GamesTM: Dead Or Alive 5 “the next step” for fighting games, says Team Ninja

Rikuto

P-P-P-P-P-P-POWER!
How did you come to that conclusion? There were no danger zones in either of those stages... >_>

It kind of makes sense if you aren't talking about moving dangerzones.

Kyoto has slopes, full partitions, half partitions, full walls, half walls, solid ground, water, two stage tiers, and invisible walls.

Halo stage is pretty much the same deal but instead of water and half partitions you have the ceiling.

Personally I'd say that seaside market has the most by far, its just really spread out.

Experimental playground is a broken clusterfuck. It has less to do with "too much" environmental interaction and more to do with "bad" environmental interaction condensed into a small area. Juggles randomly getting cut short because of glitchy tree placement, dinosaurs doing whatever the fuck they please.... no sir.
 

Berzerk!

Well-Known Member
Nothing new but still... This line made me smirk: "Just because we call it fighting entertainment doesn’t mean that we’re taking away the fighting game elements."

Well you would have to add fighting game elements first before being able to remove them.
Are you fucking serious? Why did you post this bullshit on their site as well?

Come off it man, you're being sarcastic but it just comes off as bashing the game. Be a bit more considerate.
 

Raansu

Well-Known Member
Are you fucking serious? Why did you post this bullshit on their site as well?

Come off it man, you're being sarcastic but it just comes off as bashing the game. Be a bit more considerate.

Because he is bashing it.
 

grap3fruitman

Well-Known Member
Standard Donor
It's a great line! Plus, Team Ninja needs to take some heat for saying bullshit, not that a single line from some nobody on the internet means much.
 

Berzerk!

Well-Known Member
You're not being clever or cutting through to anyone. You just come off as a troll and a hater. Use your intelligence and lay down some context. This nonsense you throw out makes you an anti-fan and just annoying.

In the midst of trying to pull some constructive criticism together, this is not a good way for you to represent the community as a member of the USUALLY most reasonable and well informed forum on the game. Pull your shit together.
 

DrDogg

Well-Known Member
In terms of ways and times you'll be interacting with the background.

I look at them very differently. You interacted with the background, but there was no craziness going on. The demo stage is nothing but craziness and much closer to Experimental Playground than Kyoto in Bloom.
 

DR2K

Well-Known Member
I look at them very differently. You interacted with the background, but there was no craziness going on. The demo stage is nothing but craziness and much closer to Experimental Playground than Kyoto in Bloom.

The demo stage is interesting, the craziness is sort of controlled. You make it happen and it only happens for a few seconds. Whereas something like the dinosaur level is always random and never controlled. There's really nothing worth banning in the demo stage.
 

DrDogg

Well-Known Member
The demo stage is interesting, the craziness is sort of controlled. You make it happen and it only happens for a few seconds. Whereas something like the dinosaur level is always random and never controlled. There's really nothing worth banning in the demo stage.

The only thing that concerns me in terms of banning is the camera shake. When I mention the craziness, it's simply a preference because I feel it's distracting, much like Experimental Playground with the numerous trees and dinosaurs getting in the way of the match.

Given the option to play on the demo stage, or the raft stage, I would pick the raft stage every time (at least in tournament).
 

DR2K

Well-Known Member
The only thing that concerns me in terms of banning is the camera shake. When I mention the craziness, it's simply a preference because I feel it's distracting, much like Experimental Playground with the numerous trees and dinosaurs getting in the way of the match.

Given the option to play on the demo stage, or the raft stage, I would pick the raft stage every time (at least in tournament).

Isn't there shaking in raft stage once you hit the wall? Akria's trademark attacks cause screen shaking too, they did in VF5 iirc. It would be nice if it could turn off for players that it interfers with.
 

DrDogg

Well-Known Member
Isn't there shaking in raft stage once you hit the wall? Akria's trademark attacks cause screen shaking too, they did in VF5 iirc. It would be nice if it could turn off for players that it interfers with.

There's camera shake in most fighting games, but it's very brief. The shake on the demo stage is not brief at all. As soon as you activate a danger zone, it shakes for a significant amount of time as the stage transitions.

(I'm also not a fan of the drastic incline.)
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
The only thing that concerns me in terms of banning is the camera shake.

Just curious if you are playing on the Dramatic camera option or the Classic.

I noticed that in the Dramatic setting the camera would pan extremely far out or at an angle when going through stage transitions like Field 2 (Slope). I found it very distracting.

However, I play through the Classic setting which holds the camera as it typically is in previous iterations. I also don't recall the screen shaking when I'm playing through this mode but maybe I just adjusted really fast to it. It wasn't apparent like when in Dramatic setting.
 

DrDogg

Well-Known Member
Just curious if you are playing on the Dramatic camera option or the Classic.

I noticed that in the Dramatic setting the camera would pan extremely far out or at an angle when going through stage transitions like Field 2 (Slope). I found it very distracting.

However, I play through the Classic setting which holds the camera as it typically is in previous iterations. I also don't recall the screen shaking when I'm playing through this mode but maybe I just adjusted really fast to it. It wasn't apparent like when in Dramatic setting.

I definitely prefer Classic camera. However, I don't recall if the shaking was as extreme on Classic or not. When I switched to Classic, I was just doing frame data and testing, so I didn't activate any danger zones.
 

Raansu

Well-Known Member
It still shakes on classic. It's just the camera is not going all over the place when set to classic.
 

d3v

Well-Known Member
true, but its something as odd, and frankly is find weird they added....maybe its apart of their grand scheme in overall balance? heck if i know what hayashi is thinking these days....i thought he had a good head on his shoulders doing Sigma 1 and 2....now im not so sure anymore.
Because being able to break a throw on reaction is stupid and ruins throws. The only way you should be able to break a throw is if you read it right, like in 3S (or Skullgirls) where you have to input the command on almost the same frame as your opponent does.

Throw breaks in SCV work more like throw softening in ST where you only lessen the damage and, at the same time, prevent your opponent from having positional advantage.
 

Berzerk!

Well-Known Member
As has been said many times if DOA did a throw break system like VF5 but integrated punishment by making throw escapes much harder to time to impossible if in disadvantage/recovery.

By having to inter the correct directional input (left/right or neutral) you have to know which throw they're going for, and the input window would have to match up closely to the throw attempt (within the first grabbing frames). Having to read it well coupled with the speed of the game means only obvious throws at neutral will be escaped in most games, which makes sense.
 

DrDogg

Well-Known Member
Because being able to break a throw on reaction is stupid and ruins throws. The only way you should be able to break a throw is if you read it right, like in 3S (or Skullgirls) where you have to input the command on almost the same frame as your opponent does.

Throw breaks in SCV work more like throw softening in ST where you only lessen the damage and, at the same time, prevent your opponent from having positional advantage.

No and no. Just no.

I don't even understand why you don't want something to be escapable on reaction. Nothing else in DOA is guaranteed, but you want the throw break to be guaranteed. Please explain why throws shouldn't be breakable on reaction, but you can easily escape everything else in the game.

>_>

And while you take damage in SC5 if you break a throw... it's EXTREMELY minimal. On top of that, you can duck most throws on reaction and even buffer the throw break while holding block.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
As has been said many times if DOA did a throw break system like VF5 but integrated punishment by making throw escapes much harder to time to impossible if in disadvantage/recovery.

By having to inter the correct directional input (left/right or neutral) you have to know which throw they're going for, and the input window would have to match up closely to the throw attempt (within the first grabbing frames). Having to read it well coupled with the speed of the game means only obvious throws at neutral will be escaped in most games, which makes sense.
-I agree, this would be one of the better ways to implement a throw break system. It is important that when used as a punishing tool against holds, that they are inescapable. Im not quite sure if those same measures need to apply against Stepping and blocking.
 
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