Keep the DOA4 Lobby System and some other feedback

ScattereDreams

Well-Known Member
SC4 become worst than previous SC games, and SC5 even worst than 4, so notice the pattern? Just the True, my thoughts doesn't matter. I even less care for MVC3 or UMVC3.
Not finishing combos is not good at all at the end, and i less care what Japanese players think about it, coz its one of the good things in the game, that should stay like most of the things in DOA4. But we everyone knows that most of the ppl who made DOA4 left with Itagaki, and DOA5 builds on the crappy DOA D..
.

There is no better fighting game than DOA4



Are you from DOAWORLD.COM? Sorry I just had to ask...
 

EMPEROR_COW

Well-Known Member
Premium Donor
I think some sort of hybrid between the sf4, SCV and DOA4 lobbies would be awesome .. heres what I think would make a the perfect lobby for me:

- allow 6-8 players in the lobby (naturally)
- have a kick button (for the many reasons I mentioned before.. to get rid of annoying players and laggers)
- allow in lobby texting and have a chat log
- have an emotion ICON ..(just like in vanilla sf4 when u can smie,cry,laugh,wink, or rage .. technicly just ike what the doa4 avatars used to do) sometimes just the emotion is enough to express yourself
- have a MUTE BUTTON ... .. to shut people the hell up if you dont wanna listen .. (god i love that in sf4 ... )
- not have the game sound get lowered when some1 starts chatting ... (that is so off putting in sc5 .. and it forces me to keep a headset connected and muted all the time ... but its sucks when I use my stick without the mic-jac.. )
- have the ability to change the host ... (like in doa4)
- not have the room completely dismantled when the host leaves and have the host transfered to the next player.
- have the ability to change game modes and settings on the fly and not having to create a new room for it (like doa4) only with a notification of the changes in case you want to leave and are not happy with them .. and giving you the option to press ready after the changes have been made and not be forced into the fight
- allow viewing of the match being played (and not some crap like MVC3 where the loser had to wait ..)
- allow spectator mode (meaning .. u can join a room but not join the line for playing ... just observing )
- allow replay saves for any match .. and not just your own battle
- have ranked mode seperate and with its own set of unchangable rules (number of rounds, time limit, health, boss bans etc )
- have the ability to name the rooms ... (i always liked this)
- to have the option to leave if you lose (normally) and not have to rage quit leave like in DOA4

I think if a lobby contained all these things then I dont think i would want anything more from an online experience apart from the main thing which is good ol' lagless play ... soulcalibur 5's netcode is just too damn good I dont know what voodoo spell the put on that game to make it run so smooth ... lol

now as cool as the avatars were... weather this is done with cute customizable avatars or not is not a big deal for me ... as long as the functionality is there :)
 

grap3fruitman

Well-Known Member
Standard Donor
A minor suggestion but what if they removed blocking from the :F: button and made it unique to :4: and :1:? Then they could potentially move the sidestep to :2::F: and :8::F: rather than the cumbersome :2::F+P+K: and :8::F+P+K: and not have to worry how it would affect tagging. Now the :F: button is the "use to dodge" button whether you want to hold or step. There's still the concern of the Power Blow however...
 

x Sypher x

Active Member
A minor suggestion but what if they removed blocking from the :F: button and made it unique to :4: and :1:? Then they could potentially move the sidestep to :2::F: and :8::F: rather than the cumbersome :2::F+P+K: and :8::F+P+K: and not have to worry how it would affect tagging. There's still the concern of the Power Blow however...

I like that idea. In fact I'd prefer it that way because your thumb is naturally placed over all 4 buttons (X Y B A), so it would feel more comfortable and would be easier to SS on reaction without having to worry about accidental inputs.
 

Talim JP

Leifang practitioner
Premium Donor
I'm ditto on the 'kick out button'.

I make a room called "3 bar/green ONLY" and still get 1 bar/reds...
 

donerjack

New Member
I think some sort of hybrid between the sf4, SCV and DOA4 lobbies would be awesome .. heres what I think would make a the perfect lobby for me:
...

i can totally agree with most of the stuff you said Emperor_Cow, let's not forget what fun was The Tournament options specially when u r playing with ppl in xbox parties, ppl that r yr friends or ppl that u don't know at all.

A minor suggestion but what if they removed blocking from the :F: button and made it unique to :4: and :1:? Then they could potentially move the sidestep to :2::F: and :8::F: rather than the cumbersome :2::F+P+K: and :8::F+P+K: and not have to worry how it would affect tagging. Now the :F: button is the "use to dodge" button whether you want to hold or step. There's still the concern of the Power Blow however...

Interesting idea for sidestep, looks right. :2::F: and :8::F: i can agree on this one.

Can't agree on not having :F: for block,I will explain why:
I've played lots of years this way using only :4: for guard, and for example in DOA4, most of the time this way didn't work (like 30%), due to lag, or the construction of the D-pad, or something else (not me for sure). I was complaining about it in the beginning and at that time ppl who were more experienced in the game told me, no one is using :4: for guard, coz it doesn't hold, everyone is using :F:. It was little discomforting learning to use it for guard at the beginning when many years I've been playing comforting with Back button, but if game doesn't lag F is holding, back not holding most of the times.
Lots of people will become angry if F is removed for Guards and they using only back, and if it doesn't hold most of the times people will become angry and stop playing DOA at some point.
 

Talim JP

Leifang practitioner
Premium Donor
Comin from a SC backgroound I'm used to and want a Guard (:F:) button.

EDIT
Make sidesteps :2::2: and :8::8: like SC.
 

donerjack

New Member
btw Hayate have a sidestep move :2_: :P+K: and :8_: :P+K: and its looking little more faster than the actual sidestep button that's working for all the other character , but the other difference is in regular sidestep characters duck, in this move Hayate don't.

EDIT:
And btw when m using his sidestep move, it with :8::8::P+K: or :2::2::P+K: most of the times, it's giving you less error if up button is not on hold (not mixing it for other move u don't want), so u can hold 1 time up, or u can press up twice without holding.
 

EMPEROR_COW

Well-Known Member
Premium Donor
with regards to sidestep I think they thought this one out pretty well...
especially when you consider that they are also trying to appeal to the VF crowd which seems to be their main side target ... sidesteps in VF are done the same way it is now with the only difference that it is more timing restricted (kinda like a hold timing)... and the same thing with offensive sidesteps (defensive basicly looked like when you press nothing after and the offensive are the ones associated with an attack) it made me feel right at home ... personally I felt the soulcalibur sidestep kinda akward at first till i got used to it ...

having sidestep on the hold button seems like a nice idea, but I feel theres too much associated with the HOLD button already (holds, advanced holds, neutral blocking, crouching)... ESPECIALLY crouching ...

i kinda like the way it is now because this way sidestepping can all be attributed to 1 combination... (:2: or :8: :+: :F+P+K:) and at the same time it is the reverse when you do a powerblow step cancel (hold :F+P+K: then :2: or :8:)...

my only concern is with Tag mode... Im starting to lean towards the idea of not having powerblows in tag until your team-mate dies ... just like how normal throws become tag throws until the teammate dies...

and as for the tag from above (the combo ender stomp) which was :8::+::F+P+K:, I think they can make a smart enough system to differenciate between the sidestep when the opponent is standing on the ground and the stomp tag when hes floating ... kinda like the way the game tells the difference between hayabusa's izuna drop starter and his air throw .. (both :426::F+P: ) :)

---
as for online training it would be awesome but i think its best to be left as an option in a "2 man only" lobby .. otherwise switching to training mode would be the new form of trolling .. lol ...

I would love to see all the old modes return ...
- winner stays on
- loser stays on
- kumite
- survival
- tag
- team mode
- tournament

I have to say, because you can change the lobby properties in DOA4 on the fly ... it made those other modes alot more used than in SF4 where those modes are pretty much barren ...
---

one more thing I was thinking of is that I think ranked mode (for both tag and single) should be completely seperate ... not everyone likes to be associated with points and labels and have something on the line...
and most importantly is to have it with a fixed set of rules so it can be standardized world wide ... meaning:
- same health option
- same number of rounds
- same time limit
- same bans ( for example on bosses if they decide to allow that crazy green toothpaste kasumi alpha boss) .. etc
I think this way people can take it alot more seriously and casuals can also have more fun ...
 

Talim JP

Leifang practitioner
Premium Donor
Good points!

Yes points shouldn't be on the line all the time. makin points standardized sounds good too (or make a Ranked Mode like SC?).

Changin lobby's on the fly- i don't play tag so when I get into a singles room and then they change it to tag I leave (not a big prob though cause I can see where you get a buncha friends in a room and may wanna change to a different play mode),
 

DriftSlave

Active Member
I think we mite be jumping the gun on how tagging will be done in DOA5, Hayashi can opt out to making it a separate button all together(think Tekken Tag) to diffuse the confusion around overlapping buttons o_O In fact I would recommend that instead...with VF5FS style button checks, there is really no need to complain about that change.

I would rather have Online be barebones then improve upon it with future updates, having TN focus on the bare essentials first is personally the way I would go about it because all the Extra stuff can really come later...Though I would accept Briefing mode with open arms.

As far as old modes go, Tag Can come back, I think Team Battle needs to die tho, it's completely useless with a strong tag team system. Kumite should also stay dead, it can easily be integrated in a VF/Tekken style Ranking systems to Ghost Battle/Time Attack mode(yeah bring Dan's and Titles into DOA), This will also integrate with the players profile as well, Licence Cards in MVC3 were kinda neat imo, same with the Soul Link System in SCV so DOA having something like that would be a welcomed change. Survival can stay(DOA Tag survival is the only survival mode I really ever liked), but like DOAU2 I would like there to be some incentive to play it outside of a trophy/achievement. I like Tournament Mode but as of right now I only see it being Popular as an Online mode attachment, however it coming back as a normal mode would be welcomed imo(have up to 32 slot brackets).

Costumes vs Customization. DOA has yet to include a true character customization mode as it seems to be the norm in 3D fighters. DOA has been known for their numerous colorful alt.costumes and frankly I can live with DOA5 staying that way, It would just be more of a step up to at least offer a color edit or something. The VF Guest Characters have plenty of Alts to pick from as well(Costumes A-E/S) but I would appreciate the thought....anyways my two cents...
 

donerjack

New Member
my only concern is with Tag mode... Im starting to lean towards the idea of not having powerblows in tag until your team-mate dies ... just like how normal throws become tag throws until the teammate dies...


---
as for online training it would be awesome but i think its best to be left as an option in a "2 man only" lobby .. otherwise switching to training mode would be the new form of trolling .. lol ...

I would love to see all the old modes return ...
- winner stays on
- loser stays on
- kumite
- survival
- tag
- team mode
- tournament

I have to say, because you can change the lobby properties in DOA4 on the fly ... it made those other modes alot more used than in SF4 where those modes are pretty much barren ...
---

one more thing I was thinking of is that I think ranked mode (for both tag and single) should be completely seperate ... not everyone likes to be associated with points and labels and have something on the line...
and most importantly is to have it with a fixed set of rules so it can be standardized world wide ... meaning:

I agree, modes was perfect, changing tag or single or tournament, etc any time super fast without a sweat, switching partners in the lobby with who ever u want and the other opponents are doing the same :) and if every1 is doing things fast after starting the game.
I remember what of fun with this modes :)

Btw if Kasumi's Alpha will be made new character in doa5, i think they will made it close to Dural in VF(hidden), maybe also picking the right combination to select her, if u mistake it, u ll be selected to some random character for example :)

Online training mode is a curious thing... i think will be good to have it, not only lobby switch for 2 people, because in training mode, the blood is infinity ... no kills, no winner, no loser :) also u can see the combination of the moves and on yr partner too.. But i prefer training mode to be like in DOA4, the directions and the buttons have big ICONS no small ones that u cannot SEE! like for example is in SF4 i cannot see a shit there so i m seeing the moves from internet when training there... and that sucks... no one should make such mistakes.
 

donerjack

New Member
As far as old modes go, Tag Can come back, I think Team Battle needs to die tho, it's completely useless with a strong tag team system. Kumite should also stay dead, it can easily be integrated in a VF/Tekken style Ranking systems to Ghost Battle/Time Attack mode(yeah bring Dan's and Titles into DOA), This will also integrate with the players profile as well, Licence Cards in MVC3 were kinda neat imo, same with the Soul Link System in SCV so DOA having something like that would be a welcomed change. Survival can stay(DOA Tag survival is the only survival mode I really ever liked), but like DOAU2 I would like there to be some incentive to play it outside of a trophy/achievement. I like Tournament Mode but as of right now I only see it being Popular as an Online mode attachment, however it coming back as a normal mode would be welcomed imo(have up to 32 slot brackets).

winner stays, kumite, loser stays, tournament was good for sure in Doa4, and for Team Battle the idea was very good, but the end quality was not executed well in the game, so if its stay it should match up the skills or ranks or something like that...

as for things and stuff from tekken, sf, etc I don't wanna see things from there here in DOA... DOA have unique stuff and if there is a commonality that's r things from VF, also DOA5 will have 3 VF characters so.. probably if they put some changes related to other fight game that most likely will be VF..

and for sure most of the other fight games released after doa4, was looking and stealing stuff from it..
 

DriftSlave

Active Member
winner stays, kumite, loser stays, tournament was good for sure in Doa4, and for Team Battle the idea was very good, but the end quality was not executed well in the game, so if its stay it should match up the skills or ranks or something like that...

as for things and stuff from tekken, sf, etc I don't wanna see things from there here in DOA... DOA have unique stuff and if there is a commonality that's r things from VF, also DOA5 will have 3 VF characters so.. probably if they put some changes related to other fight game that most likely will be VF..

and for sure most of the other fight games released after doa4, was looking and stealing stuff from it..

-_-' Kumite is useless if Ghost Battle or VF5/T5 arcade mode exist...as you fight endlessly instead of a preset number of CPU controlled bots. Team Battle is something else that isn't really needed, just a throw away mode.

What was unique about DOA4? you had a vague ranking system(which is still lame btw) and again doesn't mean anything, Im not saying 10th Dan's will mean anything either it's just sounds alot better then A+ rank player o_O Havin a title next to your handle looks alot better to me.

Stealing stuff from DOA4? LOLZ Perish the thought...what has DOA innovated in the last 10 years? If anything DOA has been taking idea's from other games....such as making their Sidestep like Offensive Moves from VF5.

you hold DOA4 too high in regards to other fighting games and your blinding yourself by default...the sheer fact your stated SCV was the worst in the series dumbfounds me to no end...and to talk down to people like Riktuo is just...bad.
 

ScattereDreams

Well-Known Member
winner stays, kumite, loser stays, tournament was good for sure in Doa4, and for Team Battle the idea was very good, but the end quality was not executed well in the game, so if its stay it should match up the skills or ranks or something like that...

as for things and stuff from tekken, sf, etc I don't wanna see things from there here in DOA... DOA have unique stuff and if there is a commonality that's r things from VF, also DOA5 will have 3 VF characters so.. probably if they put some changes related to other fight game that most likely will be VF..

and for sure most of the other fight games released after doa4, was looking and stealing stuff from it..

Kumite is just the silliest Idea ever; if you lost in a winner stays match the person with the crown could just change the settings to whatever they desired which I find crap. I don't care about DOA'S ranking system as long as they have "player match".

Other fighters stealing things from DOA? I'm sorry but, didn't the idea of guest characters come from Soul Calibur? Stop contradicting yourself and, get your facts right mate. I'm pretty sure no other fighting game would steal anything from DOA4 if they care about marketing >.<
 

EMPEROR_COW

Well-Known Member
Premium Donor
Kumite is just the silliest Idea ever; if you lost in a winner stays match the person with the crown could just change the settings to whatever they desired which I find crap. I don't care about DOA'S ranking system as long as they have "player match".

Other fighters stealing things from DOA? I'm sorry but, didn't the idea of guest characters come from Soul Calibur? Stop contradicting yourself and, get your facts right mate. I'm pretty sure no other fighting game would steal anything from DOA4 if they care about marketing >.<

i agree with the winner stays problem in DOA4... I think the crown should stay with the host .. even if he loses in a winner stays .. that way no idiot can hog the room by switching to kumite... lol
 

donerjack

New Member
too explain you all what other fighter is steal from doa what doa is get from vf , what other fighting games steal from each other, what is unique or not it will take me too much time , brain pushing and so on, that i do not want or intend to do. (making 1 fight game with same modes, same ranking same tower things same ghost things, same whatever, samo of most of the thing doesn't make the game some kind unique, and its look like the same "soup")
If u don't know this things by now, when for sure i can see you know, saw or play some of the other fighting games me explain things to you guys will not make any difference... What you should know is that "stealing" is something essential to any industry, that's the building blocks after some1 already inventing something that sells... But u get my point , not the same "soup".

haha doa invented 10 years ago? that's fun... doa was release in 96 so invented after release of VF93 and before 96 and in around 4 years will be 20 years old..

and btw some characters have sidestep move's so taking sidestep isn't big issue, specially when you can walk around from long long time in DOA games.. also now when we have guest characters (marketing strategy, lots of happy fans -> me too ) TN need to balance things between doa and vf characters.. that's go also for the new VF move's for Down Punches that u can see in the demo..

Kumite against bot's is useless, m talking about kumite vs ppl in the room/lobby, or certain ppl or etc depending on diff stuff... for example:
some guy big rank is in kumite, u join the room, they r like 9 ppl who r going 1 after another of trying to beat this guy, he have 49-53 wins without single lose ... u hear how everyone is really trying to beat this guy, every1 is trying to give advice to the next one and so on, and when some1 finally get this guy 1 time the whole room are going crazy... that was something unique (unique experience) like you r in some Game Club, not online...
....so this is why i like KUMITE 1 of the reasons, and unless some1 didn't found/feel this experience in doa4 on kumite fighting online, he for sure doesn't know why someone can really like it... and that thing was RARE, but i've been experience it a lot.

So why this is different from winner stays, first in winner stay if the guy loses 1 time ot 50 and u join after that u ll not see it, if its winner stays there is a big chance someone with bad connection to ruin, the guy wins/win strikes etc, the whole room. Also if the strong guy a doing kumite, and u r not so strong when u fight in the kumite room u know who yr opponent is and u giving everything to beat this guy, who have his own style even if he change it, u know his connection and u know that u can play vs him or not... so logically kumite is also good for training against stronger ppl and i always like that at the beginning, after that i was playing the kumite against this 9-10ppl.

and so on.... i also agree that kumite have bad factors like :

if you lost in a winner stays match the person with the crown could just change the settings to whatever they desired which I find crap.

I really hate that too. But that doesn't mean that Kumite is bad idea, when developers can prevent shit things like that to not happen...

so like m saying i like and want for example kumite and i give you 1-2short sentence i mean a whole a lot things that if i start explaining them it turn out like a novel that can be compared to Wheel of Time... no thanks :)

so if u guy understand things m saying that's good, if not whatever :) the world will not end.
 

Relius Starkiller

Active Member
A minor suggestion but what if they removed blocking from the :F: button and made it unique to :4: and :1:? Then they could potentially move the sidestep to :2::F: and :8::F: rather than the cumbersome :2::F+P+K: and :8::F+P+K: and not have to worry how it would affect tagging. Now the :F: button is the "use to dodge" button whether you want to hold or step. There's still the concern of the Power Blow however...

Thats what the bumper buttons are for. . .I really doesn't matter to me because I kind of find myself holding back to block anyway but, still, I don't see any reason to do it other than for the sake of the stick player who has enough buttons on the layout to assign one for :F+P+K: anyway.


On topic, I love the DOA4 lobby system - what I'd borrow from other fighters is the ability to filter connection strength and as far as the "assholes" . . .we'll I'm one of em so I say we all just embrace the hate. I don't know if you guys realize but when this shit drops were going to have a influx of little Julius Rages', NOD Subways', Lopedos', Don't Fork With Mes', OSG Vegas', Lap (remember that guy), and every jackass under god's hot sun.

What you people need to do is prepare yourselves for incoming shit storm - I suggest that each of you construct a suite of eloquent descriptions of how these little bastards were born in their mothers rectal canal.

The War is Coming.
 
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