Dead Or Alive 5 E3 Build Experience

Rikuto

P-P-P-P-P-P-POWER!
Deserved, yes. Entertaining, no. While being a competitive fighting game is the most important, yes, the entertainment value from watching the game is important from a business perspective. Keep in mind, in UMVC 3, they have TOD's, but if you think about it, since you have 3 characters, it's only 33% of your life, and you've seen how those juggles work. I seriously think 33-40% should be the standard of most juggles in DOA without walls. Remember, in a game like DOA has been recently, with no game theory to defend yourself, fuck ups are expected.

With how easy it is to get people in stun and a lack of game theory, this is a good value I believe. Really, I do. The game would still go by pretty fast, especially without a decent neutral game.

Your math isn't adding up though. if 33-40% is the typical juggle without a wall, then 50-60% has to be a typical juggle with a wall. Otherwise what relevance does the wall even have?

And we have not even gone into additional factors like CB's, slopes, and special dangerzones with re-launches involved.

I mean what do you expect the game to do? Reach 50% and go "Yo dawg, I know I should be giving you like a whole bunch more damage because you set all of this cool shit up, but i think its rather unsporting you kill your opponent like that."

So either no one would ever go for anything dangerzone related since they can achieve maximum damage without it, or regular combos would be too weak to ever justify the use of when you can still be countered.

I understand your grievance, but it's really not a legit complaint considering how rare those kinds of big damage combos are against good players. Besides that, why would you sacrifice good gameplay for a rare spectator grievance?

What would be a legit complaint is something easy like Viola's infinite in SCV that is so painfully slow to watch that the round usually just ends up timing out.


Also UMVC3 is the single most spectated fighting game in pretty much the entire world at this moment in time and space. And those juggles are long as hell... if the issue was anything for a spectator it would be attention span, not lifebar. As for 3 lifebars, there is a reason 3D fighters have more rounds than 2D fighters do during tournament play. Rounds tend to last a lot longer in 2D fighters, even of the 1v1 variety due to shorter combos and long standoffs with projectiles, etc.
 

DR2K

Well-Known Member
So where is DOA5 at and just who is TN catering to with DOA5? I saw a lot of potential in the E3 build would suck if it was just X05 2.0 all over again.
 

DrDogg

Well-Known Member
So where is DOA5 at and just who is TN catering to with DOA5? I saw a lot of potential in the E3 build would suck if it was just X05 2.0 all over again.

According to Manny it's in a terrible place. I'll know relatively soon if Manny's statements are accurate or not. Let's hope he's wrong.

X05 2?...im gonna assume you mean 4

No, he means a repeat of what happened at X05. DOA4 was looking very good at X05 (the Xbox event just before the 360 released), but when the game released a few months later, everything good about it had been removed by Itagaki. This time, instead of Itagaki ruining what was potentially a good game, we have Manny.
 

DR2K

Well-Known Member
According to Manny it's in a terrible place. I'll know relatively soon if Manny's statements are accurate or not. Let's hope he's wrong.



No, he means a repeat of what happened at X05. DOA4 was looking very good at X05 (the Xbox event just before the 360 released), but when the game released a few months later, everything good about it had been removed by Itagaki. This time, instead of Itagaki ruining what was potentially a good game, we have Manny.

I hope Manny realizes what his input could do for DOA. This game needs to forster a competitive enviorment or it's the same scenerio all over.

Shit even NRS listened to their fans after a decade of turd MK games.
 

DrDogg

Well-Known Member
I hope Manny realizes what his input could do for DOA. This game needs to forster a competitive enviorment or it's the same scenerio all over.

Shit even NRS listened to their fans after a decade of turd MK games.

Manny doesn't want the same game we do. He wants a game in which you're forced to guess and a correct guess is rewarded heavily. We want a game in which the guessing is optional, and you win by out-playing your opponent instead of out-guessing them.

I think Team Ninja wants a good mix of both, but that's not what Manny is saying. According to him, Team Ninja wants DOA4.2... which is what he wants. Oddly enough, for the VF characters to remain similar to their VF5FS counterparts, the game can't play like DOA4.2 or anything even remotely similar to what Manny wants. So we'll see how things shape up.
 

OSTCarmine

Active Member
yeah but delay serves a marketing purpose, even if it makes the game somewhat iffy. i doubt string delay is going to vanish, though they could definitely tighten the window somewhat... idk. i like the various stuns in play in DOA, their implementation is bad but the general idea behind it is solid. DOA needs more good options when it comes to punishment, so that strings are not so dominant. if strings are less dominant then delay and even holds become that much less of an issue. as far as fishing out CH is concerned, there are multiple ways of doing that... string delay is not the worst offender lol. though i will admit that string delay certainly does exploit the system in a very douchey way. i would like to see more characters with single hit, fair damage, knockdown attacks that cannot be followed up on whatsoever - like how Kasumi's 7K is/used to be. These moves are the safest option to follow a CB with, but they dont deal enough damage to make them viable in that situation... i would advocate to fix that
 

DrDogg

Well-Known Member
These moves are the safest option to follow a CB with, but they dont deal enough damage to make them viable in that situation... i would advocate to fix that

I'm not following you. When you connect with a CB, the stun allows you to attack with pretty much anything. You're going to go for maximum damage in this situation and safety is not an issue since the attack can't be blocked or evaded in any way.
 

AKNova7

Active Member
Your math isn't adding up though. if 33-40% is the typical juggle without a wall, then 50-60% has to be a typical juggle with a wall. Otherwise what relevance does the wall even have?

And we have not even gone into additional factors like CB's, slopes, and special dangerzones with re-launches involved.

...Did I type that wrong? Here's what I MEANT, I probably just explained it poorly.

Typical Maximum Non-Wall Juggle: 33%-37%
Typical Maximum Wallsplat/Normal Danger Zone: 37%-49%
Typical Maximum Danger Zone Relaunch Juggle: 50-60%

I'm an advocate of low-moderate damage, not high damage, lol. I'm surprised by the amount of times we've talked damage on things, you didn't automatically think what I said was a typo.


I understand your grievance, but it's really not a legit complaint considering how rare those kinds of big damage combos are against good players. Besides that, why would you sacrifice good gameplay for a rare spectator grievance?

What would be a legit complaint is something easy like Viola's infinite in SCV that is so painfully slow to watch that the round usually just ends up timing out.

Also UMVC3 is the single most spectated fighting game in pretty much the entire world at this moment in time and space. And those juggles are long as hell... if the issue was anything for a spectator it would be attention span, not lifebar. As for 3 lifebars, there is a reason 3D fighters have more rounds than 2D fighters do during tournament play. Rounds tend to last a lot longer in 2D fighters, even of the 1v1 variety due to shorter combos and long standoffs with projectiles, etc.

No no no. I could have used a better word for it, but I meant entertaining to the player. Now, of course, this would be assuming that decent guarantees came back into the game, but I really think the moderate damage instead of Namco damage would be great in a game like DOA, because while it would make the fights slightly longer, it would be entertaining to watch and play at all levels, and would also be solidly competitive. It seems like the damage would be a little low, but remember, this is also a game where it's easy to get wall damage with the DOA5 system.
 

Rikuto

P-P-P-P-P-P-POWER!
lmao. AGREED.
Sirlin is quite a kewl dude, thanks for pointing me in his direction rikuto... i feel so smart right now.
can i make a request for a particular discussion here, since i dont see what im looking for in the forum. lets talk about stun... specifically, and in depth. i wanna know what ppl think about how stun, deepstun and the issue with CB and sitdown stuns are affecting the game, and some suggestions and fixes. somebody mentioned above that the payout for holds has been reduced, but the overall payout for offense has not been re-balanced to reflect this yet (i think it was you Rikuto, though not in my clumsy wording) so i wanna talk about strikes and their properties... indulge me?

Alright...

Well it's pretty much how I said it. In DOA 1-2, only specific attacks could cause a stun good enough to lead into any form of respectable damage. It was not as difficult to achieve as something like a non-shakeable stun in VF, though. You only needed one hit to launch for max height inside of the stun. Some characters have better juggles than others, and when you combined this with dangerzones things could get nasty. In DOA 2 you also had to deal with the counter system inside of stun which did anywhere from respectable to insane damage depending on the matchup. Because decent launching options were limited to one or two different attacks per character, the attacker was usually scared that their coinflip would backfire on them despite the potential payout.

In DOA 3.1 it was the same story, but many attacks now had frame advantage and many characters had tools that would completely destroy a person attempting to hold. This made people fear having to use the hold despite the damage it could cause, and instead the game played with a greater emphasis on environmental positioning, trapping your opponent, and getting that first big lead. You couldn't play with batshit silly offense unless your character was designed for it like Jann Lee. This is why DOA 3.1 is considered the best game... the stuns difficult enough to pull off but the damage was all completely justifiable. The counter system was there, but it was not riding shotgun for once.

DOA 4 is where everything changed and things got ugly. Most environmental setups were made useless, frame advantage was stripped from basically everything, counters were made stronger than ever, and now you had to hit your opponent several times after they were stunned just to get a decent juggle. In a vain attempt to balance this they made it so nearly any attack would cause some kind of stun on counter-hit... which actually made everything even worse because now you couldn't properly anticipate threats as everything created the stun situation.

DOA 5 thus far has nerfed the counter agreeably for MOST characters, which solves the first major problem this series ever had... but only after it got to its most extreme breaking point. Wall combos are back in a slightly different form, as is frame advantage. The possibility of intelligent offense is present. The stun system, however, is left over from DOA 4 in its entirety as is the need to score multiple hits before a decent launch. This creates a situation where the gameplay is closer to what DOA 3.1 was at the pinnacle of the games triumph with insanely strong but super situational offense, but unfortunately the stuns come way too easily and you have to smack around your opponent several times inside of that stun to get what you want. Intelligently, Team Ninja put in the CB system which focuses very strongly on making one option better than everything else once a stun happens... which of course, leads to mindgames that just about any level of competitive player can comprehend rather than a random clusterfuck of guessing and choices.

Master is basically telling everyone that good stuns are rare enough that we can revert to single hit max height launches again. And I'm telling you that its still a super convoluted mess and we can't. And why would I ever tell you otherwise, when my character was not missing a single stun that he had from DOA 4?
 

OSTCarmine

Active Member
I'm not following you. When you connect with a CB, the stun allows you to attack with pretty much anything. You're going to go for maximum damage in this situation and safety is not an issue since the attack can't be blocked or evaded in any way.
lol, i 4got to mention launchers... i was referring more to strings in that post
 

DyByHands

Well-Known Member
I don't think Team Ninja goes and changes their game based off of comments made by one dude. Itagaki ruined the game because he was the director... I guess I missed the news that Master is now in charge over at Team Ninja?..

I agree with what alot of you are saying. I don't want DOA4 again, either. But if at the end of the day DOA isn't what we/you want, thats on Team Ninja not Master.
 

OSTCarmine

Active Member
DOA 5 thus far has nerfed the counter agreeably for MOST characters, which solves the first major problem this series ever had... but only after it got to its most extreme breaking point. Wall combos are back in a slightly different form, as is frame advantage. The possibility of intelligent offense is present. The stun system, however, is left over from DOA 4 in its entirety as is the need to score multiple hits before a decent launch. This creates a situation where the gameplay is closer to what DOA 3.1 was at the pinnacle of the games triumph with insanely strong but super situational offense, but unfortunately the stuns come way too easily and you have to smack around your opponent several times inside of that stun to get what you want. Intelligently, Team Ninja put in the CB system which focuses very strongly on making one option better than everything else once a stun happens... which of course, leads to mindgames that just about any level of competitive player can comprehend rather than a random clusterfuck of guessing and choices.
on the matter of CB, how well does the system work in terms of certain setups? consider the following...
- character X gets CB in 4
- launches a combo --> Stun Hit, 3-Hit String, FC, CB
bearing in mind that i could just as well swap the CB for a launcher or a Throw, depending on my character, how does it make the situation any better? if i was a Busa player i could opt for an air combo or an izuna at this point and get good results both ways... I like the CB system for the guaranteed follow-up, but in terms of guesswork involved i just dont see that much improvement.
 

Rikuto

P-P-P-P-P-P-POWER!
...Did I type that wrong? Here's what I MEANT, I probably just explained it poorly.

Typical Maximum Non-Wall Juggle: 33%-37%
Typical Maximum Wallsplat/Normal Danger Zone: 37%-49%
Typical Maximum Danger Zone Relaunch Juggle: 50-60%

I'm an advocate of low-moderate damage, not high damage, lol. I'm surprised by the amount of times we've talked damage on things, you didn't automatically think what I said was a typo.

I'm an advocate for low-moderate damage when people don't know how to juggle, or set their opponent up for anything. And I'm an advocate for low-moderate damage when you keep yourself away from environmental traps and negate the most damaging option during the meta-game. But for how much more you have to work in DOA to get anything relevant, I'm an advocate for watching people die when they mess up.


Also, we're talking about a game where you throw people off of skyscrapers. This game does not need low-moderate damage when you do something amazing that leads into this.
 

Raansu

Well-Known Member
I don't think Team Ninja goes and changes their game based off of comments made by one dude. Itagaki ruined the game because he was the director... I guess I missed the news that Master is now in charge over at Team Ninja?..

I agree with what alot of you are saying. I don't want DOA4 again, either. But if at the end of the day DOA isn't what we/you want, thats on Team Ninja not Master.

He has more influence than you think...
 

AKNova7

Active Member
I'm an advocate for low-moderate damage when people don't know how to juggle, or set their opponent up for anything. And I'm an advocate for low-moderate damage when you keep yourself away from environmental traps and negate the most damaging option during the meta-game. But for how much more you have to work in DOA to get anything relevant, I'm an advocate for watching people die when they mess up.


Also, we're talking about a game where you throw people off of skyscrapers. This game does not need low-moderate damage when you do something amazing that leads into this.

For the first part, that's what I said when I mentioned adding solid guarantees to the game as a prerequisite for making this type of damage correct. I mean, sure, I understand that the awfulness of the game is what creates this need for high damage in the first place, but aren't we trying to fix the game overall, not deal with the system.

To be completely honest with you, the stuns need a drop threshold after a certain number of hits to encourage people to stop Master-ing, so we can actually fix the game.

To the skyscraper comment, throwing people off skyscrapers is different, but it makes sense as far as game mechanics because the damage is scaled by the time you get to that point in the combo. If you throw someone off raw, I'd like to see around 43% damage for guessing wrong on the cliffhanger. Just for that one thing alone. Like a CH Jacky Flip kick from VF. And the reason I say 43% is because a lot of people who play fighting games (Semi-Competitively) that I know whine about the danger zones making game play unfair because the stages are uneven, so that should stop some of that.
 

DyByHands

Well-Known Member
I understand that he has more influence than myself or others here. But, he is not making the game nor can he, himself "ruin" it. Thats on TN.
 

Rikuto

P-P-P-P-P-P-POWER!
on the matter of CB, how well does the system work in terms of certain setups? consider the following...
- character X gets CB in 4
- launches a combo --> Stun Hit, 3-Hit String, FC, CB
bearing in mind that i could just as well swap the CB for a launcher or a Throw, depending on my character, how does it make the situation any better? if i was a Busa player i could opt for an air combo or an izuna at this point and get good results both ways... I like the CB system for the guaranteed follow-up, but in terms of guesswork involved i just dont see that much improvement.

The CB system by itself would only be an improvement because it guarantees a followup powerblow, which can be a complete game changer as it gives you full control over the environment that you would not normally have. By itself, it is a legit reward for reaching the end of the rainbow unmolested when you're at less than 50% health as it can potentially turn the entire game around if you manage to pull it off.

The CB system in combination with other unholdable stuns, however, creates a sense of real flowing combos with high payout. It's a small but important piece of a working combo. This is why Drdogg does not want sitdown stuns shakeable, and it would be my preference as well. The combo should start the moment I land 3k, making it the obviously more dangerous option to watch out for as the defender.

If I want to shortbus the combo into something that does 1/4 instead due to the hits i missed in the threshold and the lower launch, I certainly can. That's an option if i don't feel like getting countered as it's an option my opponent is less likely to counter because he would rather lose 1/4 than 1/2. That's a strategic mindgame and a classic example of Game Theory that I keep talking about. It's the kind of mindgame that really lets you get to know your opponent.

But the difference is, with what master is talkin about... ok i'll get the stun, now i can pick whatever and do stupid damage. It doesn't matter what I do because I tell you right now I'll be getting 40-45% with absolutely no strategic element attached to it other than sheer luck. Everything will do big damage, so why use my brain for anything? There are no logical mindgames attached to it, and that is a very bad thing.


The other interesting situation is what happens if you leave the sitdown shakeable? I can shortbus the stun right there and take my damage guaranteed instead of going for the CB before it gets blocked. Or I can attempt a riskier, even higher payout maneuver by aggravating my opponent with an OH as he leaves the stun (but before he can counter), which eventually conditions him to throw me as he leaves the stun... at which point i go back to my CB, which turns the remainder of the combo into high-counter damage and more than likely would end the round or damn near end it. A high risk, high payoff gambit that I totally approve of.

Either way, you can see how the CB has different applications than a launcher would.
 

DrDogg

Well-Known Member
on the matter of CB, how well does the system work in terms of certain setups? consider the following...
- character X gets CB in 4
- launches a combo --> Stun Hit, 3-Hit String, FC, CB
bearing in mind that i could just as well swap the CB for a launcher or a Throw, depending on my character, how does it make the situation any better? if i was a Busa player i could opt for an air combo or an izuna at this point and get good results both ways... I like the CB system for the guaranteed follow-up, but in terms of guesswork involved i just dont see that much improvement.

What does FC mean? When I see that I think "full crouch".

Every character gets CB in 4 hits no matter what. Every character that I've messed around with can get CB in 3 hits. Any character with a sit down stun can get CB in 3 hits and not let the opponent counter the 2nd and 3rd hits. Many characters can get CB in 2 hits. A few characters can get CB in 3 hits, using two sit down stuns so that only the first hit can be countered.

Now, when you add SE to the equation, it makes things less guaranteed and instead opens up the ability to extend the stun or possibly launch with a faster attack than your CB. I'd rather just have the guaranteed damage, but this isn't a terrible trade off. I think it becomes more character dependent though.

In the pre-E3 build, Kokoro and Bayman could use "sit down stun > sit down stun > CB" to get a guaranteed CB on the third hit while the opponent can only counter the first hit that initiated the stun. With the ability to SE, Kokoro can no longer do anything similar to that and essentially drops a tier, but Bayman can still dish out big damage with a little more work and remains relatively unchanged.

I understand that he has more influence than myself or others here. But, he is not making the game nor can he, himself "ruin" it. Thats on TN.

As I've said before, Team Ninja already has a plan. They're taking feedback in order to shift their plan slightly to appease the competitive scene. They trust the opinions of myself, Manny and others from the competitive scene, but if they don't think an idea is good, they won't use it.

The problem is the mixed signals. For example, while I say Hitomi is unsafe and should be made safer (the entire cast should be safer except "maybe" Tina), Manny says Hitomi is very safe. If Team Ninja trusts Manny more, then Hitomi doesn't get any safer. Likewise, when I say I want Hayabusa's handstand relaunch removed, Manny says it should stay. Who does Team NInja listen to more?
 

Rikuto

P-P-P-P-P-P-POWER!
What does FC mean? When I see that I think "full crouch".

Every character gets CB in 4 hits no matter what. Every character that I've messed around with can get CB in 3 hits. Any character with a sit down stun can get CB in 3 hits and not let the opponent counter the 2nd and 3rd hits. Many characters can get CB in 2 hits. A few characters can get CB in 3 hits, using two sit down stuns so that only the first hit can be countered.

Now, when you add SE to the equation, it makes things less guaranteed and instead opens up the ability to extend the stun or possibly launch with a faster attack than your CB. I'd rather just have the guaranteed damage, but this isn't a terrible trade off. I think it becomes more character dependent though.

In the pre-E3 build, Kokoro and Bayman could use "sit down stun > sit down stun > CB" to get a guaranteed CB on the third hit while the opponent can only counter the first hit that initiated the stun. With the ability to SE, Kokoro can no longer do anything similar to that and essentially drops a tier, but Bayman can still dish out big damage with a little more work and remains relatively unchanged.



As I've said before, Team Ninja already has a plan. They're taking feedback in order to shift their plan slightly to appease the competitive scene. They trust the opinions of myself, Manny and others from the competitive scene, but if they don't think an idea is good, they won't use it.

The problem is the mixed signals. For example, while I say Hitomi is unsafe and should be made safer (the entire cast should be safer except "maybe" Tina), Manny says Hitomi is very safe. If Team Ninja trusts Manny more, then Hitomi doesn't get any safer. Likewise, when I say I want Hayabusa's handstand relaunch removed, Manny says it should stay. Who does Team NInja listen to more?

I just think this is a bit ironic. If Manny really is doing this so he can be successful and improve his own personal image, it's only going to bite him in the ass when pretty much the entire DOA community blames him for the next seven years over how bad the game turned out. I can't think of a faster way to sink your own lifeboat.
 
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