Avatar Fighter Online

Mr. Brian are you up for suggestions right now for the next beta? Had some ideas that me and my friend thought about after the tourney last night.

  • Possibly a more indepth customize mode (Stance, Voice, Victory Pose, etc)
  • New Lifebar design (Using Lifebar Portraits for Characters)
  • IDK if this is possible but Titles and Icons like from SF4, MVC3
  • A Trial Mode for beginners (like SF4 and MVC3)
  • A Tournament Mode
  • A Ranking System (from Tekken, SF4, MVC3, and etc)
  • Possibly some more stages (one for training mode)
  • More Options in training mode (Making characters jump, block, crouch; Setting the life and setting the dummy as player or cpu)

I could help make the lifebar design since Iā€™ve made some in the past. Probably could also help make those titles and icons. Just let me know what you think of these ideas.

I personally donā€™t think the UI is bad at all. I prefer the simple look over some of the more cluttered or horribly colored systems in games of late (i.e. UMVC3).

In truth, more moves, characters, some sort of meter system (though the timer does have its own strategy and charm), and a little more variety of normals is about all I want, and I can wait for a sequel for that. And some tweaks to the Lobby system, but considering itā€™s a work in progress Iā€™m not gonna complain much. Just wouldnā€™t mind the option to un-ready so you can just spectate without running 30 seconds down per spectator, such as for tournament matches. I will admit, though, that having the option to make a dummy stand, crouch, jump, block, or reversal would be nice.

A tournament mode would have to be done right. In other words, not single-elimination only. Give the option for double-elimination and different amounts of matches, and maybe an option for everyone in the early rounds to play their matches at the same time. Without those options the mode becomes kinda useless, and Iā€™d rather see work put into something else in the game.

OH! One thing: thereā€™s no way to save the controller config. I donā€™t like having to reset my buttons each time. (I use a Hori EX2, has the Calibur/VF/DOA button layout.) Otherwise, I love this game. Itā€™s not horribly complicated, itā€™s doesnā€™t have 10 second cutscenes and 30 second supers, and it reminds me of them good olā€™ PSX and arcade days of hitting buttons. If I want a billion meters and such, I have 10 games THIS YEAR I can buy and roughly 100 from the last 15 years. Really, with this, I just want to go right into a match (which I can), pick a character from a somewhat small list (which I kinda can if I donā€™t wanna custom over and over), and do random bullshit.

TLDR - I like ST. :stuck_out_tongue:

The lifebars I can deal with, but I just feel that they give off more of a dull look and could possibly give off something more vibrant (not like UMVC3 though). Something more of a SF4 feel.

If mrbrian were to add more customization I personally would much rather his time go into something fairly simple to achieve like customizable Overhead, Sweep, etc.

The option to select a third special would be fun as well, possibly at the cost of your ultra or something, if there were balance concerns. I do get the charm and simplicity of the 2 move limit though so i really could go either way.

To this I would add a small replay mode for online or offline matches. At least to have recorded your 5 best game replays would be cool (I miss TOO MUCH 3S and CVS2 replays from the Dreamcast eraā€¦)

Possible fixes for a future updateā€¦

As far as I know you canā€™t pre-charge charge specials before the round starts.

Also, the command grab special should probably not be techable.

Energy bars work well enough. Infact my favorite energy bars are very simple: MK3/UMK3.

I would save the suggestions for the next game. AF has probably seen most of its sales already, and from a business standpoint, adding much to the current game makes no sense. When mrbrain decides to make AFO2, then I can understand big changes, because a lot of these changes, will make it a new game. Some stuff can be done with a patch, but if weā€™re talking about adding tons of moves, having 3 specials, a new UI, ect, he might as well collect another dollar for the effort.

And +1 on the command grab. Its not comboable anymore.

^^ agree on saving major changes for a sequel/ultimate special champion edition. That makes a lot of sense.

Anybody having issues with the highscore system? I 2nd in the ranks then get put in like 456 with 0 points. I went back and forth between 2nd, 3rd, and close to last place. Kind of a big issue for me.

Yeah its glitchā€¦I have gone to first, last and everywhere else.

Ya my rank has gone to poodoo. Game is still the new crack though, despite projectile lock type loadouts being OP atm.

Combo Maker is my new jam for now, you can actually do some interesting stuff that takes advantage of the ability to cancel certain specials with jumps and normals. My favorite looking is doing HP dragon punch canceled to s.LP. The effect is like a kara walking combo. Poor damage but it looks slick.

Best CM ish so far:

[media=youtube]XCsFfss-PK8[/media]

Ive been praticing that Jump Loop and burned like 56% from an opponents health. Its pretty insane with that Ground Stomp. I used Combo Maker and had a little barrel roll trick. Cancelling Rolling Kick into c.lk until CM would run out then would Sweep into HP for stupid corner loops with rolling kick.

In other news Jambitboom just bodied me free. Watch out for this guy come tournament time.

[media=youtube]8C8VZvQ_mkA[/media]

Great fight with a great fighter.Yadamon is the best fighter on this game. Hands down.

However, I think the game still have some issues with balancing. Twin Orbs have been broken from day one. Spamming Twin Orbs makes it way to difficult to get in also when I throw a projectile to counterā€¦One orb cancel my projectile and the other hits me. LAME.

Also when I do my super or Ultra move at the same time as my opponent my move seem to cancel out? Did anyone encountered this?

@Stryfeno
Happened to me too. I also agree orbs is pretty broken. Need to nerf that durability on orbs. My friend said TK AirFireball should get nerfed too. I kinda agree and disagree. It helps zone out your opponents and can ā€œshut upā€ jump ins. Probably could fixed that durability so it doesnā€™t get OP.

Kinda made a chart on what I think the durability rank should be:


Ninja Star
Fireball
Air Fireball
Twin Orbs


The problem with Twin Orbs is if I equip my character with Rushing Combo and Rising Kicks there is no way I can get in on my opponent. TK AirFireball balls also can keep an opponent out and be a hassleā€¦I think the recovery time for both moves needs to be looked at.

It should be like SSF4 or SF2. Example: Guile Vs. Ryu when both are close and both throw a projectile the charge character have the fastest recovery. Guile can smack Ryu with a fierce punch way before another fireball can be thrown.

I think also some moves should be buff also Iike Fly Kick and Ball chargeā€¦It will make more players use them.

Anyone got mic? Wanna do a Training Lobby for Combo Finds. Also to pratice Jump Cancel Loop on Online. Join my lobby if you wanna.

I agree more or less completely with what you guys are saying. Projectile traps are very very strong as of right now, and thereā€™s not enough solid rushdown to compensate. Ball Charge mixups on a downed opponent are the closest thing to a fast paced side-to-side mixup in the game, with the F, F + K move also an option.

Teleport Kick needs a little something too. Maybe the HK version goes behind them or something. A straight-up teleport move period would deter ez mode plasma chucking as well.

Also unrelated, but is it just me or does the game count your offline (ie local) play toward your ranking? And/or wins/losses are glitched, because 99% of my losses have come in local play vs. Jambitboom. Iā€™m guessing it keeps track whenever you are signed in. Itā€™s just generally messed up bc it looks like rage quitters donā€™t get a loss.

Okay just gonna write some notes for the next patch which I havenā€™t even started yet :stuck_out_tongue:

Lobby mode must be creating the bad rankings? (local play doesnā€™t count towards your rank/score)
Skip turn in lobby mode
Fix durability on ninja star, reduce durability on twin orbs
Some extra frames on air fireball?
Unlimited charge exploit fix
Look at simultaneous ults bug

Spruce up some of the boring moves
ā€¦other misc stuff

Command grab should already be non-techableā€¦ Iā€™ll check
You guys should try out the tornado kick against fireballs : ) Boring move maybe but could be useful

Great work on that tourney btw, reading the thread was really fun :smiley:

Regarding the win/loss curiousness-- Iā€™ve actually only logged a few 10 minute or so lobby sessions. Iā€™m credited for something like 350 wins and around 250ish losses, and I can only remember losing a handful of matches to date.

Unless itā€™s counting rounds and not matches, that is starting to sound about right if thats the case.