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Author Topic: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
CYD  75 posts
Posts: 75
Registered: Jul '05
39964_Raiden
Date Posted: 7/13/05 8:12am Subject: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
Regardless of how many features are jam packed into the MK games, theres always room for more wink

Deathtraps and Multi-tiered stages could be better. I think Deathtraps should only be an option after the first round, and only to the opponent that has lost one round already...
If it's the first round than the level/deathtrap areas should just be a multi-tiered drop that continues, infinitely...until the after the first round...then the deathtrap area would be a deathtrap if the previous round loser gets knocked off, or if the previous round winner gets knocked off, it acts as a multi-tiered level...that way there are know death traps until after you've lost a round. This makes more sense instead of having a deathtrap death every single round.
The infinite loop would work either as a knock off to a lower level infinitely or to an adjacent room, or even up a floor (mk2/mk3 style)...

Another request is to keep the fatality button combinations consistent. Fatalities will always be found shortly after the release of a game...It's not an arcade where people will continue to stuff quarters hoping to figure an unkown fatality. Each fatality doesn't need to be different button combination etc... I would support the "same/similar button" combination fatality system. Maybe have a fatality 1, combination and a fatality 2 combination, fatality n combination etc... that works universally for each character. The unique aspect could still be maintained by requiring the proper distance...close/sweep/jump/far etc...
Alternatively, having each character have one directional combo that's used for all of that fighters fatality with a different button to decide the fatality. For example fatality 1 would be u,d,d,f,1; Fatality 2 would be u,d,d,f,2 (1,2 are button 1 and button 2..etc...This way there is just one fatality combination to remember for each fighter for all their finishing moves.


Fatalities
So far fatalities have always been pre-defined. You can't mix and match and "create" your own. Taking a piece from the SNES game "Weaponlord" and some mechanics from "PS2 God of War" I would like to see custom fatalities...I see it working well if first enter the fatality button combination as you would normally, then like God of War an icon would appear on the screen for an input of a button or direction and as you successfully pull off the input, the fatality continues...
Now this just makes pulling off one fatality longer/harder than just simply entering a fatality combination and watching...however it opens the door to mix it up if you have "hidden" sequences. For example for subzero fatality it might start with f,d,f,1, then at the icon a half cirle d,f,u, then at next icon button 2 to decapitate. Instead of half circle up at the first, you do a half circle forward b,d,f, then the fatality changes so Subzero freezes and then goes to the animation to shatter, which then calls for an input button 3. So what happens if you get the first part right like the half circl foward etc..., but you mess up that last part? I think regardless of what happens there should be a fatality or something more than nothing at all. If you do the fatailty combo but mess up at the next input request then it should do a less violent fatality, or maybe a humorous fatality flop, if the first input request is successful, but the 2nd input request is missed, then it should be a good fatality, with all requests successful it should be an awesome fatality...
example:
-Only fatality button combination successful: Subzero walks up from a distance and pulls a limb off...
-Successful up to the first input sequence: Subzero walks up part way freezes, then walks up and pulls off a frozen limb.
-Successful up to last input sequence: Subzero walks up part way freezes, then walks up and pulls off frozen limb, then shatters the opponent with frozen limb.
-last example variation, you input a different button for the last sequence, subzero pulls off head and slides back then throws etc...similar buy different fatality...

So many ideas, so little time. wink

~CYD

 

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That which does not kill us is not a fatality...
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Sub-Zero_9230  1980 posts
Posts: 1,980
Registered: Jul '05
44616_San Jose Sharks
Date Posted: 7/13/05 9:24am Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
Team Battles,Longer Better More Original Fatalities,More Special Moves,Enhanced Deathtraps,Rain,Tremor,Tasia,and Kung Lao.

 

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Playing:DMC4,Rock Band, COD4, NHL 08, UMK3...
Sabres: Theres always next year! :'(
MK vs DC Universe - *Prays its good*...
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buterbals  127 posts
Posts: 127
Registered: Jul '05
44489_Kitana - Unmasked
Date Posted: 7/13/05 10:06am Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
better gameplay...actually start from scratch on the fighting engine. Better fatalities. Could be a bit more realistic, the blood needs improvement. MK doesnt really have that "shock" factor anymore because of the way the game looks. A better roster than MKD and a few others I cant think of now.

 

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LINKDANTEMARIO  1805 posts
Posts: 1,805
Registered: Jul '05
40029_Scorpion
Date Posted: 7/13/05 10:10am Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
new mode besides arcade, (konquest 2 or something)
multiple endings for each character depending on what costume they r wearing.characters:

liu kang, raiden, kunglao, baraka, rain, ermac, scorpion, subzero, johnny cage, sonya, kano, dragonking, shujinko,kabal, kobra, atleast 10 unlockable characters,goro, kintaro,mileena, reptile, nitara, motaro, jade,jax, noob, bo rai cho, shag tsung (zombie) quan chi (zombie) atleast 3 new characters

2 fatalities, 1 harakiri forget about close, sweep, and far

krypt

mk the movie to unlock if u get all endings

 

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I am my own friend, and dont need no one.~Vegeta
LINK VEGETA DANTE SCORPION LIU KANG AND MARIO KICKS EVERYONES A**!
IM THE MKCHAMP OF 2005. DONT MESS WITH ME~ LINKDANTEMARIO
hahahaha, i got all of samurai's titles!
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Sub-ZeroMasta 
Posts: 31
Registered: Jul '05
41493_Sub Zero
Date Posted: 7/13/05 10:14am Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
Better fighting engine.

This isn't 2d anymore. Dial-A-Combo days are loooong gone. Need to be more free to make your own combos, not be handcuffed to only the pre-determined ones.

What up buterbals dancing

 

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LINKDANTEMARIO  1805 posts
Posts: 1,805
Registered: Jul '05
40029_Scorpion
Date Posted: 7/13/05 10:52am Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
r u the same subzeromasta from mk online, if so, whats up

 

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I am my own friend, and dont need no one.~Vegeta
LINK VEGETA DANTE SCORPION LIU KANG AND MARIO KICKS EVERYONES A**!
IM THE MKCHAMP OF 2005. DONT MESS WITH ME~ LINKDANTEMARIO
hahahaha, i got all of samurai's titles!
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Sub-ZeroMasta 
Posts: 31
Registered: Jul '05
41493_Sub Zero
Date Posted: 7/13/05 11:14am Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
LINKDANTEMARIO posted:
r u the same subzeromasta from mk online, if so, whats up


One in the same my friend, what up? Who are you on MKO?

 

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SD70MAC 
Posts: 1
Registered: Jul '05
Date Posted: 7/13/05 1:25pm Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
BRING BACK FROST, AND THE BRUTALITIES! TAKE AWAY THE COMPUTERS CHEAPNESS ON THROWS!

 

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LINKDANTEMARIO  1805 posts
Posts: 1,805
Registered: Jul '05
40029_Scorpion
Date Posted: 7/13/05 4:04pm Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
i was eddie, but my cousin was ramzi and the other mk freaks, subzeromasta

 

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I am my own friend, and dont need no one.~Vegeta
LINK VEGETA DANTE SCORPION LIU KANG AND MARIO KICKS EVERYONES A**!
IM THE MKCHAMP OF 2005. DONT MESS WITH ME~ LINKDANTEMARIO
hahahaha, i got all of samurai's titles!
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Xenphire  299 posts
Posts: 299
Registered: Jul '05
41439_Ermac
Date Posted: 7/13/05 4:38pm Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
Stop overloading the game with new characters that suck like Hotaru, Dairou, Havick, Hsu Hao, Frost, etc., and bring back classics that need an upgrade like Rain, Sektor, Reptile (in Ninja form), Motaro, Kintaro, and others.

I find the current fighting system to be just fine. It's unique to MK, and I'd rather MK keep this than try to fall in line and copy some other game's fighting engine.

Also, make sure all the glitches are fixed and thrown in one SU even if it's absolute crap to keep all the asshats on the internet from constantly whining about miniscule things.

 

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SaleBaay 
Posts: 9
Registered: Jul '05
Date Posted: 7/13/05 5:18pm Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...

characters a little more realistics, fataliys a little more realisticts, arenas a little more realistics and biggers, and more interactivity, team mode, no more liu kang zombie or no more liu kang, blood a little more dark, not so red...better marital arts sistem, and characters:

scorpion, sub-zero, mavado, borracho, lin mai, reptile but in ninja style, goro, noob saibot but with red blood, kitana, sektor, kung lao, sonya, frost, jax, kai, and others not so fantasy look

and no more mini games or only test your sight and might

 

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buterbals  127 posts
Posts: 127
Registered: Jul '05
44489_Kitana - Unmasked
Date Posted: 7/13/05 6:04pm Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
Sub-ZeroMasta posted:
Better fighting engine.

This isn't 2d anymore. Dial-A-Combo days are loooong gone. Need to be more free to make your own combos, not be handcuffed to only the pre-determined ones.

What up buterbals dancing




Haha hey whats up SZM! peace I havent seen you much on MKO. Glad to see ya here. dancing

 

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Bleed  127 posts
Posts: 127
Registered: Jul '05
41773_Scorpion
Date Posted: 7/13/05 7:08pm Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
Finally!

Everybody knows about wanting fatalities and all that, but I like to focus on the Combat in future MKs.

Basically, the MK engine needs to be redesigned almost completely.

With added stuff like frame advantage, disadvantage on block or missed attacks.

Movement = quick dashing back and forth fast and easy.

Running

Design attacks with a set purpose in mind. Think hard about this stuff.

NO DIAL COMBOS PLEASE! I can't stress this enough. It basically makes small combos pointless and takes away the feeling of freedom or mind games from them.

Add a lot more moves for every martial art. Maybe hire some other martial artists besides Carlos to perform for the Motion capture. Maybe someone from the Trick kicks videos to do some crazy moves.

Make the game play faster, give attacks some recovery time after throwing them, but not as much as in MKD. I feel like I'm playing in slow motion with MKD.

I would love to have a very complex fighting engine, the likes of games like Tekken 5, VF4, SC2.

Add throw escapes

Add the ability to fight from different positions = See Tekken 5.

I'd rather have an awesome fighting experience than a bunch of side games.

Fighting is my #1 reason for buying a fighting game. This should be the most important part of the game, pay most of your attention to the actual Combat.

The smaller side games are good like Puzzle, Chess, Test your Whatever. But something like Konquest in MKD is just too big for something that once you beat 1 time you probably won't play again.

The Konquest mode in MKDA was much more efficient. It got straight to the point, told the story and trained you.

I'd try to find a way to blend Kunquest mode with Story/ arcade mode.

As you fight, tell the story with art work and cut scenes.

Then leave the training for Practice mode = Focused training, Free training, etc.

I'd like to have a lot of options in training mode.
Refer to the latest tekken games TTT, T4 and T5.

Most important ones = set the computer's stance = standing, crouching, back turned, on floor face up, face down..........

Make it so you can choose a move or set of moves from the opponent's moves list. Then have the computer do the move over and over.

Turn automatic counter attacks on or off. Instead of a normal hit, it will count as a counter hit.

Set a recording feature for your character and the opponent. So you can practice defending against mix ups and other moves.

Have either an XY reset button to put the fighters in the middle of the stage, or an infinite stage, like the ones in Tekken Tag and T5. Also have it so you can set the reset point. So when you hit it, both fighters will be in a specified area of the stage.

Have an AI training feature, so you can teach the computer how to do custom juggles and realistic techniques. Maybe have this be a downloadable file P2P type thing.

you can shear Custom AI character files with people from around the world. (Ghost AI like in VF4 and Tekken 5.)


For the basic modes have...
1 = Story / Quest = something like the story modes in DOA3 and T5 mixed with some Shenmue type scenes.

2 = Kombat = you just fight for ever like the Arcade mode in T5. This is awesome for when you just want to get a quick fix and not bother with cut scenes or having to start over with a low AI opponent. I think this is a must, it's the mode I play in T5 90% of the time.

3 = Training = This has to be well though out with many options. check out the ones in VF4 and T5.

4 = Mini games = just like in MKD

5 = survival, VS, Team, endurance = 1 life bar, Tag mode...etc.

6 = A special game setting = It would change normal combat to something like in Shaolin Munks, smash bros, Power stone, Naruto....

This could be an entire game in of it self with pretty much all the options of the traditional fighting engine.

----------------------------------------------------

Visual stuff = Make the moves in MK really over the top / dynamic = eye popping action.

Crazy movie style special moves. Maybe blend the characters powers more in to their fighting style, so it's harmonic, not like He has Karate, and a fireball.

Instead have the guy/girl use the power as part of regular attacks as well. That would seem more realistic to me.

Make the jump kicks worth using = Have different fighters jump in different ways. Have the punches stun the opponent so you can lead them to another attack like in Street fighter. If a jumping punch is hard to land and then does pretty much nothing if it hits, it becomes useless.

The same with the kicks, have different effects for different kicks = stun, gut collapse, launch, Knock down hard.....

Think of what the jump attacks could lead to and design them accordingly.

For example = Fujin could have a running knee to face throw Like King in T5 = press 2+4 while running.

Fujin could do a similar throw, but automatically turn around in the air, so he lands behind the opponent and facing towards them.

That throw could ground the opponent and leave you at an advantage for some down attacks before they can recover.

If you do the throw close to a wall, you can't land behind the opponent because the wall is in the way.

Now, he could have a special jump attack designed to work with that throw.

He could have a jump kick that looks like you are kicking a soccer ball. Instead of the regular MK dive kick.

The move would cause a stun pushing the opponent back a couple steps.

Then as soon as you land you quick dash towards the opponent, do the knee to face throw, then follow it up with a ground attack.

That's one example, now you can come up with variables for it.
Instead of the jump and soccer kick to stomach, he could have another move that's like 3 soccer kicks in the air = like if he was running = R. kick, L. Kick. R. Kick. Then take an extra step when he lands so his L. foot is in front.

The command for it could be ff+4,3,4

It can also be done while running.

"some" of the special properties for that kick would be...

1 = The 3rd kick will knock the opponent down = they stumble back and fall hard, maybe do 1 back roll.

2 = The 3rd kick can be cancelled = press ff+4,3,4~back or forward.

3 = The 2nd kick stuns the opponent for like 1 second.

(When you land after canceling the 3rd kick, you can quickly do the Knee to face throw.)


So a possible strategy would be this = wait for your opponent to throw a powerful attack that misses. This will give you a counter window long enough for the jump or the air run kick.

So... Your opponent misses, you tap ff+4,3,4~F, ff, Knee throw, down attack. Or do a couple down attacks if possible.

Now you have the combo, so how can the opponent defend against it?

1 = Throws can be escaped = check out T5 and VF4 for some good throw escape animations. If the attacker knows that you are going to break the Knee throw, he would try to trick you and do a different throw or some other attack for a different combo.

2 = Just frame SS = similar to the Side step in VF4 and MKD = This could be a special move that if timed correctly, would allow you to side step in the middle of a med or slow speed combo Like the combos in Tekken5 where you can't block after the first hit or the ones where you can block after the first hit.

It could lead to many offensive options for you. It's not too easy to do though. You would have to block the previous attack, then up to 2 frames before the next attack connects do a side step = release BLK and tap u or d just before the next attack connects.

If you time it right, the next auto H M block animation would blend in to a side step. It's basically a VF4 style side step with a little extra Eye candy = a block / parry / sway.

It works against H, M or L attacks but some attacks will still connect if you side step the wrong way.

If you side step too soon, it won't work, because you'll still be stuck on the block stun animation. Time it right to cancel the block stun. If you do it too late, like right when the attack connects you'll just get hit. So you have like 2 frames just before the next attack to do the Just Frame Side Step.

Example of moves it would work against=
Using Tekken 5 as an example.
Jin Kazama's = 1,2,3 combo. You can do a normal "Right" side step to evade the last Kick.

Whoarang's = 1,2,f+3 combo. In T5 you can't side step the last kick, but if you use the idea above, you'd be able to do a just frame side step just before the kick connects if you blocked the first punch. You would slap his leg out of the way while doing a short side step.

Then you could do a counter attack to his side.

--------------

Getting back to the air running kicks for Fujin. You can JF side step the 2nd and 3rd kicks if you block the first one.

If you get knocked to the floor with the throw, you can choose to stay down so if Fujin throws a Med height attack to catch you as you are getting up, he will miss and you can counter during his recovery frames. You can Tec. roll out of the way to avoid a down attack or do a stand up attack.

If The Fujin player expects you to escape a throw and he throws a regular attack instead, you might be able to counter it with one of your own like a low jab or some other quick attack, or do a reversal on it if your fighter can do reversals.

I just came up with this off the top of my head, but that's basically the thought process that I'd like to see put in to the fight engine of MK7.


It would take much longer to develop a game like this, but IMO it would be well worth it.

----------------------------------

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It would take too long to write all the game play ideas I have, so I'll just post a link to where I posted all most of them. The game play design thread at MKO. IMO it's one of the best threads on that site.



Basically there you will find a ton of complex, well thought out ideas and examples on ways to do them.

It goes from the basic stuff like frame properties, to defensive techniques, basic controls, to more complicated stuff like custom special moves for individual characters.

There is a ton of stuff, I recommend going through every page.


I'm Bleed on MKO with the blood drop animation Avatar.

 

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Bleed  127 posts
Posts: 127
Registered: Jul '05
41773_Scorpion
Date Posted: 7/13/05 7:10pm Subject: RE: Feature/Enhancement/Wishlist Request for Next MK Fighting game...
The link to the game play thread is in my signature.


http://mortalkombatonline.com/content/forum/showmessage.cds?id=41416

 

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buterbals  127 posts
Posts: 127
Registered: Jul '05
44489_Kitana - Unmasked
Date Posted: 7/13/05 7:27pm Subject: