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TRL
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Sunday, November 22, 2009
I have some thoughts about some of the attacks the characters have.
First, what's the use of Goku's double sideways push?
Couldn't this just be a regular one hand kiai, where he actually aims forward? The double one could be a secondary.
Second, something seems off with the pain animations when doing a left click stun attack in mêlée (You know that kick with both legs). As this is a stun move, wouldn't the receiver hunch over, holding his stomach in pain. Like this:
Also I would like to give Raditz a different stun move. The one he did on Goku with his knee when they first met him. So any progress on those model releases?
Last, I find people who kiblast too much, extremely discomforting. Because there isn't much you can do once you are blocking them. The blasts you hit back never seem to hurt the opponent if he just keeps blasting and trying to quickly flee without taking damage is near improbable. So you just seem to be stuck blocking. Am I missing something or aren't there really any other options?
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Kainen
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Sunday, November 22, 2009
I agree with you on the ki blast. Do remember you can zanzo in ALL DIRECTIONS!
So block a few, then quickly hold C and zanzo downwards, then you can dash up to him and mêlée him HARD!
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TRL
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Sunday, November 22, 2009
Yeah I know, but sometimes that fails. Do you actually have to be moving in the direction or is direction + z enough?
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Shane
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Sunday, November 22, 2009
I'm not sure if you can move
you just have to sit there and take it
You stole my avi
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Soul_Huey
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Sunday, November 22, 2009
your right about the ki blast and Raditz that's for sure but the ki blast is the biggest problem there
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Shane
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Sunday, November 22, 2009
I think that they should keep kamehame ha a straight beam
If they do change it it should remain its thickness
and not strectch out into a slim beam
Piccolos Scatter Shot shouldn't stop a beam completely it should slow it down and the attack should gain more power
Raditz needs one more attack
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Zeth
The Admin
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Sunday, November 22, 2009
First off, the primer comments that this IS just the sandbox beta -- as I'm sure you are very well aware of.
First, what's the use of Goku's double sideways push?
This is an unfinished attack. Rather than a directional attack, this will use a sphere radius with knockback thereby clearing any opponents around you. Goku used this maneuver on Jeice and Burter if I remember correctly.
Second, something seems off with the pain animations when doing a left click stun attack in mêlée (You know that kick with both legs). As this is a stun move, wouldn't the receiver hunch over, holding his stomach in pain. Like this:
It actually should, but at last moments (literary minutes before release) a couple of mêlée bugs surfaced up that we were unable to catch in time. The animation does exist, but it just doesn't trigger for some reason. It'll be fixed in the next release/patch.
Also I would like to give Raditz a different stun move. The one he did on Goku with his knee when they first met him. So any progress on those model releases?
Raditz needs one more attack
Raditz's attackset and character setup in entirety is largely unfinished. Furthermore, many animations are undone due to lack of time and format issues (which have recently been resolved by zMesh and zAnimation files)
I think that they should keep kamehame ha a straight beam If they do change it it should remain its thickness and not strectch out into a slim beam
This actually is a direct representation from the series on how energy attacks behave (including beams). As an attack exists in the world, it's power level steadily dissipates until it is nothing. Although beam attacks have a steady flow of energy from the user, the reason they get more and more thin is because of the distance from the source. To counter-act this, you can boost while firing a beam to result in a much higher energy output to sustain the attack's existence.
Piccolos Scatter Shot shouldn't stop a beam completely it should slow it down and the attack should gain more power
Scatter shot is currently classified as a ball type attack while it should be a blast type. Energy ball attacks typically have a high concentration of energy, but lose their energy much more quickly than other attacks. Since we have special flags in place on the scattershot to prevent it from having an energy loss, the attack seems as though it's overpowered when in-fact it's just not set up properly.
The attack remaining stationary will still have a very light energy drain however in fixed future releases. How/Why would an attack gain additional power from sitting stationary without an actual energy source?
Last, I find people who kiblast too much, extremely discomforting. Because there isn't much you can do once you are blocking them. The blasts you hit back never seem to hurt the opponent if he just keeps blasting and trying to quickly flee without taking damage is near improbable. So you just seem to be stuck blocking. Am I missing something or aren't there really any other options?
Blocking/swatting is the ideal counter, however there is currently an issue in the public beta where you cannot move in a direction while doing so without incurring some stun. In a future patch, as long as you are strong enough, you can move forward towards the enemy while blocking. Additionally, the deflected blasts will actually have better aiming for their reflection directions.
Again, most of these concerns are just bugs or otherwise unfinished features.
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TRL
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Wednesday, November 25, 2009
Another thing I noticed people spam a lot, is the right click hold knockback mêlée attack. I'm all for it being used, but it needs some kind of restriction. Maybe like in the sparking games, you need a certain amount of normal mêlée hits before you can go for a knockback. I sometimes feel frustrated that I don't have time to anticipate (cancel) a knockback, because most people do it right off the bat.
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Zeth
The Admin
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Wednesday, November 25, 2009
We'll NEVER adopt ANYTHING from any other game. Besides, the mêlée system you see now was whipped up in about 2 hours coding. It's not the final version and will be MUCH more accurate and MUCH more strategic once I can get the animations I need.
Additionally, I wouldn't worry about people "spamming" the knockback attack too much at the moment as it does no damage in the public beta build due to a glitch.
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TRL
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Wednesday, November 25, 2009
Zeth wrote : We'll NEVER adopt ANYTHING from any other game.
I knew you were going to say that. Implementing something similar isn't copying from the game. I mean, the mêlée system right now is highly similar to the sparking games.
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Zeth
The Admin
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Wednesday, November 25, 2009
Implementing something similar isn't copying from the game
It has nothing to do with copying or originality. This is a game already based on an existing concept (Dragon Ball Z), after all. The fact of the matter is simply that our original goals for the project were built around strict accuracy to the series. Using ANY other media source (even the manga) for game mechanics, visuals, etc. was strictly prohibited to insure that everything remained an accurate portrayal.
While these goals don't necessarily still apply to the same intense degree that ZEQ2 did, we still do value some level of functional accuracy in mechanics to at least give a VAGUE sense of series.
I mean, the mêlée system right now is highly similar to the sparking games.
Are you kidding me? ZEQ2-Lite's mêlée system is NOTHING like the commercial fighters out there. There is no low/middle/high attacks. There is no punch, kick, energy blast button scheme. Not even the FLOW of their mêlée is similar. The Dragon Ball Z games on console systems tend to be based on traditional fighting schemes with 3-6 "combo" style hits and a stronger "hit" to end it rather than an emphasis on the dividing factors of speed mêlée, knockback hits, and so forth.
Sure, we don't mind if similarities exist. Heck, when working on a project that's based on an existing design, someone could easily come up with the same end results. The point is that as long as you achieve the end results through using the series as a basis and not other external sources, you avoid attaining a water-downed result that involves mimicking a concept that was based on another concept, derived from a third concept that came from another source, and ALL originally influenced by the series in the first place.
Besides, commercial games tend to recycle concepts/ideas that are "known to work" and only lightly sprinkle the Dragon Ball Z image on top with the occasional half-step out of the box.
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