-Screen fades to white- WTF are you paying attention? or do you have to express every wishful thought comes to your mind. I think you need to seek some help.
-Team mates in background - U do realise this just creates more unnecessary work and possible frame rate lose, even potential distraction? Unless they bring back the support system from 98 (which they probably shouldn’t) their is simply no need for this.
All this stuff your asking just not needed, yes it could be nice to have this stuff but we must remember SNK is in delicate situation that could make or break them. KoF is game first so everything they do needs to prioritize the game play with the minimalist of interference, once they done that they can attempt to implement those stuff. While some of these have been stable thing in KoF history, were in new age that requires new practice and some old ones abandoned. Fighters may have been power house for fluff in the arcade days but thats not the case anymore, people prefer to see action which is why we have cinematic supers.
While We do have SF and Arc system works game doing some of these things, Those company knew for sure they were not going to be changing these type of aesthetics for a long time.
SFIV remaned the same for a decade with minimal adjustments
BBCT>CS> CS extend had the same stages for the longest before they decided to make changes thus they had incentive to go all out on aesthetic as it’ll last a while. Hell the most dynamic change was the hud, everything was copy past or possible additions.
We have no idea whats going to be the state of KoF in months or year time. So I’m confident SNK is approaching this game conservatively.
Also if people really need to get immerse in KoF other than gameplay that why their anime being made for it. You can also immerse yourself in audio drama, graphic novels, and ect. Or just find another lore or even better do it yourself. Want to honor their creativity? make fan art, tributes, remixes, documentaries, fanfics and what not. These are stuff you can provide for yourself and not wait on dev like lamps.
I do want team mates in the background and character round intros. Don’t know if they should do stage intros like 95/96 based on the kinds of stages they have so far, but it’ll be cool if they do. Specialized character intros and outros depending on match up could be cool.
Would I be happy if they could do these? Yeah. If they don’t make it in the game, I wouldn’t be terribly disappointed. I’m happy as long as the game play is good and the netcode is good.
Reogeo mentioned these are things he would like to see, he never said they’re a necessity. I’m in the same boat with him within that sense then. I really hope to see those things come back if they have the time to do so. I don’t think game development is a zero sum game. When there is a will, there is a way. Apparently within current development climate, especially in the West, then there’s a will, they won’t find a way because they can always patch it (and incompetently) later.
I’m hoping this game takes the route of Kof2002UM. Characters need large and varied movesets containing moves that are useful. Hitboxes, invincibilities and recovery times need to reward reactions and good reads, not lazy pre-emptiveness. Hitboxes need to be adjusted to avoid problems in older games, where dps can hit but won’t knock down the opponent because their crouching hitbox makes some the knockdown portion of the dp whiff. That’s silly and was fixed in Kof2002UM.
Damage ratios I think should be toned down for what they are in Kof13. The 2002UM damage ratios I think are just fine.
He means like in kof 95 when you ko you’re last opponent and they fall down the screen and they do a death cry certain females clothes would break ie king yuri, i think
Also i swear somebody said they have seen the return of clothes breaking at least for king anyway
Stage intros are nice, but lets be honest most people just skip them anyway
It’s kinda like a mix between 98/02/13. It has the standardization of moves like DPs always knocking down from 02um/98um/XIII, but it has better hit boxes more akin to 98um/02um. There are BC combos, but they aren’t a cancelfest like 02/02um/13. Raw activation is more useful now since you have a larger MAX gauge allowing you to do more EX moves during it, also the freeze frame acts like a YRC or Chain Shift to allow you to react to a situation in neutral game. Super cancels are free from meter requirements, so it works more like Third Strike. Most 1 stock bnbs are going to be something like cl.C xx command normal BC cl.C xx command normal xx ex move ( > ex move if it allows a juggle/link) or cl.C xx command normal > special xx super.
I think damage output at neutral hit per hit could be a bit stronger, but as long as the tools are fundamentally good to do what they’re supposed to do (like a Kyo cl.C actually anti-airing instead of characters curving around it due to collision boxes), then I’m fine with the damage so far in the game.
I just want to know the extent of stuff like Advanced Canceling. I’m thinking the heftiest meter usage will be something like cl.C xx command normal BC cl.C xx Command Normal xx EX move (or 2) xx super xx ex super. This will cost about 4 meters. I just don’t know if you can Advanced Cancel an EX Super into another EX Super or go from a super into a Climax super. Then without using activation, I wonder if EX Super Advanced Cancels into Climax Super. I don’t think I have to worry about silly infinites or stuff that came from XIII’s Drive Cancel system or super long combos from HD system, but the actual output of damage will be something to consider. At least all of this is done through stocks instead of two separate meter systems, so it’s balanced in a way like how 02um is done.
As far as graphical changes go, the just defend being represented by the character flashing white is lame. How about we get the old collision spark from garou back when you do a just defend. Also when you enter max mode, don’t have the character glow yellow. Instead do what they did in KOF13 with the character having a shadow after image.
For the longest time now FGS been having trouble keeping that 60fps, So I’m against anything that interferes with it or becomes unnecessary. I;m not saying I don’t like these things but were in age were games come out barley playable at launch, and fighter are extra sensitive to this issue, with SNK being on no doubt tight schedule and probably budget, I;m willing for them to do barren and even static backgrounds to keep this game 60fps with no hiccups. I;m also one of those people who prefer the back ground to not be distracting. Having your partner in the back ground could be a potential distraction especially depending were their place and how they interact.
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Their been reason why this practice been subtle used. Anybody remember GGXX tiny sprites next to your character Hud? How about AH3s console Character animations? player wanted them gone because they were distracting. While their been other fighting games that have very busy back grounds, Developer made sure player can distinguish what was part of the action and whats in the foreground by using lighting or polarizing details.
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For example Super gem fighters has very active for ground but anything player could interact with had specific details and lighting. But for good measure they made the for ground be different style than the sprites. Assist don’t become distraction until they are activated and the game make sure you know ahead of time with screen dimming as lighting effect highlight the assists as they performed summon. They assist even matches the player sprites and will even overlay the player sprites. https://www.youtube.com/watch?v=ZhCEMkUcpVs
Aqua Pazza have both players, assist, and even back ground being the same style but they use lighting and shading and some effect to help player distinguish things, this was essential to have as their was some assists one the same level/plan as the player as they shadow them. https://www.youtube.com/watch?v=9wuzYbinDjM
however in kof98 were plenty of thing blend in, it becomes difficult to keep track of whats going on at times. If it wasn’t for team members beige slightly higher than player sprite. Heavens forbid you characters and member have same color scheme.
this problem becomes more apparent in 3d model games where the 3d models blend easily with its enviroment. Theirs pretty lengthy history of ban stages in 3d/2.5 fighters.
Ki come dangerously close to everything blending, on top of their excessive effects. https://www.youtube.com/watch?v=Lkcib8HfIxE
apperantly in Ki season 3 they planned to change the lighting where player character are much more darker while background is lighter with extra details. Not sure if it helps or hurt the game
Even battle fantasia came close to having this Issue but they manage to make background people different from players and most stages was static. Also when Supers “Heat up” was used, the game dimmed the background while characters and anything they could interact with were brighten. https://www.youtube.com/watch?v=4Vhx71nGOTU
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I love garou but dammit were just defend animation stupid large and lasting. That does not need to return.
It was a nice effect and I think it wouldn’t distract much from the gameplay 'cause mostly everyone takes a break after a loss unlike intros they are skipped all the time specially in tournaments.