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Thread: Omega's UT Fix vids...

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    Fusion Saiyan Zuumaester's Avatar
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    Omega's UT Fix vids...





    I might not agree with him on his points, but i think if the next game would be of the same kind, then it could definitely help. But that's just my opinion.

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    Fusion Saiyan Frieza_Soldier's Avatar
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    I never seen his face before.
    Anyway, (Sigh) His fanboys will worship his siliva... and then they'll all spam namco with these vids.
    He supports 1 button mash combos? The only thing I agree with is the signatures. The rest, no. It would barley change this boring system. I don't like the view on the gameplay

    I do agree with the second vid completly though.
    And the online points are spot on. A game should be fun FIRST and then online. Not be fun BECAUSE of online. I wish the soul calibur community would understand that concept.
    Last edited by Frieza_Soldier; 12-25-2011 at 03:04 PM.

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    Ascended Super Saiyan SSJ-Luffy's Avatar
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    Quote Originally Posted by Frieza_Soldier View Post
    I never seen his face before.
    Anyway, (Sigh) His fanboys will worship his siliva... and then they'll all spam namco with these vids.
    He supports 1 button mash combos? The only thing I agree with is the signatures. The rest, no. It would barley change this boring system. I don't like the view on the gameplay

    I do agree with the second vid completly though.
    And the online points are spot on. A game should be fun FIRST and then online. Not be fun BECAUSE of online. I wish the soul calibur community would understand that concept.
    SC>competitive>these with no competition wants online mode and GGPO-netcode>getting better through online (doubtly), learning new players>profit

    Or Tekken 6: Most touched mode is the VS-Mode

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    Super Saiyan 2 MysticGospel's Avatar
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    I find his ideas interesting and I like a good amount of them (especially the no clash from ki blasts) but what I think would make the game better is adding more options, back and forth to the combat which would introduce technique to the gameplay.

    For the options, there should be mini-abilities that characters are able to do such as explosive waves and barriers for zoning purposes in blast range, teleportation to avoid being dragged into melee range, blast armor and other things. For melee range, there needs to be an actual system, preferably a simple one that uses the same light and heavy attack buttons, but expanded on so you can do combos which you can end with a clash where the same "janken" system is used, but the clashes cause minimal damage so the choice is influenced by the effect rather than the damage. There should also be defensive techniques that you can do like blocking, dodging, teleporting and combo-breaking. I think that a return of the charge gauge from the BTs would be a welcome feature where the charge-time of the heavy attack is lowered (which you use for a free spirit-building combo). Ki should also be able to be built from other methods besides teleporting and spirit should be able to be built from other methods as well.


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    Fusion Saiyan Zuumaester's Avatar
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    Quote Originally Posted by MysticGospel View Post
    There should also be defensive techniques that you can do like blocking, dodging, teleporting and combo-breaking. I think that a return of the charge gauge from the BTs would be a welcome feature where the charge-time of the heavy attack is lowered (which you use for a free spirit-building combo). Ki should also be able to be built from other methods besides teleporting and spirit should be able to be built from other methods as well.
    Spoiler:
    C-C-C-C-COMBO BREEEAAAKEEERRRRRR!!!!!


    One thing though, should standard RA's be executed multiple times through single presses?
    Like this: 1x[] = 2 RA's.

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    Super Saiyan 2 MysticGospel's Avatar
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    It could depend on the character.


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    Super Saiyan 2 Kokos's Avatar
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    Even though I don't think this will fix much of the shallowness and repetitiveness, I like his ideas for the gameplay and I don't see much wrong with it so far, but I haven't given it much though (and admittedly, I probably won't since I don't want to do it now).
    I think it's pointless to tack on a Raging Blast 2-like/Sparking Meteor-like combo system to the sequel, this is Ultimate Blast 2 after all. Not Raging Blast 3, not Sparking 4, but Ultimate Blast 2. Ultimate Blast is supposed to be a new take on Dragon Ball games, one you may not like but that doesn't change anything to my point.
    I deem it likely that, if they do add a combo system, it would please neither the Ultimate Blast fans nor the fans of the older systems. The fans of the older systems would probably still dislike the QTEs and the cutscene-heavy nature of the current system. But you can't remove those aspects either or it stops being Ultimate Blast, which means we're back to square one again.
    I also don't see how it would work in any other way than Omega2040's. It bugs me how people want to implement the older combo system but they pretty much never suggest how to implement it in the current system.

    I say it's better to improve the system we have now, instead of making a system like the older system that will never be as 'pure' as the older system in the first place.

    There's the shallowness of the current system, sadly I don't have any suggestions but I believe there has to be a way.

    As for the story mode, the world map should stay, even if it's just for show. It still adds to the experience, it's nice to look at and it gives you the illusion that the story mode is more than an arcade mode with cutscenes. It's much like the world maps of the Eastern RPGs for the older systems really, it's empty, there is practically no exploration and the adventurous feeling is just an illusion, but it's not the same without it and the mere illusion alone makes it worth it. Of course, adding more little things to it would make it better.
    I don't see the point in making boss fights of standard characters, seems unnecessary to me. Perhaps add the type of QTEs the boss fights use to the very important fights like the example he mentioned (SSJ Goku versus Final Form Frieza), I guess that would make it more epic (I dislike this word quite a bit...).
    I wouldn't do more than that though.

    The character creator does need a lot of work... thing they could (and should) add: the female gender, more races (humans, aliens, Namekians, maybe Majins).
    I also think the next character creator, assuming there is one, should start out with everyhing unlocked, because it's really misleading when you start out with Hero Mode. It gives the impression there's only a handful of options in each category, even though there's way more, but they need to be unlocked in hero mode.
    It's not the only game that does this, so do Soulcalibur and Tekken, even though they don't suffer as much from the problem... I never understood this concept, unlockables are fine but I really don't like that I have to waste my time unlocking most of the character creator tools in these games. All I want is to make my character.
    I also don't understand why you can only create three characters, one per size... it is way too limited for no apparent reason. Allow us to make multiple characters in general and more characters of the same size.

    The hero mode was pretty good in my opinion, he makes good points thoughs. I'd like to empathize the difficulty though, it's really unbalanced. I like a challenge but I found it intimidating and sometimes a bit on the cheap side. When you get to the fight against Piccolo, there is a huge difficulty spike. It's because of this that I don't have much interest in doing hero mode again, even though it potentially has a good bit of replay value. They could add a difficulty setting to it like in story mode, sometimes I just want to play without worrying too much about sudden resistance.
    There definitely should be more customization and possibly greater detail in the stats but he sort of covered that.

    His point about online multiplayer doesn't make much sense to me. His point about the character customization makes sense, even though it's just an assumption based on little, it's still probable.
    Can't agree with him on the game modes. Not sure why he's making a big deal of the modes of the first Raging Blast game, they weren't that great because they generally came down to the same thing and those that didn't like the punching machine mini-game and the score attack mode felt like small distractions I easily could've done without. I would like to see arcade mode and survival mode come back though, but only if arcade mode has some gimmicks to it that aren't available for versus mode (otherwise it's pointless since versus mode is the same thing as arcade mode, only with more freedom) and survival mode is harder since it's really easy in Raging Blast.
    Even though that's just an opinion, I think it's a little unreasonable to blame the online multiplayer of their removal, especially since it's based on next to nothing.
    In the end, I prefer four big, dedicated modes like in Ultimate Blast (those being story mode, hero mode, versus and online multiplayer) to three big dedicated modes (story mode, versus and online multiplayer) and one mode that is just a bunch of smaller, unnecessary modes. I left out tournament mode since I think that mode is a little unnecessary in both games.

    "Games should be fun first, not because of online" or something like that sounds like some silly philosophy, it's like he's trying to think about things that don't matter in the first place. The point is to have fun, how the fun is acquired doesn't matter, with the exception of ruining the enjoyment of other players, like for example cheating in multiplayer games.
    There really needs to be a standard ranked mode though, like in Raging Blast and Raging Blast 2. Now you're forced to use customization.
    His idea of using these smaller modes for online multiplayer is cool, but ultimately impractical since the player base is already small and the playlists will end up being deserted.

    His point about the roster is obvious and probably something we all know. I wouldn't say there's no negative to a larger roster though but at least he acknowledges a large roster doesn't make a game good so I guess it's fine.

    Things they should definitely keep in the sequel though, or at least I hope: The style of the music, it's really good for a Dragon Ball game, the premise of the modes and possibly the graphics (probably won't happen, I've heard they are going to use an anime-like style next time).
    Last edited by Kokos; 12-26-2011 at 12:26 PM.

  8. #8
    Fusion Saiyan Zuumaester's Avatar
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    Question Kokos, what do you do "only" in Online? There are no extra modes apart from World Tournament.

    Why isn't it so that Online "Custom" Ranked/Freestyle negates most of the customizeable items instead of removing or heavily altering the system in its entirety?

    Games actually should be fun first, Online is just a bonus. If Online is the main focus and "if" that mode is horribly bad due to freezes(with no patches coming at all), glitches and abuses then the game suffers mostly from that.

    The music i like incredibly but i dislike it changing every 20 or so seconds to another one i didn't want to listen to.

    Like he said if you want fun you do Player matches, if you want to be serious you do Standard Ranked and if you just want to experiment you do Versus Offline.

  9. #9
    Super Saiyan 2 Kokos's Avatar
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    Quote Originally Posted by Zuumaester View Post
    Question Kokos, what do you do "only" in Online? There are no extra modes apart from World Tournament.
    I'm not sure why you ask this, but there's ranked with normal and custom settings, unranked (player) with normal and custom settings and world tournaments.
    You also have the option to do team battles, you can't do this in world tournament though.

    That's Raging Blast 2.
    I think Ultimate Blast only has ranked matches, player matches and world tournament. Customization is always enabled, I think.

    Why isn't it so that Online "Custom" Ranked/Freestyle negates most of the customizeable items instead of removing or heavily altering the system in its entirety?
    I find your question a little confusing, so I can't really answer.

    Games actually should be fun first, Online is just a bonus. If Online is the main focus and "if" that mode is horribly bad due to freezes(with no patches coming at all), glitches and abuses then the game suffers mostly from that.
    That's a rather poor argument, since the same can be applied to an extent to a game with a focus on singleplayer but still has a multplayer, like for example Metal Gear Solid and Bioshock. If the singleplayer of the game is bad or not as good as it could have been, then the game as a whole will probably be disregarded.
    It's also possible the singleplayer of a game is technically broken, like many Western RPGs. It's not exclusive to multiplayer.

    I guess it's understandable but it sometimes bothers me how some gamers can disregard the multiplayer as a bonus in any game. What makes this mode inferior to for example the story mode? There's a good chance most people will spend more time in multiplayer than in story mode. I hardly call that a bonus.

    What you think is fun, is also rather subjective but that's beside the point.

    The music i like incredibly but i dislike it changing every 20 or so seconds to another one i didn't want to listen to.
    True, that's the only thing I dislike about it. Luckily there are some playlists I'm quite fond of.

    Like he said if you want fun you do Player matches, if you want to be serious you do Standard Ranked and if you just want to experiment you do Versus Offline.
    It's not that simple. The problem is that player matches are not played often in the games. You'll be looking and/or waiting for a long while until you can find a decent match and 'ranked' can feel pretty deserted as well.
    I don't understand why you say this though, it's a little out of context with the rest of your post.

  10. #10
    Fusion Saiyan Zuumaester's Avatar
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    Quote Originally Posted by Kokos View Post
    I'm not sure why you ask this, but there's ranked with normal and custom settings, unranked (player) with normal and custom settings and world tournaments.
    You also have the option to do team battles, you can't do this in world tournament though.

    So there should be no other features like leaderboards for Offline activities?

    That's Raging Blast 2.
    I think Ultimate Blast only has ranked matches, player matches and world tournament. Customization is always enabled, I think.

    I find your question a little confusing, so I can't really answer.

    I meant negate as in "turn/switch off". It's a relatively simple question that regards to: Why "should i not" be able to use the "previous" game's items just because the balancing(Online or not might not matter) in "this" game prevents me to, even though i'm playing Offline and not affecting Online?

    That's a rather poor argument, since the same can be applied to an extent to a game with a focus on singleplayer but still has a multplayer, like for example Metal Gear Solid and Bioshock. If the singleplayer of the game is bad or not as good as it could have been, then the game as a whole will probably be disregarded.
    It's also possible the singleplayer of a game is technically broken, like many Western RPGs. It's not exclusive to multiplayer.

    I guess it's understandable but it sometimes bothers me how some gamers can disregard the multiplayer as a bonus in any game. What makes this mode inferior to for example the story mode? There's a good chance most people will spend more time in multiplayer than in story mode. I hardly call that a bonus.

    What you think is fun, is also rather subjective but that's beside the point.

    True, that's the only thing I dislike about it. Luckily there are some playlists I'm quite fond of.

    It's not that simple. The problem is that player matches are not played often in the games. You'll be looking and/or waiting for a long while until you can find a decent match and 'ranked' can feel pretty deserted as well.
    I don't understand why you say this though, it's a little out of context with the rest of your post.
    The thing why Player matches are not fun is because the player's use mostly the Armour and Vanish items to be "godlike" in battle, which thus leads to inbalance.

    If Standard Ranked is all that is needed for Online competition then there would be no need to remove stuff, unless it is Player battles(no points gained/lost upon win/loss). Custom Ranked is propably either not balanced correctly with the proper restrictions, or it is the fans that whine about not liking that there is customization in the game(i have heard that some people don't like customization of such things).

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