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Playing with various friends and occasionally online, as well as a frequent visitor to various DBZ related boards, I feel that I have some constructive ideas and criticism. I won't bother to mention what I specifically agree with, just things other possible options and things that I don't think would work.
(I would be more than happy to put this up as a graphical chart like you have, if it would make it easier for you to read. I also have a 6 page document detailing possible mechanics and upgrades in the next game if you would like to see it.)
I. Changes made to your changes
a. Ultimate Attacks and the Spirit Gauge -
The re-addition of TB3's blue "blast stock" is an excellent idea. However, the permanent loss of the spirit gauge during an ultimate attack is too steep of a price. Instead, perhaps each ultimate will have a set amount of Spirit bars that it uses, as well as a set amount that it depletes. For example, Goku's final version of the Spirit Bomb uses 5 out of his 6 possible Spirit bars, and causes a permanent loss of 2 of his bars. Conversely, Android 17's Photon Flash might use 2 Spirit bars and cause a permanent depletion of only 1 bar. That way, the "weaker" ultimates have a smaller price tag, and possible to to use some ultimates more than once.
A decent number of movetypes needs to based off the Spirit gauge - power-ups (same as TB3's system), Android-Barrier type moves (they were nerfed to the point of uselessness in RB2. Make them like TB3 again - powerful, but only able to be used occasionally), Instant Transmission (but make it powerful and actually "instant" like in TB3), and Counters. Counters are just too easy to spam being based of Ki alone.
Spirit Gauge perhaps charges from dealing damage as well as being dealt damage? Or else only losing players will be able to use ultimates and power-ups. I personally prefer the charge-over-time method of TB3, but other fighting games have shown other methods of charging a similar gauge to be just as effective.
b. Heavy Smashes -
No need to disable the ki blast abilities during close range. The previous system has worked just fine, and numerous times in the show characters have used ki blasts at very close ranges.
c. Combo System -
Combine TB3's "character unique smash" system and RB2's "cancel" system. All characters would then have their own fighting style and combinations, but still be similar enough to other characters to make them fun and enjoyable to use.
d. Super Attack/Charging
Allow super attacks to be used regardless of charging. RB2's right-stick use of super attacks was an excellent improvement. An over-use of the HUB system (especially for something non-character change related) will make it feel over-used and like it doesn't belong.
e. Guard System -
I disagree about the guard system being to complicated. It only feels like that first beginning the game. TB3's Sonic-Sway forced your opponent to keep attacking (which was dumb) and caused players to feel as though defensive options were limited. RB2's use of the guarding system allows players to react whatever your oppenent does while still keeping the game fast paced. Forced cinematic/actions = bad most of the time.
Also, make the manual vanishing faster, like in RB1. RB2's manual vanish was to too slow and bulky, making it a fairly useless feature.
f. Controls -
Keep RB2's control system. It fits the game very well, and doesn't cause any input issues (unlike TB3 - charging and accidentally hit block before the charge animation was done? Too bad, you used up your spirit gauge and started pumping up right as that Kamehameha hit your face.) I do approve of the Raging Soul control change. That caused never-ending irritation in RB2. Keep the signature moves as circle (or B, depending on system.)
I also HIGHLY suggest allowing options for complete control customization. I should be able to dash with L. bumper and block with "X" if I want to. None of those silly 3 preset control options, I mean a complete re-mapping of the controls if the player desires. (I see some problems, such as super/ultimate attacks with the stick, but perhaps a "stick vs. charge + button vs. charge + direction + ki option could be used.)