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What should NRS learn from MK11?

santanabar

Apprentice
And fire the person who designed Towers of time, consumables, AI BATTLE WTF.

Unlock shit is cool, but why do you force me to play shitty single players modes to do it? I literally spent hours watching my AI fighter go through those stupid towers to get the stuff I wanted, is this really want you expected from your game NRS? Why don't you reward me with cool stuff for playing online too, against other people?
Reward the player who watcher the AI offline, punish the player who goes online to fight real people and keep your game alive.
 

NaughtySenpai

Kombatant
Another thing they should learn is maybe communicating with the community.

You know they could have regular podcasts where they talk about where the balance stands, individual characters and their reasoning behind nerfs and buffs, upcoming tournaments and events and tell us what they got planned for the future.
They could call it "Kombat Kast" or something.

Or they could just do the same thing every half year and try to sell you on a character, then play pointless matches against each other and go radio silent until the next one.
 
Strike/throw poke-fest is lame, leave that to SF. Faster is better for MK. Bring the run button back. Bring swaggy kombos back.

Variations were fine in mkx imo, most characters would have had complete movesets even without their variation moves. Most variations also had additional or different normals + strings to compliment the variation’s intended playstyle.

I don’t hear anyone else saying this but I think MK11’s photo-realistic visual style is generic and doesn’t suit MK. Everything looks great, but the action and universe of MK ‘sells’ better with the stylized dark semi-realism of past MKs.

I basically want MKX2.

FATALITIES SHOULD BE ABOUT DARK HUMOR TOO, MANY MKX AND MK11 FATALITIES ARE JUST VIOLENCE WITH NO CHARM. MK9 HAD CHARM.
This isn’t said enough. Fatalities should be fun, not torture porn. I mean you can fit plenty sadistic ones as well but the bulk should be more creative and fun.
 

Kiss the Missile

Red Messiah
Mk1-3 fit into dark semi-realism because even though actors were scanned, photo-realism wasn’t possible. The lo fi scans suited MK perfectly.
I've been saying that for the longest. MK1-3 look good because the actors still look like video game characters. HD scanned fighters look terrible. So many MK clones actually have crisper looking fighters, but look infinitely worse because it really does just look like dumbasses in costumes jumping around. Look at Death Cargo, Tattoo Assassins, etc.




MK looks terrible in live action.
 

JDM

Warrior
-Enough Variations. Seriously. Once again we had an issue with characters not being fleshed out entirely and locked behind one variation for months, or just completely broken varis that didn't work AT ALL on release. Just stop, they're a balance nightmare and I really don't think people enjoy them as much as they think they do.

-Stop toning everything down. Broken shit is fun to play. I hated MKX but I cannot deny MKX was more fun for probably most of the playerbase.

-Limiting movement options is dumb. MK11 should have better dashes and less floaty jumps. They were going for an MK9 feel but missed the mark pretty hard imo. I like what MK11 is but still it feels too restricted sometimes.

-Can we keep Injustice and MK separate? Why are so many Injustice mechanics creeping into MK? I really hate that. They've taken away entire moves from classic characters and replaced them with shitty Injustice-lite moves.

Overall I like MK11 but there are clear things they need to work on.
 

BRAZILIAN SHEEP

Apprentice
all the mistakes for me are related to the balance of the game, the marketing campaign, the offline modes and the roster.
I don't know either why they dont include mk soundtrack in the game....but apart from that, they nailed it, which is very....very impressive.

Personally is top 5 game of the generation (for me). The game is fun af and it is a dream coming true.
I said already that NRS employees deserve to be rich just by making this game.
 
Games should have an identity. This game wants to be focused on neutral , footsies, etc, but have a bunch of moves that says YOLO FUCK IT: full screen fatal blows, armor, 30% dmg throws, 30% (at least) d2 crush blow.
Even though it doesn't have too many low/overhead 50/50s, MK11 it forces you to punished you more for just guessing wrong: mid or grab? delay wake up, roll or wake up buttons? he has KB, can I fucking push a button? of sorry he guess right and got armor in time, take this 30% unbreakable dmg.

Winning doesn't feel rewarding. Despite all his crazy stuff, MKX felt way more rewarding than this one. You had resource build and management. Different playstyles, even for the same characters. Ton of combo choices: end with a setup, hard knock down, spend or not extra bars, side switch, corner carry, consistent easy damage vs hard execution optimals.

Here, unless the skill level is way too big, most of the time I feel I won just because I guessed right more times than my opponent.
And let's not forget "custom moves". What's the point of that if you end up implementing weak ass variations that I doesn't make any sense.

Long story short, go all in for a style.
If you want a "footsies game", don't put fuck neutral moves.
If you want a game that feels rewarding, don't punish a player with a 30%+ unbreakable damage for guessing wrong.
If you go for a "create you own fighter", let players play with his own fucking fighters!
The biggest problem in this game 100%. You can lose to random subzero slide and you constantly are trying to play careful to avoid the "fuck neutral " moves, and you will still get beat by it. Like I'll be playing as careful as possible to avoid Liu Flying kick KB but I just know for that split second I am walking I'll get hit with it, knowing he did not strategize for it at all. Hell, some moves like flying kick happen so fast when he whiffs that you're unable to punish it.
 
Games should have an identity. This game wants to be focused on neutral , footsies, etc, but have a bunch of moves that says YOLO FUCK IT: full screen fatal blows, armor, 30% dmg throws, 30% (at least) d2 crush blow.
Even though it doesn't have too many low/overhead 50/50s, MK11 it forces you to punished you more for just guessing wrong: mid or grab? delay wake up, roll or wake up buttons? he has KB, can I fucking push a button? of sorry he guess right and got armor in time, take this 30% unbreakable dmg.

Winning doesn't feel rewarding. Despite all his crazy stuff, MKX felt way more rewarding than this one. You had resource build and management. Different playstyles, even for the same characters. Ton of combo choices: end with a setup, hard knock down, spend or not extra bars, side switch, corner carry, consistent easy damage vs hard execution optimals.

Here, unless the skill level is way too big, most of the time I feel I won just because I guessed right more times than my opponent.
And let's not forget "custom moves". What's the point of that if you end up implementing weak ass variations that I doesn't make any sense.

Long story short, go all in for a style.
If you want a "footsies game", don't put fuck neutral moves.
If you want a game that feels rewarding, don't punish a player with a 30%+ unbreakable damage for guessing wrong.
If you go for a "create you own fighter", let players play with his own fucking fighters!
This problem is also compounded with the breakaway, Fatal Blow, and Free meter gain that create this feeling where you have to outplay scrubby mechanics.
 
Lol why would yall want the MKX run mechanic back? The NRS community literally wants its games to be broken and I'll never understand that because it ruins the game. Yea being able to completely lock your opponent down and do safe 50/50s feels amazing but it makes the game have no competitive integrity. When you make a fighting game stupid and unbalanced it destroys competitive scene.
 

Kiss the Missile

Red Messiah
Lol why would yall want the MKX run mechanic back? The NRS community literally wants its games to be broken and I'll never understand that because it ruins the game. Yea being able to completely lock your opponent down and do safe 50/50s feels amazing but it makes the game have no competitive integrity. When you make a fighting game stupid and unbalanced it destroys competitive scene.
MvC games are as broken as they come but their communities were strong af in their prime.

Obsessing over balance is a terrible idea for a fighter because it will never be perfectly balanced. And that imo is MK11's biggest issue, they valued balance over fun. Its why custom variations don't exist in ranked. They toned down everything in the name of balance, but the game is still imbalanced. So now you still have oppressive top tiers just like the broken MK games, they're just really basic. MK11 Liu Kang would be bottom fucking tier if he was in MKX, but in this game because he has 2 good strings he's a tyrant. It all just feels pointless to me.
 

jcbowie

...more deadly than the dawn.
Don't be so terrified of making things legitimately, punishably unsafe. I feel like most, maybe not all but definitely most, of this game's problems could be fixed if a ton of key moves in the game were either made several frames more minus on block, several frames slower to start up, or by had their frames preserved but lost all pushback.

There are other problems, no doubt, but this would make the game VASTLY better if players ever had legitimate reason to fear and respect optimal punishment for using some key moves rather than just situational or option punishment.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
The biggest problem in this game 100%. You can lose to random subzero slide and you constantly are trying to play careful to avoid the "fuck neutral " moves, and you will still get beat by it. Like I'll be playing as careful as possible to avoid Liu Flying kick KB but I just know for that split second I am walking I'll get hit with it, knowing he did not strategize for it at all. Hell, some moves like flying kick happen so fast when he whiffs that you're unable to punish it.
No one good loses to 'random sub zero' slide.

That's not a 'fuck neutral' move, because it's unsafe. This is how fighting games work. Most moves that hit at that range have some kind of drawback: they can either be jumped, or they don't start combos, they're unsafe on block (which slide is, highly), can be ducked for punish (like Jacqui's dash punch), etc.

It's up to you to play defense and make reads, which are two critical parts of any fighting game. If you're constantly getting hit by slide, it's your own gameplay that you need to fix, and not the move or the game.
 

trufenix

bye felicia
What they should actually learn from this is this community absolutey refuses to support their games longer than a year. No matter what they promise, no matter what they deliver, one year in, this community will hang them out to dry and complain that they have abandoned them and the game, without fail. They will claim balance issues have not been fixed, community suggestions have been ignored, no dlc has been worth the wait or delivered as promised, and lopsided matchups absolutely plague the game no matter what tournament, or stream proves otherwise.

They will claim NRS itself has already moved on to something else, and then expect whatever else that is, and then be disappointed when NRS "takes the lazy route" and just releases more dlc. That is really the only thing they can learn from mk11.
 

lusca_bueno

Mortal
I would make a more daring roster, it's ok to have a core reference, but when the game is just about that with not much new stuff, it kinda falls flat. 3 new characters only was rough compared to 8 new in MKX. MK11 almost feels like a compilation game when it comes to that.

That's pretty much the only complaint I have, honestly, I like the direction they went with everything else, maybe except for combos being shorter.

Just make it fresher and more authentic next time.
 

Pizza

Thrill Kill
I would make a more daring roster, it's ok to have a core reference, but when the game is just about that with not much new stuff, it kinda falls flat. 3 new characters only was rough compared to 8 new in MKX. MK11 almost feels like a compilation game when it comes to that.

That's pretty much the only complaint I have, honestly, I like the direction they went with everything else, maybe except for combos being shorter.

Just make it fresher and more authentic next time.
Yeah, but usually people don't like seeing new characters for some reason. People still hate the new characters from the 3D era with a passion. When MKX released I remember how bashing the "kombat kids" was a national sport. Not no mention Kotal Kahn was called a "discount Shao Kahn" and D'Vorah got hate for being relevant... and for killing Baraka and Mileena.

Five years later, people are willing to get even Ferra/Torr back. But at launch the new characters got shit all over, and it happened all the time. Look at Armageddon, the "fanservice game" with only two new characters and how it turned out.

I bet in 2024 people will be like "hey Cetrion was cool, why isn't she back? I miss Kollector, he was great. Remember how fun Geras was? why aren't they back?"
 
-Enough Variations. Seriously. Once again we had an issue with characters not being fleshed out entirely and locked behind one variation for months, or just completely broken varis that didn't work AT ALL on release. Just stop, they're a balance nightmare and I really don't think people enjoy them as much as they think they do.

-Stop toning everything down. Broken shit is fun to play. I hated MKX but I cannot deny MKX was more fun for probably most of the playerbase.

-Limiting movement options is dumb. MK11 should have better dashes and less floaty jumps. They were going for an MK9 feel but missed the mark pretty hard imo. I like what MK11 is but still it feels too restricted sometimes.

-Can we keep Injustice and MK separate? Why are so many Injustice mechanics creeping into MK? I really hate that. They've taken away entire moves from classic characters and replaced them with shitty Injustice-lite moves.

Overall I like MK11 but there are clear things they need to work on.
THANK YOU
 
Yeah, but usually people don't like seeing new characters for some reason. People still hate the new characters from the 3D era with a passion. When MKX released I remember how bashing the "kombat kids" was a national sport. Not no mention Kotal Kahn was called a "discount Shao Kahn" and D'Vorah got hate for being relevant... and for killing Baraka and Mileena.

Five years later, people are willing to get even Ferra/Torr back. But at launch the new characters got shit all over, and it happened all the time. Look at Armageddon, the "fanservice game" with only two new characters and how it turned out.

I bet in 2024 people will be like "hey Cetrion was cool, why isn't she back? I miss Kollector, he was great. Remember how fun Geras was? why aren't they back?"
kollector geras is super unpopular i rather had ferra/torr return i glad they not coming back centrion will be forgotten