Potential gameplay worry with KOFXIII.

ASH ASH ASH BORKEN

Potential gameplay worry with KOFXIII.

Postby arstal » Tue Apr 13, 2010 21:04

I know everything is looking good right now, but I'm seeing this possibility- I want to see if others see where I could be coming from.

Meter seems to be gained REALLY quickly. I would expect at least 2 bars/round on average based on the vids shown.

With drive cancels, it's possible the game could turn into a MI-style everything combos into DM-style game, especially at the end of games with 5 stocks/double length drive meter. This could get dull.

What I'd like to see (wishful thinking, I know it won't happen)

Keep the execution of the moves simple, but add damage scaling to drive cancels based on timing, the more off you are the more damage scaling you get. This will keep an execution requirement, but in a way that won't hose people with poor execution, just reward those with better execution. Either that or drop the rate people get super meter.

Maybe I'm just seeing things. I'm still pretty confident, I'm just wondering if any of you also see this as a potential problem.
User avatar
arstal
Charging...90%
Charging...90%
 
Posts: 69
Joined: Wed Jan 23, 2008 05:25

Re: Potential gameplay worry with KOFXIII.

Postby SonicTempest » Wed Apr 14, 2010 21:01

The damage scaling on hyperdrive combos seems to be quite harsh, actually. If you watch that ubiquitous Kyo combo on the SNKP website, while the entire combo does about 50% total (which seems about right for your typical MAX mode combo in 2K2), the final Orochinagi does something like special move damage. It could be that hyperdrive mode lowers your damage overall, much like 2K2 MAX mode.

That said, that was only with the drive gauge at half its full length, so last-character combos might be more damaging, especially given that they also have more stocks to work with.
User avatar
SonicTempest
Posts too much
 
Posts: 4932
Joined: Wed May 04, 2005 14:26
Location: Seattle, WA
A.K.A.: >8|
Currently Playing: Metro 2033, ICO
XBL: SonicTempest84
PSN: SonicTempest

Re: Potential gameplay worry with KOFXIII.

Postby arstal » Wed Apr 14, 2010 22:29

the hyperdrive doing good damage like what I saw I don't mind, since there will be a large cost to it (no drive meter, and probably no super meter afterwards)

It's more the standard drive cancels that could potentially be a problem. Hearing about the new systems- it looks like there will be plenty of ways to use up that meter also- which might help a diversity of playstyle- we'll have to wait and see. I just hope an optimal method for everyone doesn't become obvious- I prefer variety, though that's really hard to do, and won't kill the game if it doesn't happen.
User avatar
arstal
Charging...90%
Charging...90%
 
Posts: 69
Joined: Wed Jan 23, 2008 05:25


Return to The King of Fighters XIII

Who is online

Users browsing this forum: No registered users and 0 guests