SEGAbits Forums
Gaming => General Gaming Discussion => Topic started by: crackdude on July 16, 2015, 09:43:22 am
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(http://www.games969.com/wp-content/uploads/2013/11/AkiraPortraitVF5.jpg)
Basically this. But even sexier.
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I want:
*Two new characters - As per VF tradition. Not fussed on their styles/personality, but Siba returning would be nice.
*Full return of the current cast - As per VF tradition. The characters they have now are all great additions, I don't think there's any need to drop any of them
*Continued/Improved customisation system - It's so much better than DLC costumes, and it's just a fantastic way of personalising the game. You can recognise players by their outfits and it adds some personal touches to the game.
*Shorter Combos - VF has the easiest execution of pretty much any fighter I can think of, but I wouldn't mind seeing the combos be a bit shorter. They are already shorter than most games (look at the juggle fest that is Tekken, or the tediously long HD combos in KoF), but I feel like it couldn't hurt much to go back to the VF3/VF4 shorter juggles. Damage is fine, and I love the weight class system.
*Remove the Taco Stages - I don't think anyone really likes these (Lion & Lei Fei stage in VF5:FS). Too cramped, too many wall combos. They aren't 'bad' but I think people like these the least of all.
*PC Port - Self Explanatory
*More music options - The selectable soundtracks was GOD LIKE. I would love to see them do even more, and let us assign different songs to each stage (EG Akira VF2 theme, but Sarah gets her VF5R theme), more songs (VF4Evo etc) and even a random play option.
*Keep 'lazy throw escape' - This is controversial, but I think it's better than 'multiple throw escape', and fits the creed of VF as being 'low execution barrier with a high skill ceiling'.
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On top of what Mademan said, even better character animations. VF5 is a pleasure to watch in motion because of the great animations but I think it could go further.
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Everything that Mademan said plus:
* A huge improvement on its online system, when Virtua Fighter 5 came out they put a lot of effort to its online system due to SEGA Link or whatever the arcade online network they had was called. Issue is online competitive gaming has improved and doing more is now possible due to framework already built. Ill get more into some things it should do online at least.
* VF.NET should be a player service where you can go to login your VF account (Arcade/Consoles/PC) uniting players of all 'platforms'. Here you can check player's score cards, their mains, see replays of their last 10 matches, see his 'saved replays matches' that he is showcasing, detailed reports on his fighting style (percentages of high attacks, low etc) basically giving you the ability to study your opponent, like a MMA fighter would study for a fight. Also have a app for mobile viewing and usage.
* Virtua Fighter 6 should have a paid copy that comes with everything and a free-to-play version that only has online, no unlockables, no customizing, no arcade mode, no practice, and your VF.NET account doesn't have functions like the paid version. Also you can only pick 5 characters that rotate weekly (5 different characters each week). This would allow new players to try and get addicted, then buy the game and paid players have more online opponents.
* Every gameplay improvement is free for all users. This way everyone can play online and the community isn't fragmented. Doing a box re-release with a different subtittle is fine, but the update's gameplay changes should be free to all. Of course SEGA can do item packs and charge for new characters at a decent price for the rest of us first buyers, I think it would work out best for everyone.
* More character intros, make everyone talk in their native language and have small character alternative intros (like have a Pai and Lau have interaction revolving their character's stories). I think its about time this happened, should have been in 5 really.
* Highly competitive ranked game system where you have to pass a internet test (to get the best possible connection these games) where you will have the ability to go up the world's rank. VF.NET will let ranked players play console vs PC vs arcade matches and rank one person #1. I think that would be an amazing feat in fighting game history honestly. I can see it getting really competitive and be great marketing for the game.
*Loads more unlockables including all the ones they had in 5 (if their easy enough to port the models over) and customization items.
* VF profile transferable to any version (arcade to console, etc).
Basically VF6 should be united and focus on being a online competitive fighter with as big of a online userbase as possible.
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* Virtua Fighter 6 should have a paid copy that comes with everything and a free-to-play version that only has online, no unlockables, no customizing, no arcade mode, no practice, and your VF.NET account doesn't have functions like the paid version. Also you can only pick 5 characters that rotate weekly (5 different characters each week). This would allow new players to try and get addicted, then buy the game and paid players have more online opponents.
I think this might devalue the game in many people's eyes. Best course of action would be for the game to come out first as a full-priced game... Then Two/Three years down the road, a F2P version is released.
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I think one of the issues with Virtua Fighter online has always been the lack of diversity in players, also the fact that the audience keeps shrinking. I don't think it will devalue anything, look at the highest grossing competitive games: Dota2, League of Legends and Counter-Strike: Source. Most are free and/or very cheap.
Sorry but the sales of Virtua Fighter 5 already showed how bad a the game will do by thinking about 'how to make every penny possible', look at how badly the audience shrunk from 4. Its a new market and you can't continue doing the same old things and expect your audience to grow.
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Pretty sure DotA and LoL only have free versions, so I'm not sure how it relates here. If both a full-priced release and a F2P version are released at the same time, the F2P version will cannibalize the priced full-game's sales. As people who are on the fence would likely just play free, casual matches online rather than fork up $60 for the full game.
Like I said, the best approach would be to delay the release of a F2P version until a year or two have passed. This way, you will ensure that the online player base doesn't die down after years have passed, and you don't cannibalize the sales if the main-game.
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They do only have free versions, but how does free devalue a game? League of Legend makes more money than Virtua Fighter ever did and its only been around since 2008. It made almost a billion in 2014. How will a free version devalue the game?
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They do only have free versions, but how does free devalue a game? League of Legend makes more money than Virtua Fighter ever did and its only been around since 2008. It made almost a billion in 2014. How will a free version devalue the game?
It devalues it's full-priced counterpart. And I explained why above.
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But the full game gives you all the modes, all the customizable content, and lets you fight against more opponents. I think this is more of you thinking like the corporations again. It doesn't devalue the game because if you want all the characters you where going to pay for the full package with all the customization and stuff...
I would say the F2P version is like a online portion only of the game.
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Well, I don't want to derail this thread any further. But I will say that there are a lot of people who are just interested in casual matches, simple pick up 'n play gaming. If they are given the choice between a free, fully functional version with less characters and one mode VS a $60 game with full content, I believe they would go with the former. However, if there was only a full-priced version, there will be a bigger incentive to buy the game.
I can put myself in the shoes of such person... Because I had an interest in Driveclub and I thought about buying it, but after trying the PS+ ver. (Which is free, with a lot less content). I decided against that purchase, not because the game is bad, but because the PS+ version fulfills my needs of casual online racing. I don't really care THAT much about the rest of the tracks or the vehicles, so the free version will do just fine. I believe had the PS+ version launched alongside the full-game, it would have definitely hurt the sales.
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So you mean people that like free stuff will get free stuff? You know why people don't invest time into VF? Because they think there isn't a community around it world wide and its partly true. This is literally the stereotype of VF:
(http://i.imgur.com/PJaIW.jpg)
I think its a issue that SEGA has to remedy or we can continue to be stubborn and scared of new ideas that will make the game more popular... which seems that fanbase doesn't want. Hey, if you think going down the same path as VF5 will make VF6 more popular, than go for it, but the decline of players, sales and income is plain as day.
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VF 6 has to be like VF 3 and mark a big change for the series. VF 5 was lovely and all that, but in many ways it was a step backwards from VF 4 Evo if if Eillen is the most perfectly modeled character ever
I like to see multi layared and interactive environments brought in and where the weather cond always affect the aera if they are wet or snowing and more than that I like to see VF 6 running new powerful board even if just using a PS4
For the home version I liked to see a On-Line leader board players being able to uplaod and save replays and the tranning mode of VF 4 Evo brought back in and explanded on .
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You know why VF2 was bomb? Because it is the perfect chill game. VF6 needs some sort of online lounge mode with fast matchmaking and variant gameplay styles, with a separate ranking system, all focused on fun, chilling, and having a good time.
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George and I have talked about the F2P method for a while now, I think we both agree it could work if done right.
I would love to see it free with a rotating cast of characters, and you can grind away or use micro transactions to buy costume parts and can purchase individual characters. It NEEDS to have an option to pay $39.99 or something to unlock EVERYTHING though, so the hardcore players can do that and Sega can try to net micro transactions from newbies who want to dip their toes.
On top of what Mademan said, even better character animations. VF5 is a pleasure to watch in motion because of the great animations but I think it could go further.
They already re-animated a LOT of moves for Final Showdown. I imagine they would have a lot of new animations for the next game too, which would be lovely.
Fun Fact: Jeffry and Wolf both have the exact same animation for their 3+K+G move.
* Every gameplay improvement is free for all users. This way everyone can play online and the community isn't fragmented. Doing a box re-release with a different subtittle is fine, but the update's gameplay changes should be free to all. Of course SEGA can do item packs and charge for new characters at a decent price for the rest of us first buyers, I think it would work out best for everyone.
I would like to point out that Virtua Fighter 5: Final Showdown has had less patches in it's entire lifetime than Mortal Kombat X has had since launch. And the only patch FS had was to allow players to skip the timer in the lobby matches. And it's still far, far more balanced than MKX will ever be.
I also like what George said about the online system being enhanced with VF.Net. I think it already can be linked to a twitter account, it would be amazing to have it like 3rd Strike OE where you can upload replays directly to youtube etc.
VF 6 has to be like VF 3 and mark a big change for the series. VF 5 was lovely and all that, but in many ways it was a step backwards from VF 4 Evo if if Eillen is the most perfectly modeled character ever
I like to see multi layared and interactive environments brought in and where the weather cond always affect the aera if they are wet or snowing and more than that I like to see VF 6 running new powerful board even if just using a PS4
For the home version I liked to see a On-Line leader board players being able to uplaod and save replays and the tranning mode of VF 4 Evo brought back in and explanded on .
I have to disagree with you on a few points. I think that the multi-layered arenas were interesting, but they were removed for a reason. It made the game awfully hard to balance, if you watch tournament matches of VF3, towards the end of the game's life most people only played on select stages since many were unbalanced to 1p or 2p side thanks to the elevation.
I think it doesn't add anything meaningful enough to the game to try again.
Interactive stages I'm not a fan of either. Again it is kind of asymmetrical and can benefit one side of the screen, which I really don't like. Walls/Low Walls/Ring Out is interactive already, with different combos/damage and ring-out opportunities available for all of them. What did you have in mind?
Weather effects are kinda in VF5 already. Water splashing on Lau's stage, snow and sand being displaced on the ground and if you end up in the water for a ring out, the next stage the players are actually wet. Nice little touches. I would like to see more stage variations like we saw in VF3 (EG, Day and Night version, sunny and rainy version etc).
I agree 100% on the training mode revamp. The VF4 training mode is still one of the most talked about features of that game.
You know why VF2 was bomb? Because it is the perfect chill game. VF6 needs some sort of online lounge mode with fast matchmaking and variant gameplay styles, with a separate ranking system, all focused on fun, chilling, and having a good time.
I feel like it was more the fact that it was a technical marvel and supremely playable and competitive than chill, but I think the casual aspect is a big part of it too. Would be great for them to reintroduce some crazy modes and have a silly casual online hub for Hyper Mode and Sumo Wrestling Mode etc.
Finally,they should put Season 1 of Virtua Fighter Anime onto the disc and call that the 'Story Mode'.
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I have to disagree with you on a few points. I think that the multi-layered arenas were interesting, but they were removed for a reason. It made the game awfully hard to balance, if you watch tournament matches of VF3, towards the end of the game's life most people only played on select stages since many were unbalanced to 1p or 2p side thanks to the elevation
I thought they added to game and made it look a massive leap on what went before and need to be brought back,. What I didn't like in VF3 was the escape button and also the speed of the game felt slower.
Weather effects are kinda in VF5 already. Water splashing on Lau's stage, snow and sand being displaced on the ground and if you end up in the water for a ring out, the next stage the players are actually wet. Nice little touches.
Yes but there don't affect the player at all . If you're going to have weather, then in this day and age that should now direclty affect the players on screen. Kind of like how fighting Dural in VF 2 underwater was like fighting in slow motion , but take to the next level so stages with snow, water , sand have their own feel and style instead of just being there for eye candy and affecting player input
Interactive stages I'm not a fan of either. Again it is kind of asymmetrical and can benefit one side of the screen, which I really don't like. Walls/Low Walls/Ring Out is interactive already, with different combos/damage and ring-out opportunities available for all of them. What did you have in mind?
In game the skill of using the enviroment to your advanatge , just like skilled players will use ringouts to their's . Loved the big pay off's and set pices in the likes of DOA 2, DOA 3 and Fighting Vipers 2 Fighters Mega Mix - when you see players crashing and smashing through stuff . Not for every stage , but some need to be in VF 6 (if SEGA are makiing it)
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I can see you are trying to turn the game into something it's not.
VF is a game of precision and consistency, which is what sets it apart from the others. Adding in weather effects that affect player input would be fun to look at, but doesn't add anything to the game. What exactly do you want to be affected? People slipping and sliding etc? Then you need to learn the effects of 200 moves in three different weather conditions? That's just adding complexity for the sake of aesthetics.
As for stage interactions, I HATE those in fighting games. They are fun the first time you see them, then you wish you could remove them because instead of playing the game you're watching a cutscene. I hope VF never has these.
This stuff might be fun additions for a 'crazy mode' though, which would be cool. Add in 'slippery floor' mode or something and see how it goes.
The only valid one is VF3, but again, having stages that undulate like they did in 3 wasn't popular with the audience. Most players preferred to go back to relatively flat stages. What happens with your move-set on an uneven terrain? Does your high punch just whiff if the opponent is too low? It's too hard to be consistent and too many variables for not a lot of gain IMO.
I can understand the appeal, but I think it would be supremely difficult to balance and make it work.
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For the traditional two new characters, I'd like to see Sega leverage Shenmue as it has VF DNA.
Ryo Hazuki (Jiu Jitsu) and Jianmin Tao (Chen Taichi).
Jianmin is MADE for VF. He has a style that hasn't been represented yet, and like all the VF characters, is the best in that style in the Sega universe.
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For the traditional two new characters, I'd like to see Sega leverage Shenmue as it has VF DNA.
Ryo Hazuki (Jiu Jitsu) and Jianmin Tao (Chen Taichi).
Jianmin is MADE for VF. He has a style that hasn't been represented yet, and like all the VF characters, is the best in that style in the Sega universe.
Jianmin and Tai Chi would be a cool addition to the game, but I worry the character would be too similar to Shun in appearance.
Ryo I really don't think would fit to be honest, he's just a mish-mash of various other VF moves, mostly Akira's. I'd rather they have costume options to make Akira look exactly like Ryo instead.
I'd personally love to see them finally bring back Siba from VF1's prototype.
I also forgot to address this:
* More character intros, make everyone talk in their native language and have small character alternative intros (like have a Pai and Lau have interaction revolving their character's stories). I think its about time this happened, should have been in 5 really.
I feel like character intros might be okay, but they would get skipped 90% of the time anyway.
I want the cheese fest voice acting to continue! I understand they should probably fix it, but they need to keep an option for the old stuff too! Not to mention that I love how in VF everyone asian just speaks Japanese, and everyone else speaks English with an American accent.
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Yeah I know it seems like Ryo is just a mishmash of VF characters in Shenmue, but doesn't mean they have to go that route for him as a character in VF proper. He's always claimed Jiujitsu as his "style" so go crazy with that and make it authentic.
Also, an Akira costume pack to look like Ryo just doesn't work. They pretty much made Akira a white dude by VF5.
Also, I've always had trouble seeing Ryo as Akira in VF:RPG as it was apparently meant to be. Like it doesn't seem natural that Ryo would "grow up" to become Akira. Akira just has his own personality, mainly that of an asshole who for 10 years has been yelling at me that I'm "10 years behind him".
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What exactly do you want to be affected? People slipping and sliding etc? Then you need to learn the effects of 200 moves in three different weather conditions? That's just adding complexity for the sake of aesthetics.
Yes but I like to see the sand and snow affect the players on sceen. The moves would be the same just like how Fifa controls and plays the same but the game plays that bit different in the wet .
As for stage interactions, I HATE those in fighting games. They are fun the first time you see them, then you wish you could remove them because instead of playing the game you're watching a cutscene. I hope VF never has these
Thought they were brilliant in Fighting vipers and the likes of DOA. Also VF does change, in the original there was no walls , that was brought in to some of the stages in VF 2 .
The only valid one is VF3, but again, having stages that undulate like they did in 3 wasn't popular with the audience
To some it's the best VF game ever made. I liked the game, but hated the speed of the game and the escape button was a bit pointless .
My trouble was VF 5 was the big step up I hoped it would have been . VF 6 needs to be a massive leap for me and I don't mean just adding in yet more characters or with better graphics
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The moves would be the same just like how Fifa controls and plays the same but the game plays that bit different in the wet .
You mean completely braking the game and forcing error on actions you would otherwise be precise about? No thanks.
Problem with that idea is that you end up introducing error on the player. Rather than him changing his playstyle it would just be bothering.
It's not a fun mechanic. Maybe ok for some chillout modes, not as a main aspect.
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You mean completely braking the game and forcing error on actions you would otherwise be precise about? No thanks.
Problem with that idea is that you end up introducing error on the player. Rather than him changing his playstyle it would just be bothering.
No I mean the game controls don't change at all, much like how weather in any game doesn't alter the game controls at all be that a racer or what not.
3D Fighting games are getting very stale and boring for 'me' . Tekken 7 seems to offer nothing new at all and even the graphics don't look great. I like to see VF6 at least try to being some new stuff in and not just a better-looking version of Part 5 with a couple of new characters
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No I mean the game controls don't change at all, much like how weather in any game doesn't alter the game controls at all be that a racer or what not.
Maybe we are misreading what you are asking for. What do you want to be affected by weather?
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Maybe we are misreading what you are asking for. What do you want to be affected by weather?
I'm making the point that if stages are to have weather effects then make it affect the characters actions on screen more . So it's there's a stage with rain , if a player enters a puddle (for example) that players balance could be affect and so they'll more open to a thrown move.
The controls would still be the same and I really like the multi tie stages in the likes of X-Men COT, DOA II, DOA III and DOA 5 and like to see what the AM#2 (or what ever they are called now) staff could come up with
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I'm making the point that if stages are to have weather effects then make it affect the characters actions on screen more . So it's there's a stage with rain , if a player enters a puddle (for example) that players balance could be affect and so they'll more open to a thrown move.
I have to say, this idea has an interesting visual potential. Like if rain is bearing down in one direction the player's face my be angled to show that they are trying to avoid getting it in their eyes. I love noticing the small visual upgrades between the VF versions.
I don't want this affecting gameplay though. It's too circumstantial. Like would the Vanessa's boots have more traction in this case than Pai's slippers? Would it be every time you're in the puddle it decreases throw resistance or just randomly? Yeah, too many variables which either take the outcome away from the player's skill, or impose physics out of reality (every time you're in the puddle you lose throw resistance so make sure you take that into consideration of your game).
I really like the multi tie stages in the likes of X-Men COT, DOA II, DOA III and DOA 5 and like to see what the AM#2 (or what ever they are called now) staff could come up with
Can't be behind this. It was mentioned earlier, but this and "Supers" are in-battle cutscenes. None of those for VF please. Load them up before the battle and after the battle. Go crazy there. Hell, I'd be psyched for Ring Walks during El Blaze's stage, but not in game. Every millisecond of battle should be constant thought and pressure.
That being said, if there was an active VF offshoot fighter, I'd be down for all of the wacky ideas in this thread, just not the VF numbered series.
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- Add opportunities for throw escapes for each hit the throw has if the throw has multiple hits.
- Improved grappling/ground combat animations and more options for outcomes when in that mode (Vanessa and Goh).
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- Add opportunities for throw escapes for each hit the throw has if the throw has multiple hits.
- Improved grappling/ground combat animations and more options for outcomes when in that mode (Vanessa and Goh).
Hmm, an issue with the first one is the issue that DoA and Tekken has, in which chain throws become nearly useless because everyone knows the inputs to break them. You could theoretically make them all multiple outcome throws (eg: Wolf's Catch and Jeffry's Headbutt throws) but then you need to create alternate animations for each direction AND you start to introduce pure guessing into what should be guaranteed damage.
I don't mind Catch Throws having a guessing game like Wolf's Catch and Vanessa's Tackle, since they don't do any damage on their own, so the move becomes sacrificing guaranteed damage to take a risk for more damage. I think it can work, but it's a dangerous route to go down IMO.
I'm making the point that if stages are to have weather effects then make it affect the characters actions on screen more . So it's there's a stage with rain , if a player enters a puddle (for example) that players balance could be affect and so they'll more open to a thrown move.
The controls would still be the same and I really like the multi tie stages in the likes of X-Men COT, DOA II, DOA III and DOA 5 and like to see what the AM#2 (or what ever they are called now) staff could come up with
I wouldn't mind different animations for idle stances during rain/snow etc, but I think things like affecting move properties is just too much. You're introducing SO many variables by doing that and it's going to affect the game negatively I think.
As for stage transitions etc, I really think most people don't like those. Wall throws in VF are cool and most importantly QUICK. Nobody likes watching long animations while playing the game, it takes you out of the game too much IMO.
I know 100% where you are coming from, but from someone who plays a lot of fighting games, I really prefer it when they don't have that kind of stuff.
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I wouldn't mind different animations for idle stances during rain/snow etc, but I think things like affecting move properties is just too much. You're introducing SO many variables by doing that and it's going to affect the game negatively I think.
The game needs more variables and variation imo. The 1 on 1 Fighter is getting very boring now and like with driving games where you just add every more cars in, I don't think it's enough just to add more characters in. I'm really looking forward to Forza 6 because at least we were getting night and weather racing , which will add some variation to a game that was getting a bit stale.
As for stage transitions etc, I really think most people don't like those. Wall throws in VF are cool and most importantly QUICK. Nobody likes watching long animations while playing the game, it takes you out of the game too much IMO.
I think you're going OTT a bit here, for one thing in VF 5 there is some variables like how not all, stages are 16x16 or some have walls and some do not. Looking over that, it was brilliant in the likes of DOA III to send your mate crashing through a neon signs and then continue the fight and the floor below - It was hardly a long animations, but added to the game imo.
Love to see, what the best people in the business could do with their own multi layer stages and see what the AM#2 Team could come up with their take on DOA 2/3/4 stages for example. Trouble for was each VF for me had its own theme and identity up until VF5; VF 1 and II felt and looked completely different for each other, same went for VF 2 and III and then VF 4 felt really different from III. VF 5 just felt and looked like a graphical upgrade from Part IV.