Eddy Wang
Skarlet scientist
As NRS is pretty much radio silence, there is almost no doubt that they're working on their next project, it could be MK11 or it could be a new thing, so who knows right? Anyway TYM seems to be in need of some juice since news are kinda slower these days, so i though i could bring some discussion with this stuff rather than wishing to have characters in the game, everyone and their mother knows which characters i want in a MK and pretty sure no one cares, so neither do they about the characters you want.
So lets skip this character conversation and speak beyond on what to actually expect from MK11 art wise, gameplay wise, company wise.
So these are the things i expect.
From NRS team, i expect a bit more of transparency from developers, no characters favoritims specially to QAs, a well though out system which doesn't require major shift changes when they start patching the game and hurt several characters in the game which were designed with the initial idea in mind which they seem to throw out of the window later down the line
TLDR: I don't expect to see a character with a magnitude of jump attack as starfire or Catwomans B3, with literally no counters at all, i don't expect see a 7f air normal with beyond 10 active frames which can be used preemptively early in the air, be plus on the way down or safe and still hitting people crouching, or disjointed hitboxes on jump attacks with no actual counters in them, long story short, game needs some skill ceiling.
I expect to see a rich roster, which in my personal opinion it was the weakest point of MKX, full of special forces characters left and right, a good story for once, and maybe something far more unique than QTE.
Hopefully a better and different art direction than MKX, hope it is as colorful as MK9 or Injustice 2 was, the arena theme need some more depth into it as well, i know you guys have got rid of "purple skies" but bring us far more interesting places specially if you're going to give us other realms, favorite stage in MKX was easily the Kove, and i kept wondering what lies on that skull island, Jinsei chamber was meh at best.
No more stage with gimmicks in MK9 you guys have us Krato's stage which was terrible to fight there, in MKX Sky temple and its lighting was hurting the game like hell.
Though the chances of this happening are like zero, i'm still going to say it, i'm expecting MK11 to be without guests.
A improved training mode, i have a feeling that currently NRS training engine has a little bit far behind their competition, and anything that i've requested in past and previous threads all of them made into other games so far as of recently SFV which does exactly that i've been asking NRS to implement in this training Engine
They have a frame data counter, a color code to display advantage and disadvantage if needed. Replay slots so people can actually run different outcomes from the exact setup all at once, and having an option to run how frequent you want one or the other.
I still think having an algorithm that runs inside the game to count frame data, meaning the startup of a move, how plus/minus is on different proprieties, a color coded frame advantage mechanism would actually save them a lot of time rather than implement frame data display manually in the command list which not only takes a lot of time, but there is always a room for erros in the game which always happened before.
A way more elaborated tutorial mode which actually explains on what is a overhead or what is a low, advanced topics about the game fundamentals and so on.
This is pretty much all for now, won't touch much on gameplay things because by the time the game comes out it can be anything, variation no variation, stamina or no stamina, it will all depend on what they have in mind.
Discuss?
So lets skip this character conversation and speak beyond on what to actually expect from MK11 art wise, gameplay wise, company wise.
So these are the things i expect.
From NRS team, i expect a bit more of transparency from developers, no characters favoritims specially to QAs, a well though out system which doesn't require major shift changes when they start patching the game and hurt several characters in the game which were designed with the initial idea in mind which they seem to throw out of the window later down the line
TLDR: I don't expect to see a character with a magnitude of jump attack as starfire or Catwomans B3, with literally no counters at all, i don't expect see a 7f air normal with beyond 10 active frames which can be used preemptively early in the air, be plus on the way down or safe and still hitting people crouching, or disjointed hitboxes on jump attacks with no actual counters in them, long story short, game needs some skill ceiling.
I expect to see a rich roster, which in my personal opinion it was the weakest point of MKX, full of special forces characters left and right, a good story for once, and maybe something far more unique than QTE.
Hopefully a better and different art direction than MKX, hope it is as colorful as MK9 or Injustice 2 was, the arena theme need some more depth into it as well, i know you guys have got rid of "purple skies" but bring us far more interesting places specially if you're going to give us other realms, favorite stage in MKX was easily the Kove, and i kept wondering what lies on that skull island, Jinsei chamber was meh at best.
No more stage with gimmicks in MK9 you guys have us Krato's stage which was terrible to fight there, in MKX Sky temple and its lighting was hurting the game like hell.
Though the chances of this happening are like zero, i'm still going to say it, i'm expecting MK11 to be without guests.
A improved training mode, i have a feeling that currently NRS training engine has a little bit far behind their competition, and anything that i've requested in past and previous threads all of them made into other games so far as of recently SFV which does exactly that i've been asking NRS to implement in this training Engine
They have a frame data counter, a color code to display advantage and disadvantage if needed. Replay slots so people can actually run different outcomes from the exact setup all at once, and having an option to run how frequent you want one or the other.
I still think having an algorithm that runs inside the game to count frame data, meaning the startup of a move, how plus/minus is on different proprieties, a color coded frame advantage mechanism would actually save them a lot of time rather than implement frame data display manually in the command list which not only takes a lot of time, but there is always a room for erros in the game which always happened before.
A way more elaborated tutorial mode which actually explains on what is a overhead or what is a low, advanced topics about the game fundamentals and so on.
This is pretty much all for now, won't touch much on gameplay things because by the time the game comes out it can be anything, variation no variation, stamina or no stamina, it will all depend on what they have in mind.
Discuss?
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