Team NINJA Social Media Updates for DOA6

deathofaninja

Well-Known Member
Premium Donor
News Team
I love the DOA franchise.
Still, even if I was hyped with this new DOA6, I quickly stopped playing it. I really began to wonder what happened for me to lose interest so quickly in this game, what happened from the first announcement until now ? As I thought about it, it became necessary for me to put all this in a table. (I'm weird, yes) And I've realized how every single news (or every social media update - link to the thread!) has been a source of disappointment over the months. Let me show you this: (Hey, this is just MY personal opinion)
View attachment 28502
Now, I just hope, sincerely, that TN can improve the future of this game.

KT needs to see this. Most of it makes sense, but if I disagree with anything here it's the 'Stage Interactions.' I don't get the identical floor bit, and there are plenty of tiered stages in the game. Still far more entertaining than any of the boring square rings offered in Tekken or Soul Calibur.
 

Brute

Well-Known Member
Standard Donor
Still far more entertaining than any of the boring square rings offered in Tekken or Soul Calibur.
I think legibifou is comparing the stage dynamics to previous DOA games, not other 3D fighters.
For example, nothing in DOA6 gets close to rivaling the complexity and variety offered by Lorelai, which hosted four completely unique levels with entirely different sizes and surface elevation.
 

legibifou

Well-Known Member
KT needs to see this.
Feel free to share it if you want. :)

Most of it makes sense, but if I disagree with anything here it's the 'Stage Interactions.' I don't get the identical floor bit, and there are plenty of tiered stages in the game. Still far more entertaining than any of the boring square rings offered in Tekken or Soul Calibur.

I think legibifou is comparing the stage dynamics to previous DOA games, not other 3D fighters.
For example, nothing in DOA6 gets close to rivaling the complexity and variety offered by Lorelai, which hosted four completely unique levels with entirely different sizes and surface elevation.

This. Indeed, it is a comparison between DOA games. I wanted to point the "lazyness" (or lack of creativity) in the stages' conception; If you look at DOA2U or DOA4 multi-tiered stages, almost all of them have really different floors (and sometimes more than two floors).
 

Akumasama

Active Member
I think legibifou is comparing the stage dynamics to previous DOA games, not other 3D fighters.
For example, nothing in DOA6 gets close to rivaling the complexity and variety offered by Lorelai, which hosted four completely unique levels with entirely different sizes and surface elevation.
With "past games" you mean those before doa5 I guess?
 

Akumasama

Active Member
The Home was far more intricate that way than anything in DOA6.
So, no. With "past games" I mean those before DOA6.
Then I'll have to respectfully disagree. And Home was one of the few nice stages of the disaster that was the vanilla version of DoA5, where stage complexity and "oooh" effect were sacrificed for the sake of esports.

DoA6 stages too aren't as complex as previous (pre doa5) games', but still prettier and more interesting than DoA5 ones imo.
That's because of the colour palette (which is not intrinsically dependent on stage structure, but still matters for how they look to your eyes) and for the plethora of stage interactions.

If anything I'd complain about how some stages have *too many* stage interactions lol


So yeah, not as good as pre doa5 games for me, but still better than DoA5.
For the sake of detail, the only "good" stages of vanilla DoA5 for me were Home and Scramble.
In DoA6 I'm in complete love with Unforgettable, Forbidden Fortune, Chinese Festival (which is tecnically a DoA3 stage, present in DoA5LR too), and Lost Paradise.

Miyabi is pretty and I love it but it feels like there's something "missing", can't say what.
A.P.O. is one of those stages that looked dull at first, but now I like it a lot despite it being pretty small.
Road Rage is lotsa fun as well, but could've used being a bit larger with a second section available through a fence (kinda like Hot Zone).
Rest is kinda "meh", it's okay but looks like a tipical TAG stage, with the tiny small unnoticeable difference that THERE IS NO TAG lol


What I really complain about is the number of stages, would've needed at least and I mean AT LEAST 2 more stages in the vanilla version of DoA6.
There were like ~16 stages in Vanilla DoA5 I think, and we have only 13 in DoA6. Nowhere near enough.

Plus I hate the new SF4-like training stage. They really need to add a dojo too. Sometimes in training you really want a borderless stage to test stuff and it's a pain you can't do that in DoA6 >.>

I forgot to say it but *obviously* everything I said is a personal opinion, not a "fact".
DoA5 stages were pretty dull in the sense that complexity was sacrificed for esports. The majority of what I consider "good" stages in DoA5 are mostly (but not only) stages from DoA3 and were added after vanilla release.

DoA6 stages are in a similar situation, as in lack of complexity/irregularities/etc, but all in all I find the compromise more satisfying than how DoA5 felt at launch. If it wheren't for the problem with the number of different stages, I wouldn't have too much to complain.

I love the DOA franchise.
Still, even if I was hyped with this new DOA6, I quickly stopped playing it. I really began to wonder what happened for me to lose interest so quickly in this game, what happened from the first announcement until now ? As I thought about it, it became necessary for me to put all this in a table. (I'm weird, yes) And I've realized how every single news (or every social media update - link to the thread!) has been a source of disappointment over the months. Let me show you this: (Hey, this is just MY personal opinion)
View attachment 28502
Now, I just hope, sincerely, that TN can improve the future of this game.

I totally, wholeheartedly agree with many of the points you wrote.
Then again I think you missed to list a few things, and I don't really agree with some of your points.
Some in particular I could agree with I guess, but they don't feel like being DoA6-specific.
"Communication" for instance, I could've wrote the same exact things (if anything, worse) for how that aspect was handled in DoA5 with the "I am a Fighter" campaign.
The "Characters" thing too. Were "all" characters in the game at launch for DoA5? (hint: they were not)

A few (just a few!) of your points instead are just wrong instead, unless I misunderstood what you typed.
For example Break Blow can trigger most stages "danger zones", I use them quite often with that purpose.
 

legibifou

Well-Known Member
I totally, wholeheartedly agree with many of the points you wrote.
Then again I think you missed to list a few things, and I don't really agree with some of your points.
Some in particular I could agree with I guess, but they don't feel like being DoA6-specific.
"Communication" for instance, I could've wrote the same exact things (if anything, worse) for how that aspect was handled in DoA5 with the "I am a Fighter" campaign.
The "Characters" thing too. Were "all" characters in the game at launch for DoA5? (hint: they were not)

A few (just a few!) of your points instead are just wrong instead, unless I misunderstood what you typed.
For example Break Blow can trigger most stages "danger zones", I use them quite often with that purpose.

It was hard to explain because of my English x) I meant that I miss the special interactions that you can only trigger with a powerblow (you know, the flying car, the train crash, etc. ). It was really fun in my opinion.
 

Akumasama

Active Member
Oooh that part of Power Blows.
It was only in a couple of stages, it was cool I guess, I liked it, but then again it was such a niche/secondary/rarely used mechanic that I don't really miss it. Do you miss it that badly?

I completely agree on Break Blows being much less spectacular than Power Blows used to be. Well, most of them at least.
But I think this was done with a purpose in mind.
That purpose is making them faster and so they "break" less the visual flow of action. Considering they can be used (virtually) anytime during the round and not just once per round at red health, this was probably a necessary change.

Aesthetically I still prefer the old ones by far, but I think from a gameplay point of view the change they made kinda makes sense, so I'm not sure I have any right to complain, personally.
 
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Jyu_Viole_Grace

Well-Known Member
Then I'll have to respectfully disagree. And Home was one of the few nice stages of the disaster that was the vanilla version of DoA5, where stage complexity and "oooh" effect were sacrificed for the sake of esports.

DoA6 stages too aren't as complex as previous (pre doa5) games', but still prettier and more interesting than DoA5 ones imo.
That's because of the colour palette (which is not intrinsically dependent on stage structure, but still matters for how they look to your eyes) and for the plethora of stage interactions.

If anything I'd complain about how some stages have *too many* stage interactions lol


So yeah, not as good as pre doa5 games for me, but still better than DoA5.
For the sake of detail, the only "good" stages of vanilla DoA5 for me were Home and Scramble.
In DoA6 I'm in complete love with Unforgettable, Forbidden Fortune, Chinese Festival (which is tecnically a DoA3 stage, present in DoA5LR too), and Lost Paradise.

Miyabi is pretty and I love it but it feels like there's something "missing", can't say what.
A.P.O. is one of those stages that looked dull at first, but now I like it a lot despite it being pretty small.
Road Rage is lotsa fun as well, but could've used being a bit larger with a second section available through a fence (kinda like Hot Zone).
Rest is kinda "meh", it's okay but looks like a tipical TAG stage, with the tiny small unnoticeable difference that THERE IS NO TAG lol


What I really complain about is the number of stages, would've needed at least and I mean AT LEAST 2 more stages in the vanilla version of DoA6.
There were like ~16 stages in Vanilla DoA5 I think, and we have only 13 in DoA6. Nowhere near enough.

Plus I hate the new SF4-like training stage. They really need to add a dojo too. Sometimes in training you really want a borderless stage to test stuff and it's a pain you can't do that in DoA6 >.>

To not mention that cliffhanger mechanics in several stages which must the the worst DOA stage mechanic ever made. I'm happy they get rid of that shi* in DOA 6 and I hope to never see it again.
 

Akumasama

Active Member
"several stages"? At launch it was only in Scramble and Flow? Am I forgetting something?

I dunno. If you ask me it's an additional thing, better to have than to have not, and some of those cliffhanger throws were incredibly cooooool to see.
Then again it was something so rare (i.e., just a bunch of stages where it was available, and you had to proc it etc) than I can't really say I feel its lack of, but if I could choose I'd rather have it than see it missing.
But yeah, it's such a small difference either way I'd hardly call it relevant.

If we ever get an "Ultimate" version of DoA6 in the future (which I doubt, but I'd sure love it) it's a mechanic they can very easily add to new stages or even existing ones.
 

RootofEvil

Member
I guess I'm the only one who liked the doa5 stages. The colours are a bit dull, but I thought the themes and interactions were mostly great.

The biggest problem with the doa6 stages is the lack thereof and the claustrophobic feel. I really miss really open ended stages where it felt more like a part of a world than a specially designed area for fighting.
 

Akumasama

Active Member
DoA5 stages are you talking about DoA5LR? Or DoA5 Vanilla? Because that's what all of us were talking about so far.
The colour issue of course I agree but I'm not sure we can blame the stages alone for that, it was a general aspect of all the game, not specifically of the stages themselves.

DoA5 vanilla stages, compared to the past, had the fact that they sacrificed variety and "irregularities" for the sake of having more predictable stages, in an attempt to cather more to the esports audience. Not sure if this change proved to be a success or not, but that was their purpose.

DoA6 stages are kinda made with the same idea in mind, but it seems to me pretty clear than they have much more interactions (sometimes too much, lol!) than DoA5 Vanilla ones. It's still nothing like old games, sadly, but it's still a small step forward from DoA5 Vanilla.


The problem, like you mentioned, is more in the number, it's really disappointing there's so few :(
Not sure I get your "claustrophobic" claim though, in a direct comparison with DoA5.
But let's compare them one by one


DoA5
Home => pretty "closed", it's a series of really tiny (and cool!) rooms, and then a modest inner court inside. Doesn't seem very "open" if you ask me.
Hot zone => very small, but you can see things far from the stage (even if you can't go there), so maybe that's why it feels "better" for you?
Lab => it's "closed" but doesn't feel claustrophobic to me because it's pretty large. Does it feel "closed" to you?
D.W.A. Coliseum => small stage, it's the inside of a closed building for fighting matches after all. Doesn't feel "claustrophobic" to me.
Dead or Alive => same thing as Lab, imo
New Zack Island => this too is small, but doesn't feel claustrophobic thanks to the palette and to the open horizon
Depth => same thing as Lab
Sanctuary => closed space, inside of an ancient building. Not too small, not too large, doesn't feel claustrophobic to me
Scramble => small, but all the interactive things, the transitions and the things that can change and, last but not least, the fact you have the open sky above you, help into not making the stage feel claustrophobic despite being small
Street => less cool than Scramble, but you can say similar things I guess
Sweat => so dull, I dunno, maybe it feels a bit more "closed" than most other stages discussed so far
Flow => You're inside a dark cave, so... I guess you could call it moderately claustrophobic, but then the raft moves and you get to an open space, and nature, and water flowing, I dunno, it's ok to me
Temple of the Dragon => this could be called a bit claustrophobic maybe. There's an open court that you can access but it always felt so "fake" to me.
The Ends of Earth => duh, wide open horizon. Despite stage being "small" in each of its sections, it always felt very "open".
Fuel => I dunno, it's okaysh to me
The Show => Very small stage, inside a circus, can hardly see anything surrounding it. Could feel a bit claustrophobic maybe, I dunno.

DoA6
Unforgettable => despite being inside a building, this stage is so large and big, I can't see anybody calling it claustrophobic
Zero => same thing I said above for "lab", stages are somewhat similar anyway
Miyabi => not the largest stage around, but it feels pretty open to me?
Road Rage => smaller, but same feeling as the above
The Muscle => same feeling as D.W.A. Coliseum, looks better and public isn't a 2D semi animated texture lol
Lost Paradise => feels pretty open to me
Forbidden Fortune => Ok I get a bit of claustrophobic feeling here, especially when you fall down.
The Throwdown => Uh... kinda like "Street" above but smaller (and with many more interactions)
DoA Coliseum => same thing as "Dead or Alive" stage above
Chinese Festival => feels good to me, it's an adaptation of an old DoA3 stage anyway, which got added in DoA5LR too.
A.P.O. => Ok this feels REALLY claustrophobic, but I think it's one of the good thing about this stage, creates pressures and makes it soo cool when you proc the fall down scene, or use the ceiling for specific throws/moves, etc.


So, the situation doesn't look much worse (or better) than DoA5 to me?
Now if you were talking about past games, sure, but it seems you were talking about DoA5 so really, I don't get this "claustrophobia" feeling you're talking about specifically for DoA6.
 

Tyaren

Well-Known Member
Standard Donor
I think what is meant by claustrophobic: In DOA6 there is no background scenery anymore. Stages are now all simple, enclosed arenas. Stages of prior DOAs were also all enclosed arenas, but you could look beyond the walls or invisible walls surrounding you. You'd see the winding Rhine valley (Lorelei), you'd see a medieval city (Demon Church), the coast of the Riviera (Seaside Market) or a coral reef (Aquarium) etc.
These stages felt a lot less claustrophobic and as if they were an actual place in a much bigger world.
 

Akumasama

Active Member
I think what is meant by claustrophobic: In DOA6 there is no background scenery anymore. Stages are now all simple, enclosed arenas. Stages of prior DOAs were also all enclosed arenas, but you could look beyond the walls or invisible walls surrounding you. You'd see the winding Rhine valley (Lorelei), you'd see a medieval city (Demon Church), the coast of the Riviera (Seaside Market) or a coral reef (Aquarium) etc.
These stages felt a lot less claustrophobic and as if they were an actual place in a much bigger world.
Put in this perspective I would have a hard time to disagree, but you're talking about old DoA stages, I thought @RootofEvil was talking specifically about DoA5 instead, and with this in mind I don't really see the big difference. (which is what I tried to underline with my direct comparison under the spoiler tags)
 

N1ce Dreams

Well-Known Member
May 2019 update information 1. Function improvement of lobby match Text chat multiplayer match, room name setting 2. match balance adjustment, side attack specification change, character action balance adjustment bug fix (Google translate)
 

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NightAntilli

Well-Known Member
DoA6 stages are kinda made with the same idea in mind, but it seems to me pretty clear than they have much more interactions (sometimes too much, lol!)
Yeah that's my main issue with some of them... I'm all for taking the environment into account. But if you're surrounded by danger zones, ledges and crates at the same time, it's a bit too much. DOA5 stages felt less over the top.

The ones I really dislike in DOA6 are;
Chinese Festival
Forbidden Fortune
The Throwdown
Miyabi

There isn't one stage that I can say I like in DOA6. The best ones are just ok.
 

Akumasama

Active Member
You know DOA6’s stages are garbage when we’re looking back at vanilla 5’s stages with positivity
Vanilla-wise I don't think DoA6 stages have anything to envy to DoA5 stages except for the number, of course.
Actually they seem slightly better to me, granted none is as good as the ones from old DoA games, sadly :(
 

Jyu_Viole_Grace

Well-Known Member

AKA: They weren't selling costumes in west so Koei had to back down.

"several stages"? At launch it was only in Scramble and Flow? Am I forgetting something?

I dunno. If you ask me it's an additional thing, better to have than to have not, and some of those cliffhanger throws were incredibly cooooool to see.
Then again it was something so rare (i.e., just a bunch of stages where it was available, and you had to proc it etc) than I can't really say I feel its lack of, but if I could choose I'd rather have it than see it missing.
But yeah, it's such a small difference either way I'd hardly call it relevant.

If we ever get an "Ultimate" version of DoA6 in the future (which I doubt, but I'd sure love it) it's a mechanic they can very easily add to new stages or even existing ones.

I didn't like it because mechanically it were 50/50 situations. That's why I don't want to see that coming back.
 
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