:


1 - Net Code has been improving from game to game, if they can make something even better than I2 netcode, i'm always down.
2 - Get rid of region lock, this stuff sucks and divide communities, instead, people who plays online should be able to look battles by Region.

3 - Rage Quitters getting a quitality its a fun, so bring it back (more into rage quitting punishment down the line)

4 - A mass overhaul to the input system, as i said before in this thread, coding the game to know the difference between holding a direction and tapping it, code the special moves with a time window to execute, apply both when making specials, so a character with a command normal won't accidentally trigger a special move, coming out of a crouch block, or blocking with D-Pad pressing back because of habits while just trying to use a command normal.

5 - Training mode WILL NEED to have record/playback slots, that allows players to record multiples setups, 5 blocks are good, just don't forget to add a frequency ratio which one can set from 1 to 10/20 that indicates which one we want to be played often.

6 - Ranking system is needed, its time we get to level up from Humans to Elder Gods, have a leveling system to play ranked, just don't forget to put options in search mode to pick 1 to 3 levels above or Any level if one needs so matches won't disappear as the game life's cicle ages.

7 - Ban people from ranked for at least 48H if they rage quit, so they can take their salt somewhere else

8 - Hability to mute players online, some people are just annoying

9 - Don't get rid of the replay system, and give us backdashes that recovers fast, the MKX ones were hilariously terrible, too long and too slow on recovering.

10 - Last, DON'T FREAKING GIVE US HALF SCREEN NORMALS AND LIGHTSPEED RUNS anymore

And that's really all that matters.

Need help gimme a call.
the input system is is for me still THE main issue and that have to be superior with the next game.
 

Marinjuana

Up rock incoming, ETA 5 minutes
NRS needs to match the recovery frames to the actual frame data
What does that mean? I agree that they could improve the feel of the game but reducing some awkward block stun.

For NRS, they need to fix their replay system. IIRC, there's been consistent audio issues(audio effects that never go away, like Brainiac's trait or the sound of Mikey's skateboard) since they fixed the MKX netcode. Things like slowing playback and rewinding would be cool. It would also be nice for games in general to not have replays be killed everytime they patch the game.

I think someone mentioned it but it would be amazing if games started to incorporate things like those mods people get for Tekken where it shows the frame data of the last move you used. Other stuff like more games including hitbox skeletons and highlighting active/recovery frames like how Tekken has that thing where the character is blue when they are in the middle of an attack. For NRS more specifically, there should be almost no cases of moves that you can't perform in practice mode. Like I can't do set the AI to do delayed wakeup attack or to wakeup with a MB move, that's a huge oversight.
 
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Barrogh

Meta saltmine
coding the game to know the difference between holding a direction and tapping it
NRS games definitely do know a difference, it's just that execution widow is pretty large. When you increase general speed of the game, especially by shortening blockstuns and such, these issues show their heads in relatively common situations like "block overhead, then low string; respond with f1 normal; get df1 instead" (purely for example).
 

JBeezYBabY

Mr. Righteous
I strongly believe that the next MK title will be a staple of what current FGs should follow. Even though IJ2 is bland to most, that game has one of the best features that currently the top FGs lack. Awesome netcode, in game frame data, is a huge start.

The current meta of ....just video games in general is laziness. Game companies rely on their brand rather than creating a complete project. I know NRS will blow every FG out of the damn water with their next title. I feels it in my boneseses.
 

Marinjuana

Up rock incoming, ETA 5 minutes
No, it's all pre-rendered video files.
Well they transition from cutscene to the fights pretty wel lso I don't know what you expect them to improve here TBH. I don't know if making the cutscenes "in engine" would improve the quality.
 
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Well they transition from cutscene to the fights pretty wel lso I don't know what you expect them to improve here TBH. I don't know if making the cutscenes "in engine" would improve the quality.
Well for one the image quality will be better, also the game's file size will be smaller. It would allow them to do things like "choose a character before fights" more easily, in IJ2's story they literally had to make a video file for every possible outcome of a "decision" that you make.
Also engine-driven cutscenes are just faster to produce and don't have some of the technical limits that pre-rendered movie files would have, like the one you mentioned, the transitions.
And lastly they can do new stuff, like allowing you to choose a skin during the story mode, something that's not possible with video files.