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Re: remu's update

Post by r3v3n4nT » Tue May 17, 2005 10:40

Gunsmith wrote:logo of Sega appears
:o

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Post by Gunsmith » Tue May 17, 2005 15:29

I wont ruin it for Shadowsonic. Let the man dream. Blame remu when reality hits :D

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Post by Moriya » Tue May 17, 2005 23:15

Empyrian wrote:
Moriya wrote:
the bad things from KOF2003 might be removed before the final product is made. Let's just hope everyone complains about this, the ghey jump attack -> special throw, lack of buffering, no blocking right after landing, and everything else that sucked about KOF2003's system.
You want old school KOFs back? I can more or less safely say it is not going to return.
No, no, no. Never. Far from it.

I want KOF to evolve more than anything. I'm very happy that the roster has received such a big shake-up this year, even if my favorite KOF character (Leona) was removed.

But those things from KOF2003 that I mentioned were far from an evolution. They were just trying a new engine, testing stuff for the sake of "being different", instead of trying to implement things that make the system better. You know, the jump attack -> special throw thing had been removed in KOF98... why return it? And KOF-style buffering has always been there; removing it lead to nothing but frustration.

Changing things, removing secondary systems and adding new ones, evolving the system is good. Removing key elements, things that define the game, or re-adding things that had already been removed in the past because they were problems, is bad.

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Post by nothingxs » Wed May 18, 2005 04:34

My main problem with the system is the alleged 'judgment system' that the time outs will now undergo.

Yeah, SNK, let's put in an arbitrarily-judged system to determine who wins in a time out instead of a concrete, life-based system that makes infinitely larger amounts of sense.

Bleh.

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Post by Moriya » Wed May 18, 2005 05:29

nothingxs wrote:My main problem with the system is the alleged 'judgment system' that the time outs will now undergo.

Yeah, SNK, let's put in an arbitrarily-judged system to determine who wins in a time out instead of a concrete, life-based system that makes infinitely larger amounts of sense.

Bleh.
Maybe it's there to prevent turtling... people running away when they see the time is running out.

This judgement system, in my conception, could actually be a very good thing if it worked somewhat like this: it always points to the player who has more life left. However, as time passes, if that player doesn't attack its opponent, the pointer slowly starts to turn towards the other player. So, if you have more life, it'll point towards you, but if you start to run away, soon it'll point to your opponent.
Last edited by Moriya on Wed May 18, 2005 05:34, edited 2 times in total.

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Post by nothingxs » Wed May 18, 2005 05:33

Moriya wrote:
nothingxs wrote:My main problem with the system is the alleged 'judgment system' that the time outs will now undergo.

Yeah, SNK, let's put in an arbitrarily-judged system to determine who wins in a time out instead of a concrete, life-based system that makes infinitely larger amounts of sense.

Bleh.
Maybe it's there to prevent turtling... people running away when they see the time is running out.

This judgement system, in my conception, could actually be a very good thing if it worked somewhat like this: it always points to the player who has more life left. However, as time passes, if that player doesn't attack its opponent, the pointer slowly starts to turn towards the other player. So, if you have more life, it'll point towards you, but if you start to run away, soon it'll point to your opponent.
What's wrong with turtling, again? If you managed to build yourself a lead, what exactly is the problem with wanting to keep it so that when time runs out, you win?

I don't like the system you detail. You're essentially saying turtling is bad.

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Post by Moriya » Wed May 18, 2005 05:39

nothingxs wrote:
Moriya wrote:
nothingxs wrote:My main problem with the system is the alleged 'judgment system' that the time outs will now undergo.

Yeah, SNK, let's put in an arbitrarily-judged system to determine who wins in a time out instead of a concrete, life-based system that makes infinitely larger amounts of sense.

Bleh.
Maybe it's there to prevent turtling... people running away when they see the time is running out.

This judgement system, in my conception, could actually be a very good thing if it worked somewhat like this: it always points to the player who has more life left. However, as time passes, if that player doesn't attack its opponent, the pointer slowly starts to turn towards the other player. So, if you have more life, it'll point towards you, but if you start to run away, soon it'll point to your opponent.
What's wrong with turtling, again? If you managed to build yourself a lead, what exactly is the problem with wanting to keep it so that when time runs out, you win?

I don't like the system you detail. You're essentially saying turtling is bad.
It's not a question of "turtling being bad". I just find it more interesting when a match goes on 'till the end, with both players engaged and trying to win. Specially because this "end-of-match-turtling" can be a little unfair since some characters have much more run-away tactics then others.

I'm not trying to preach the rules of fighting or anything, I'm not saying that turtling is evil; I respect those that go by the "to win, anything is valid" philosophy. However, matches do get more interesting when both players go on the offensive. KOF is a very offensive game. Some fighting games try to punish turtlers (see Guilty Gear with the Negative Penalty), and I think this could just be a nice way that SNK found to do this too (my opinion).

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Post by Empyrian » Wed May 18, 2005 06:37

New judgment system for time-outs. The usual timer on the top of the screen keeps tilting towards (what the game judges as) the player that's fighting more skillfully during the match. If the match ends with a time over, the person that the timer is tilted towards will win. It's not decision by remaining life any more.

Skill Meter System. its on top of the usual power meter, there's an additional new bar called the "skill meter". It's used to pull off a number of systems. The skill meter builds up on its own as time passes by. you can stock up to 2 skill meters. The match starts out with the skill meter full.
Now are the skills in the above 2 paragraphs the same? Or are they different?
Besides, switching to defensive when you are in a lead is a very viable option/strategy. Unless you absolutely adore the Zerg's way of life of "rush and rush." :p

Moriya: Saving Shift is shaping up to be potentially unfair because;
A+C / B+D while getting attacked - Saving Shift (Changes to partner, requires 2 Skill stocks)

You start with 2 skill stocks which do not deplete if you don't use them. Someone touches you ( it could mean getting hit or getting attacked while blocking from what I intrepret.) You tag in someone who is high damage (leader?)

We also don't know how the SKill meter works. Auto refill like Max 2 in NW? Can it be filled faster when you do special moves? If so, if you are using characters like Kim, Iori with multiple hit moves which charges gauge quickly. it is pretty deadly.

So is it a move that benefits the offensive party yet ironically kills the first person to go on the offensive at the begining of the round?

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Post by Xenogias » Wed May 18, 2005 07:24

Meh, im always late when it comes to posting news. But anyway if no one has mentioned it. I think SNK has already put up the Official Site for this game, but theres no content at all.

https://www.snkplaymore.jp/playmore/kof ... _index.php

Judging from the Kiddy/Wierd looking art of Ash though im thinking this is goinna be like one of those portable KOF games. Then again I donno nothing about this game other than the title and the fact its goinna be based on the Atomiswave hardware.

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Post by r3v3n4nT » Wed May 18, 2005 07:42

Xenogias wrote:Meh, im always late when it comes to posting news. But anyway if no one has mentioned it. I think SNK has already put up the Official Site for this game, but theres no content at all.
yes it's been posted, on like the first page, =/

Judging from the Kiddy/Wierd looking art of Ash though im thinking this is goinna be like one of those portable KOF games.
what? Kiddy/wierd? why? explain. I found nothing wrong with the art except heavy outline.

Portable KOF games?!? wtf!? Plz backup ur statements with sum sort of reasons.

And plz actually try read what ppl have posted already before commenting.

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Post by Gojira » Wed May 18, 2005 07:43

nothingxs wrote:
Moriya wrote:Maybe it's there to prevent turtling... people running away when they see the time is running out.

This judgement system, in my conception, could actually be a very good thing if it worked somewhat like this: it always points to the player who has more life left. However, as time passes, if that player doesn't attack its opponent, the pointer slowly starts to turn towards the other player. So, if you have more life, it'll point towards you, but if you start to run away, soon it'll point to your opponent.
What's wrong with turtling, again? If you managed to build yourself a lead, what exactly is the problem with wanting to keep it so that when time runs out, you win?

I don't like the system you detail. You're essentially saying turtling is bad.
I hate turtling (people can use it but nobody says I have to like it), but this is no way to stop it. If anything it could make turtling even worse once the system is completely understood. Think about it... being able to win WITHOUT needing to be ahead on life? I shudder to think of what kind of bizarre and infuriating playing styles this could bring about. It could even make BAD turtling more effective.

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Post by denieru » Wed May 18, 2005 09:12

Maybe skill will be judged by repeated patterns of combos or consecutive same button patterns... and only penalized if abused... say 15 times or so.

Either way... its different... and I welcome change, lets see it turns out.

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Post by Kyosuke Kagami » Wed May 18, 2005 13:54

SNKP copying Capcom's SF3 Third Strike Judgement System?

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Post by poneeboyz » Wed May 18, 2005 14:27

Looks like turtling would be different, thanks to the new skill gauge.

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Post by Fuu » Wed May 18, 2005 15:04

Kyosuke Kagami wrote:SNKP copying Capcom's SF3 Third Strike Judgement System?
Oh right that was the one, i thought this skill system reminded me of something.
How that worked KK? I don't think i ever saw it in action.

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