But, why the hell don’t they do it in the style similar to, oh say… Marvel Super Heroes?
For those a bit unfamiliar with THAT game’s mechanic with the Infinity Gems in a versus match, the gems during a match would randomly be thrown onto the field, and whoever was near it grabbed it.
Until they got hit with a special move, then the gem falls out from the victim for ANYONE to still grab (so depending on how someone got smacked, the victim could still recover said gem). But of course to remove it from play they HAD to use it or risk it getting knocked away and the opponent could use it.
Which IMO (though obviously would take having to actually test the shit out) would work out better for the Dragon Ball mechanic here. Forcing a new meta in actually doing well to KEEP the Dragon Balls instead of having it as a shared mechanic for both players.
Either that or, keep the shared mechanic route, and dump out ALL the helping options so that whatever team gets all 7 first gains access to their character’s Instant Kill move (cause it ain’t an ArkSys fighter without it such!).
Wow, I actually thought that was how it’s going to be done. So if there are 6 characters, does one character randomly have 2 Dragonballs instead of one?
I posted a link to it just above also describe more properties shown in the videos of what I alluded to/wrote about before in my posts. Its right above you.
On other gameplay related notes… I dunno what the chances of anyone knowing but a shot in the dark. But a few questions if anyone can answer. We know you can go hard, to fireball to homing dash. And we know some characters can also go backwords, with hard, fireball, then back to hard. But is there a list for every character that can do it? Its happened so randomly its hard to tell. I can only assume because its not intuitive perhaps that people are not doing it but it would be nice to know all the characters that can do it, or perhaps it only even existed in earlier builds. Also saying that we know you can even in the air do hard, to duck hard(assuming your character has it)but in the air can we do duck hard, to hard? And we know hards can be jced and air dashed canceled but can we also do that for the duck hard? This is something since the EVO build I still havnt seen a lot of… again i assume because not intuitive but… Tons of combo possibilities here of course going back and forth. I mean if we could go back and forth with every characters whats even the chance of something ghetto like 18 having almost a ghetto visually speaking like a chun li marvel head stomp loop combo. Air duck hs, cancel to her fireball in the air pop up a bit and shoot down, over and over again. As well if duck hards can be jump canceled this would fix the problem that happens if you have already used one of your smashes, we can still duck hard, and then jc to a combo anyway. And of course this also goes back to how powerful auto combos are, everything weve seen so far show that auto combos appear to be their own separate entity in the code if you will… you can do multiple in a combo weve seen that still work unlike where when you smash twice the second smash no longer freezes the game. Auto combos seem to have to freeze the game for a split second as is…theres never really been any logical reason to assume they arent potentially the best of the “smashes” even with out getting the meter from them now, and even if we assume the links after a dynamic are “hard” and “awkward” at some points in the corner, since it bounces, its easy to hit the duck hard after the hard, we homing dash up, then do a air combo again, then blah blah… So no damage should ever really be lost even when doing very basic things. They should be a very safe fail safe combo to go to assuming your character can not do the hards to fireball homing dash links on the ground…
No no no, I mean for MSH style, whoever grabs the Dragon Balls that appear on the field it goes to the player in general.
…And already seeing an issue with being able to knock one out via specials, so MAYBE they could’ve done it to where you need to land a super (even a graze) to knock one from the opponent.
I dunno, just late theorycrafting on what-ifs.
With this game releasing in less than 3 months, there have been many play test. With some of these test have came the feeling that the play-styles of the characters are homogenized. Is Arc holding off from showing it’s…Trump card(s) or is what is currently shown the best it’s going to get?
Having archetypes in title alone won’t cut it. Theses things must be injected into the approach/execution of each archetype as much as possible with the lowest correlation to each other as possible.
Universal mechanics seem to have very little back-n-forth counter tactics (currently too safe) and meter gain seems a bit too easy. Combo routes all seem to start and end the same way. I’m not sure if Arc has any plans to add the attribute system from Blazblue to DBFZ, but that would seriously help add value to normals/specials in the neutral zone (http://www.dustloop.com/wiki/index.php?title=BBCF/Attack_Attributes).
To sum it up, is DBFZ all flash (nostalgia) with little substance or is there more?
I felt this way up until they revealed Ginyu (screen clutter/summons character) and Yamcha (pure rushdown) so I’m willing to withhold final judgment until I see more of their gameplay in the hands of people who know how to play. Now that people are figuring out how to use assists like in that Paris tournament you can see more depth being used than “Go ham with Autos until you come up with a good ender” or “Magic Series into Super”.
Sounds to me like you should be playing Guilty Gear.
Not trying to be an asshole. But from how you post you seem intelligent. You also seem like you are holding out for this game to be something it isn’t.
Most of the time when people ask questions like this in my experience, they want someone to “convince” them. Instead I’m just going to challenge you to come to your own conclusion.
The game CLEARLY is not Guilty Gear level or Blazblue level. This is factual information at this point.
Now the question is, can you accept that? Is that ok for you. And guess what? If it’s not ok for you then that’s fine too because hey…GG and BB DO exist and you can play those. Play DBZF for what it is and be able to accept that yes the game will grow deeper as people explore the game as ALL fighters do. But also accept that unless the game gets an overhaul, it will not be on the level of depth as it’s predecessors.
Dude have you read what I posted and showed? If you want to call it or liken it to a BB attack attributes… they are in the game. You actually flash blue though in this. I talked about it durning evo that it appeared to be the case. And sure enough a couple showings later(remember closed beta test that was playable was a build that was made right after evo actually, and the other tests even before that were a more recent build)people flashed blue for this kinda thing.
As for combo routes being the same, although I agree the game is to simple, to say have we seen the best dude no. Ive posted other combos you could do, and potential combos you can do. The problem is I think people have to realize again the game is brand new so everything is of “value” so you have to have watched a lot of the say scrubs or people button mashing to see a lot of the weird stuff that has combod on “accident” lets call it to get a idea of all the things that are possible. I mean look at something as simple as trunks, people talk about how he has “less combos” or something compared to others. Dude we saw during some of the first videos you can do a regular combo to his power gyser and link after it to then go into another combo. That hasnt been shown in one video that ive ever seen since then. People are just doing simple stuff because its working right now which is pretty sad. So besides the properties, storing stun, loops etc that ive posted for every character. I think the most important thing combo wise will be fireballs since most characters have fireballs that function differently, and special moves. Sadly indeed many normals do serve a similar purpose across the board but there are some different ones most noticeable of course things like multi hit moves which in this game even if you switch out durning the first hit, still go through their full animation before they switch out allowing for further not normally possible combos with your now playable character.
So ya game is “simple” but people are also playing it more basic than they need to even with the knowledge that should be known by now.
I’m just waiting to see if the game’s skill ceiling has been dropped. It’s fine to drop the skill floor, but dropping the opposite is dangerous territory for a game they want to build E-sports around. Why buy a DLC character if their…function is the same as one already in the base roster or one I’ve purchased beforehand?
By universal mechanics being too safe what do you mean? You can 2C raw super dash in neutral on reaction. Nobody does because most people who have gotten their hands on this game are uninformed. You can use 2C to stuff tags and vanish too. Vanish is the games RC if the game and even that is probably punishable if you block it.
In fact super dash itself is more useful for punishing things in awkward positions you couldn’t otherwise reach on top of its obvious combo utility. When it comes to combo diversity there is no way to tell because almost nobody is trying to optimize combos.
You know watching a video again another potential interesting gameplay element that I cant say if Ive seen off hand or not but…
So we know that once you smash upwards, this gives you the ability for your hards to cause a slide knock down not just a knock down, and at least certain attacks(could very well be all but cant say for sure)like say vegetas dp, gokus kamehameha, teleport punch, to then cause a slide giving you the knock down as well(and potential loops as well, we just need to know how long it takes till it resets, although going by how you can store a smash in the first place, we could assume its plausible this effect is stored to every attack untill they are no longer in true stun)
So with that theory knowing that dynamics allowing you to have a hp to wall bounce… I wonder if potentially we gain some attacks that will now wall bounce instead of their normal thing. Or perhaps gain a excessive variation. What i mean by that is ok so vegetas say dp, normally just knocks down, but if weve done a upsmash it then creates a slide allowing us to combo after… So say gokus kamehameha wall bounces slightly… so if we do a auto combo, to air combo to kamehameha say even full screen, could they fly off the wall then now instead of only having a slight bounce?
Deff something to look for next set of videos to see if perhaps some special moves have wall bounced further than normal after a auto combo, or perhaps even a regular stand hard.
With regard to universal mechanics, the meta is going to include ki blast zoning vs super dash/guard cancel super dash, which no one has even had to think about baiting or punishing yet, and the meta is going to change drastically as we learn more about baiting and countering deflect, these are huge things that will completely change the pace of the game. We could end up with a neutral game closer to 3rd strike than you might think depending on how deflect functions. Super dashing is not ever going to be used the way you see it used now, people super dashing around like idiots will be a non-factor to any serious player.