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virtuaPAI

I must say Thank You all!!!
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I would like to ask them for testers who are not only familiar with the game, but those who have it's best interests at heart. No more Vf, tk, sc or anyother franchise testers.
 

Matt Ponton

Founder
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In a side note, the old Marketing Manager of Tecmo-Koei now is a co-worker of mine at Bethesda Softworks. Man, does he have stories to tell. haha.
 

target1995

New Member
1. will they keep the stuns like in doa 4. it was better because u couldn't just automatically launch someone in the air like in tekken, u had to hit them and give them a chance to counter.
2. (suggestion) make it so you cant just counter counter counter give a penalty like make the game a 3 counter system like in doa 3 then if you counter 2 times you get a 4 way system like doa 4 and if you counter 2 more times it goes six ways (one direction for each counter) and special counters (ie: kasumis teleport) then go from doa (one direction) to doa 3 (two direction) and one it gets to 6 ways two direction counters (lie fangs that are stronger[advanced counters]) are taken away and her counters that are like kasumis teleport then take their place.
3. to keep that all balanced make it so the game is 3 counters then once you get stunned make it 4 counters and if you get deep stunned make it 6 counter so no one can just random counter.
4. put a stop to lag block grabbing. block grabing is fine when it was meant to be a block grabbable move (ie: kasum- double cartwheel) but in lag moves that aren't supposed to be block grabbable are (ie: kasumi jab knee)
5. give running moves a bit more priority when then must run five steps so that if someone is being turtled they have more priority over the one running away.

thank you
 

Raansu

Well-Known Member
1.) The stun system was terrible in doa4. I'd prefer they go back to doa3.1/doa2 stuns. We don't need every move in the book to cause a damn stun either.

2) Thats just being overcomplicated for the sake of being overcomplicated. That wouldn't fix anything and would make the game more random than it already is. Defensive holds are a necessary tool in doa, and worked well in doa3.1. Really they just need to adjust the active frames of the holds.

3)Again...you are trying to make things more complicated than they need to be and again, they are tools that simply need to be adjusted, not designed in a way that no one would use them.

4)Thats a netcode thing, not really something you can instantly fix. Lag is lag, and it will always heppen. They can try and reduce it, but theres only so much they can do to compensate for people on slower internet connections, or people trying to play while running 4 other connections on a router. And the term I think you are looking for is throw punishment.

5)Turtling is a legit tactic and is part of every fighting game. Running attacks have their uses, but giving them some kind of crazy priority is not the answer to dealing with people who turtle. There are plenty of strategies out there to deal with it.
 

Rikuto

P-P-P-P-P-P-POWER!
well target, the system most of us appreciate was doa 3's in terms of counters, not so much doa 4's.

and that was, some moves could be countered out of stun, and some couldn't, so it gave you tools to fear instead of just having to sit there and guess all day long. It was still way more forgiving then tekken though.

4)Thats a netcode thing, not really something you can instantly fix. Lag is lag, and it will always heppen. They can try and reduce it, but theres only so much they can do to compensate for people on slower internet connections, or people trying to play while running 4 other connections on a router. And the term I think you are looking for is throw punishment.


This actually could be addressed if they made all throws escapable (LIKE THEY SHOULD BE).
 

Raansu

Well-Known Member
Even then, you still have to compensate for the netcode. So then people will be saying "I broke that throw!" Lag is lag, and sadly there is only so much they can do about it.
 

Rikuto

P-P-P-P-P-P-POWER!
Still twice as forgiving, but yea.

In soul calibur 4 i got to the point where I was breaking situational throws 100% of the time, even online, because it was obvious when they were coming.

In doa we really are not trained to think about that because it is pointless to.
 

Matt Ponton

Founder
Staff member
Administrator
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Thanks for the continued input. The first round of questions and feedback has already been sent. Any further input will be weighed in when a second round is prepared.
 

R4712-VR88

Active Member
Please do NOT have another boss that works like APLHA-152. I literially just went through Kasumi's story, stages one through seven, in under five minutes just to fight ALPHA-152 for fifteen. I do not want to deal with this again. And I nearly shat bricks when I had to fight her using bottom tier Brad Wong. -_-;;
 

Raansu

Well-Known Member
I never understood why people have such a hard time with Alpha. Just turtle her until she starts attacking or do running attacks. Her strings are long and repetitive patterns that are easily countered.
 
I think the problem most people have is with her damage output. Also keep in mind that she can cancel that repetitive kkkkk string into a 2k low whenever she feels like.

But I agree, 152 isn't that hard. She just punishes for huge damage.
 

R4712-VR88

Active Member
I never understood why people have such a hard time with Alpha. Just turtle her until she starts attacking or do running attacks. Her strings are long and repetitive patterns that are easily countered.

*shrugs* I guess maybe I've been off DOA4 for too long, but then again can you blame me. lol! For the most part she'd teleport me alot and then her attacks would beat mine out just because they're faster. But I had no problems turtling and such. Plus I still don't have ALPHA-152 unlocked on DOAD so I don't know everything about her.

I guess DOA players aren't used to getting punished for being dumb. =P

I'm simply saying I think we could use a more leveled and consistant boss fight instead of the ridiculousness that's ALPHA-152. I wish there was something more challanging and fun instead of Test Your Luck from Mortal Kombat. Like maybe have some set time limit to defeat the boss that gets shorter by difficulty or the boss has more health.
 

OSTCarmine

Active Member
I Have some questions, but I have not read through ALL the previous posts so disregard any repetitions.

1|Are there any plans to make Evasion part of the battle system in future titles? It could be implemented as part of the counter system [i.e. also done with the Hold button]. In the same vein as the current counter system, different characters will have different ways of evading. As an example: Ayane and Tina are two characters that already incorporate "rolling" into their fighting. They could therefore use evasive rolls. These rolls would still be subject to the same rules as they currently are i.e they would still be punishable. These types of moves would serve various purposes such as positioning, setup and of course evasion.

2|Is the Counter system expected to see ANY changes in the future. I am not referring to issues such as timing or command inputs, but more the purpose of the system as a whole. Some of the most interesting fights I have had [on DOA4 which a lot of people seem to dislike lol] has been against characters like Lei-Fang, Elliot, Gramps and Bayman. This is because those character have Parries that dont do any damage, just shifts the direction of the battle temporarily.
If you think of it in terms of the flow of gameplay it runs as follows - When the characters are staring each other down there is a fair amount of tension. This tension peaks when blows start raining and lulls whenever somebody is downed [by a combo, heavy hit, grab or a counter]. This lull does NOT occur if a Parry is used. The flow of the battle remains intact longer and it just ends up being more FUN.
To rephrase my question now that I explained my views - Would TN consider making Parries a more prominent part of the system as a whole? Would this have any negative effects on the way the game runs? [if you guys on the forum see any lemme know k] Would it take DOA in a direction they are not comfortable with? Can it be done?

As a side note

The things I suggest in my second question can also be applied to the first. The Parries are used to gain tactical advantage over you opponent, instead of simply reducing their HP. This is also one of the major reasons why I want Evasion to be implemented, to add a few more tactics to the game as a whole.
 
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