The DOA5U "Casual" thread. ^__^

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Tyaren

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Standard Donor
Here's a vid of Doa3 stages:


Also very beautiful and varied.
And there's also original Lorelei, for everyone, who hasn't seen this probably most gorgeous stage of them all before! :)
 

d3v

Well-Known Member
I've noticed that in 5, the stages are generally square for the most part (save for those developed early on) and are generally flatter. I wonder if this is an attempt to make the stages more "competitive", minimizing stage specific things.
 

Momiji-Baybee

Well-Known Member
DOA2-4 had extremly great stages and were interesting (especially DOA4) but the ones in 5.... well there kinda cool nut they are wack compared to the past. Even the box stages were cool like the dance dance revolution one in DOA4. The only great ones to me were Zack Island,Circus,and the Warzone one, and I guess Sakura and Depth too. The rest of the great ones were the newly added ones

I know they wanted to go for the realism but I still wish they
 
D

Deleted member 473

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I've noticed that in 5, the stages are generally square for the most part (save for those developed early on) and are generally flatter. I wonder if this is an attempt to make the stages more "competitive", minimizing stage specific things.
And that is the whole problem.
 

d3v

Well-Known Member
And that is the whole problem.
Actually, I don't think that's much of a problem and. A bigger problem though is that certain stage combinations are dreary and/or tend to be dominated by one color.

Fuel is an especially egregious example since the stage itself is boring and seems to exist (outside of story reasons) only to provide TN with a second stage where they could play with fire and explosions. The thing is though, all that fire and red lighting makes the (as well as the bottom tier of scramble) stage quite unbearable to play in since the red lighting just dominates the stage - it's actually the same reason that we had Capcom change the lighting on the Volcanic Rim stage in SFIV.

Hot Zone on the other hand, while having an interesting concept, suffers in that it makes the game look like the dozen or so dudebro fps games out in the market.

Of the stages that I do think work well and/or are memorable, a number of them are squares.

Flow is always a favorite, especially once you get the raft going.

Street is simply Crimson with a second tier. The interesting bit is that you can change how the lower tier appears if you trigger a cutscene via Power Blow.

Sky City Tokyo is interesting due to how it changes after the second round. It kinda reflects how players will often treat the first round as a feeling out/downloading round.

Sakura is probably the best of the bunch. It's a pretty stage that, while being a square with no danger zones, offers enough obstacles around the edges that you can blow your opponent too (knocking them into the bell is always a laugh).
 

Tenryuga

Well-Known Member
I actually would like it if TN made stages more interactable. More dangerzones, hazards, cliffhangers, special danger zones, power blow triggered dangerzones all of that. It's what makes DOA DOA. Makes enviromental awareness key.
 

Project Bokuho

Lady Helena's Pet
Premium Donor
We need more manly stages...Burai Zenin, anyone?

DoaOnline-5_640w.jpg
 

Argentus

Well-Known Member
...here's a loaded question.

Has anyone seen any actually good Rachel players? All I've come across is people spamming the same ground stomp loop over and over.
 

Momiji-Baybee

Well-Known Member
Hopefully Gamblers Paradise will return too. That was both an exciting and realistic stage. It had alot of lights, big buildings, people walking around, a large Casino along with other big buildings, the DOA Girls in swimsuits on the billboards, and best of all cars passing through and even hitting the fighters. That stage has to come back
 

Awesmic

Well-Known Member
Standard Donor
...here's a loaded question.

Has anyone seen any actually good Rachel players? All I've come across is people spamming the same ground stomp loop over and over.
Everyone who used and placed with her at the recent Fall Classic major, aka the Rachel Classic.

Take your pick.
 

Argentus

Well-Known Member
Goddamn, the power goes out when they hit the fence! That is badass.

All that's missing is the chanting from T5 "Urban Jungle"...


What's your definition of "good"?

People who can and do utilize all their characters moves to good effect, and are able to adapt with their characters.
As opposed to bad players, who spend the entire match just trying to spam one or two juggles, for example. Like rachels with her stomp loops, or worse, like when I saw a Mila who didn't use any of her moveset, only using like 3 punched to stunjuggle. That hurt to watch...
 

Dave

Well-Known Member
...here's a loaded question.

Has anyone seen any actually good Rachel players? All I've come across is people spamming the same ground stomp loop over and over.

No. They don't exist.

Well, there is one I've seen. Electrified Hero. He's good.
 

Drake Aldan

Well-Known Member
People who can and do utilize all their characters moves to good effect, and are able to adapt with their characters.
Sure. Go offline... preferably to a major...


Though it's good to be able to know your movelist, you don't... need to. You don't exactly get a prize for it, or anything.

now, if you would have just said "People who can adapt" that's different. You certainly do need to be able to adapt to win... especially in DOA.

But as for spamming, well... If it ain't broke don't fix it.
 

Akumasama

Active Member
To me the issues with the new stages could be summed up with:

1) Bad colour palette (this has been partially addressed at least for some of the costumes, since it affected all of DoA5 Vanilla)
2) Bad textures
3) Simple modelling

Let me expand on the last point since I feel it's absolutely the most important of the 3.
It's not just a matter of big or small (altough yes, most stages are really small) but a matter of "shape".
Despite the possible interaction elements present in the various stages, most are just squares.
This is not a limit of the engine I feel, or of their modellers. It's a clear game design choice.
They tried this on purpose to "regularize", "Homogeneize" the structure of the stages while at the same time keeping a (fake) feeling of diversity and complexity.
Probably because of people whining? To reduce the number of possible variables during high-end tournaments?
I don't know the reason but it's clear they did it on purpose.

And sorry if I say it, but this is a great "loss" for the game, I've always felt much of its charme came right from the complex, irregular, beautiful, interactive stages.
 
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Argentus

Well-Known Member
To me the issues with the new stages could be summed up with:

1) Bad colour palette (this has been partially addressed at least for some of the costumes, since it affected all of DoA5 Vanilla)
2) Bad textures
3) Simple modelling

Let me expand on the last point since I feel it's absolutely the most important of the 3.
It's not just a matter of big or small (altough yes, most stages are really small) but a matter of "shape".
Despite the possible interaction elements present in the various stages, most are just squares.
This is not a limit of the engine I feel, or of their modellers. It's a clear game design choice.
They tried this on purpose to "regularize", "Homogeneize" the structure of the stages while at the same time keeping a (fake) feeling of diversity and complexity.
Probably because of people whining? To reduce the number of possible variables during high-end tournaments?
I don't know the reason but it's clear they did in on purpose.

And sorry if I say it, but this is a great "loss" for the game, I've always felt much of its charme came right from the complex, irregular, beautiful, interactive stages.
To me the issues with the new stages could be summed up with:

1) Bad colour palette (this has been partially addressed at least for some of the costumes, since it affected all of DoA5 Vanilla)
2) Bad textures
3) Simple modelling

Let me expand on the last point since I feel it's absolutely the most important of the 3.
It's not just a matter of big or small (altough yes, most stages are really small) but a matter of "shape".
Despite the possible interaction elements present in the various stages, most are just squares.
This is not a limit of the engine I feel, or of their modellers. It's a clear game design choice.
They tried this on purpose to "regularize", "Homogeneize" the structure of the stages while at the same time keeping a (fake) feeling of diversity and complexity.
Probably because of people whining? To reduce the number of possible variables during high-end tournaments?
I don't know the reason but it's clear they did in on purpose.

And sorry if I say it, but this is a great "loss" for the game, I've always felt much of its charme came right from the complex, irregular, beautiful, interactive stages.

Another tragic sacrifice in their futile attempt to cater to the tournament scene. The problem with trying to make 5 so competitive, was that they got rid of a lot of what made it appealing in the first place.


Also, question. Earlier, was being hit with high attacks, and I was trying to do a high counter, but my character was only blocking every time I did the input? Was frustrating that it wouldn't let me do high counters, so is that my timing being off, or was i caught in blockstun or something? I was already blocking the string, then releasing block to hold, but it went right back into block.
 
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