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  1. d3v

    This game was a real treasure.

    DOA4 is what you get when a developer (Itagaki) fails to understand competitive play and makes wholesale changes just because he doesn't like how top players are playing.
  2. d3v

    What would you like to see in DOA6?

    Rollback is a form of predictive netcode. Predictive netcode is the basis for all modern netcode (except, apparently, that which is used by 3D fighting games).. The basic concept revolves around letting the game run without confirmation from the other players (or server) with the game...
  3. d3v

    What would you like to see in DOA6?

    Basically, netcode that allows the game to run without waiting for confirmation from the other player(s) and simply rolls back when there's a desync due to lag, instead of slowing the game down and adding input delay. It's based on principles that all modern netcode uses (except for certain...
  4. d3v

    Lets talk about redesigns

    I'm agreeing with this simply because it's a much better way of making her visually distinct from Kasumi compare to just letting her hair down.
  5. d3v

    Team NINJA's Official DOA Series Summary Released

    Seems to me like they're just cherry picking from either, using whatever backstory (original or Dimensions) they prefer for certain parts of the story, characters, etc.
  6. d3v

    DOA6 Main Menu and Returning Modes

    Some Dragon Ball arcade game a few years back. That said, there's a misconception that rollback netcode is only for 2D games. The thing is, every single modern netcode system in videogaming uses rollback netcode. First person shooters have used it since QuakeWorld, and every other genre for the...
  7. d3v

    DOA6 Main Menu and Returning Modes

    All they need to do here is implement those 4 magic letters - GGPO.
  8. d3v

    DOA6 music from menu

    Instead of this, I think what they need to do is brighten up the lighting on the characters, but not touch the stage. That way, the stage retains its dark, underground feel, but the characters pop out more.
  9. d3v

    Selectable hold (3-point and 4-point)

    If they really want to keep the selectable hold systems in, they should make sure it's clear that the 4-way is the default competitive standard. So it should be the default option, and should be the only one used in ranked, and tournament mode, if the game ever has one.
  10. d3v

    Selectable hold (3-point and 4-point)

    Which is part of the point of that - to force/bait out a Break Hold from your opponent.
  11. d3v

    What would you like to see in DOA6?

    Rollback netcode.
  12. d3v

    Selectable hold (3-point and 4-point)

    Mmm... 6 point holds. That said, you still have to consider that Break Hold consumes a whole damn meter - not just part of it mind you. From a meter that also powers Break Blows, meaning that using it to Break Hold removes a lot of potential damage, and even advantage at neutral, from the table.
  13. d3v

    Selectable hold (3-point and 4-point)

    As the PlayStation stream has shown, the game will allow the selection between 4-point holds and 3-point holds. Now at this point, I'm assuming that the 4-point system will be the standard for competitive play, both tournaments and ranked matches online. is everyone in agreement with this, or...
  14. d3v

    Meter: Yay or nay?

    No, that's just oversimplifying it. What I mean is that meter shouldn't be beaten out just by simple pokes. You obviously don't understand both meter management, and the similarities in the metagames of strategy and fighting games. Again, still missing the importance of meter/resource...
  15. d3v

    Meter: Yay or nay?

    Or, considering the amount of startup Fatal Rush has, you could just block it. Besides, Fatal Rush isn't a super, it's a slow string that leads to an unholdable combo (save for Break Hold). Which leads me to the other, important part about Fatal Stun -- that of being a tool to bait out Break...
  16. d3v

    Meter: Yay or nay?

    Because meter loses value if it doesn't cost a resource to fight against it. Meter only adds to the system if the meter itself has value. And meter gains value by powering strong options. And it's not like how meter gain works was something arbitrarily decided on day. Tons of people, some...
  17. d3v

    Meter: Yay or nay?

    @Brute traditional meter systems still reward some meter for getting hit, because to not do otherwise would skew the gameplay the other way. So the solution is to give meter in both cases, but give more for hitting an opponent, than getting hit. This way, getting hit a few times doesn't snowball...
  18. d3v

    Some gameplay issues with DOA6?

    Meter powered moves having invul frames? Sounds like good game design to me.
  19. d3v

    Meter: Yay or nay?

    This pretty much demonstrates the opinion of someone who doesn't understand how SFIV is played at a high level, and is approaching all of this discussion with a scrubby mindset. Raw Ultra was pretty bad except for some specific situations (chipping someone to death when you had no EX). At high...
  20. d3v

    Meter: Yay or nay?

    Coming from a background of having played numerous fighting games, most of them with some form of meter, DOA6's system looks to be a simple, but actually well thought out meter system. It has multiple meter powered options that the player must juggle and decide on whether or not they should use...
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