What changes are you making to address the overpowered hold system?* How else are you adjusting the gameplay to make DOA6 a more serious, competitive fighter?
*DOA5 made some small progress but it was not enough to satisfy the greater FGC so I'm curious how they're planning on adjusting holds and everything else further because right now the hold system looks 1:1 identical to 5 (outside a selectable option that doesn't actually fix anything).
I'd be interested in hearing some of their thoughts behind the new meter system, from a development point-of-view. Like how they ended up deciding on it (possibly other considerations they might have had), what balance aspects they've had to be mindful of, stuff like that.
I'd ask him why he hates busty women so much and actively tries to destroy the franchise!
I'm joking obviously… though I guess seeing the reaction would be amusing.
Maybe he can elaborate on how the stun and launch mechanics currently work and give some reasons for the changes.
Also hearing the reasons for abandoning Stagger Escape could be interesting and how/if they will adjust stuns due to that change. Basically, everything regarding gameplay that will never appear in a standard interview would be interesting XD
I kinda want to know if they intend to provide recolors/slight variations for all costumes, or if this is specific to the costumes in the preview builds.
Since they are going with an “esports” type vibe (at least right now) I would ask something down the lines of: How can the players get more guaranteed damage?
And if they ever consider lowering damage for counters? Or changing up the counters? Not dropping counters, because it is such a part of DOA, but tweaking them to some degree.
Mainly because if you talk to FGC folks who don’t really play DOA, these are some of their go to complaints. And it seems TN is after this crowd. If 6 is going to be about the same as the previous games, then I dont really see the need to go after that crowd.
Is there going to be more revisions to the meter mechanic? I feel making it 3 bars would balance out the payout of BB and the utility of BH.
It's been confirmed BB was cancelable since the first version of the game. This however was never mentioned in any shape or form prior to EVO. Any particular reason for this?
Similar situation with bounding moves and the clear inclusion of new attacks that specifically enforce this new mechanic. Any reason for keeping quiet on these mechanics? Are they planning to showcase them at a later point in more detail?
With DOA5 we saw the "I'm a Fighter" narrative being put forth in the story and marketing, as well as in characters such as Mila and Hitomi. What do you hope to achieve with the DOA6 story and marketing campaign? What would you consider as a main theme in this iteration? Revenge? Family?
Fan-favourites such as Tina and Leifang are integral to the DOA franchise, but are not necessarily tied to the main plot of the story. Will we see any changes in these characters' stories this time round? How will these characters differ to their previous counterparts? How does the team work together to develop a story for someone such as Tina, who has done everything possible?