1.3 Combo System

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You can tell that a game has alot of support when the day after it is released it has alot of positive feed back. This is positive feedback. Suggestions and observations with a slight bit of opinion mixed in.

First i would like to say, great job with the game, its alot of fun. Thanks for putting your time into something that alot of people can enjoy. Now on to business.

You guys know how the current system works, and i think it deviates from the style of ESF just a bit. It seems a little slow, and the randomness can detract from the skill required to play this game. I, and all the well established clans (i am a member of Saiyan Legacy, a clan that has been around for about a year) agree that ESF is a fast paced game of skill. All parts of the game should reflect that.
I believe that you, the creators of ESF, a most excellent game, have that in mind.

So it seems slow. I noticed that with some practice, everyone can block all the arrows. Alot of peope are either just using throws or going old school with the power hits (1.1 style melee). Diagnal arrows dont seem to function right, I can block them by pressing either key, not both at the same time.
The randomness seems to retract some of the skill from the game.

In the show, characters would become stronger and faster. In the current combo system, your hits become stronger, but not faster. A character with a power level of 700,000 would be able to attack faster than a character with a 300,000 powerlevel. Perhaps, as you gain powerlevel, it shouldnt take as long to charge the hits. (a 1 mil power warrior would take half as long to charge a strong, med, weak attack as a 500k power warrior) This would make combos more intense, with more practice required.

Making the diagnal arrows work "correctly" (it is probably intentional) would also work to make the players concentrate harder. If you have the diagnals the way they are on purpose because of the shear difficulty of pressing two keyboard keys at the same time you have several options. You can create an input buffer for the time between key presses (if left is press within .15 seconds of up being pressed, the left-up diagnal is blocked. Also, or instead, you could have diagnals only work for attack with weak and/or medium attacks (strong attacks would never be diagnal).

The elimination of chance from combos. The lure of the game isnt chance, its risk overcoming impossible odds thru skill, not by a lucky dice roll. I understand that you have random so that strong attacks will at least have a chance of landing, but I think you are using a bad solution. Here is another solution that perhaps you havent thought of. Reversed, hit stun time. Elaboration: three consecutive weak hits, or a weak hit followed by a medium hit, makes the next strong or medium attack hit automatically, and sends the opponent flying out of the melee struggle; two consecutive weak hits cause the next medium hit to land automatically.

I think that covers everything. Now I guess its time for me to receive some positive feedback. :)
 
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Err i read the first part I'll read the rest later. But as for the diagonals, if you read the manual closely it's actually spose to be like that, where u only have to hit a key adjacent to the diagonal not both at the same time :p

As for the "chance" thing... the multidirectional arrows. Think about it... If a player has more PL in the show by a great margin is it not harder to dodge the attack from them? ...In the series if a player does a strong attack is it not more difficult to block/dodge it? Well, ESF's way of making it just like that is the multidirectional randoms... I think its very fair.. think about it.

If a player has a much higher pl (ala transformed against non transformed) you are more likely to give the weaker player more randoms (because u are stronger as stated above)... If you use stronger attacks you are also more likely to send out a random (because the attack is harder to dodge as stated above)... Unfair? ... not really, that player worked for his powerlevel, and being able to send out randoms is his pay (again this stays true to the series as the stronger the player the harder it is for lower PL characters to fight them). It's not chance at all, it IS actually skill... seeing how you must of had some skill to get that powerlevel.



*edit*

I think the idea to make your attacks charge faster at a higher PL sounds good too. As it would get to the point it would be hard to control but more powerful if you could master it. But, I think its kinda already like that because at times I find myself (usually when Im at a higher pl) with the ability to do many attacks with the charge time seemingly decreased, although this might be because I blindsided someone.. im not sure.

I also think your system to eliminate the "dice roll" sounds pretty good with the exception that you don't always want to do a few weak punches just to do a medium. Or a few mediums just to do a strong. Sometimes you want to knock someone down into a wall as fast as you can so you can teleport into the guy charging the Spirit Bombs face. Then again, If you just wanted to do that you should have a risk of it being blocked since u didnt "set" the player up first. I'm not totally decided on this yet... but I'm starting to like it :p
 
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The combo system reminds me alot of a console fighting game, where perhaps skill isn't even the case for winning fights. For the first 2 days I've had 1.2, I've just been mashing buttons on the offensive end and it seems to yield the same results as if I was to plan out my combos and actually know what I'm doing. Mostly I've just used the power hit style of 1.1 and try to do the manual flying combos instead (I actually enjoy the combos for the 1.1 style in 1.2 now that they gradually fall to the ground instead of traveling across the map-- I've found that I can reach the opponent more often before the body settles and the chain combo is over).

LOL and I thought it was very funny (and boring) to watch 2 players in a combo struggle while I am in spectator mode. ITS SOOOO SLOW!!! Its like... they dont even move for about 5 seconds.. then u see some slow kick *dodge*, then some more of nothing happening, then its over. Fights are lasting too long because the combo system is easy to block or dodge and players find themselves in a combo struggle for like... 30 seconds (happened to me yesterday. Just kept pushing arrow to block and then he would push arrows to block my attack... we didnt get anywhere)
 
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You can actually select the length of your attacks. Simply maybe put in like 2 fast punches and let go of the attack button. Your moves will go quickly, this actually throws some people offguard.

But yeah i know what u mean, I read somewhere that the team wanted to incorporate a series of fake punches and kicks that go on while u are choosing your attacks, but they didn't have time.
 
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yeah I still like the 1.0 melee better. Sept if it was based on your pl, not ki or ping. I think that would be the perfect melee system.
 
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do u have any idea how impossible the game would be unless u joined first?

if that was the case then buu would be unstoppable and melee wouldnt be used
 
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How about increase the % of a multi-directional arrow appear?

ATM it is really too easy to dodge. More multis mean more higher chance of hitting enemies and less frustration doing stalemate battles where you and your opponent dodge every single attack every single time (weird I know)
 
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no whats frustrating is getting a combo full of unknowns and having no chance to do anything

it boils down to luck if its set like that (from one who knows cause a version was like that with many randoms and its just annoying having to guess)
 
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Based on Pwr lvl would suck....whoever played the longest would always win :no:

the combo system now does look kind of slow, but would you be able to keep up with it...if it was as fast as they are in the show? lol...i think not.

i use basic melee to fight alot also...sticking a few advanced in here and there....i think thats actually how it should be, if it was all advanced fights, it would take forever to win.

i like the stun suggestions though....couple light hits stun em so the big one hits :yes:

maybe if side hits and such did what basic melee does now......and a head on went into an advanced melee struggle (whoever had the longer swoop would attack first, that would stop people from waiting to be attacked to counter).
 
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I dont know if this is what that other guy meant but as soon as the autopunching finishs the two people fighting kinda of autopunch eachother, no damage or anything, just to look good. But in the background the attacking person gets to pick their combo and what ever and the other blocks, then it plays it as it does now, but faster as there are lots of breaks.

Hope you concidere it


sP
 
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ultimate 17, just so you know the 1.2.1 patch will make it much faster. and harder to counter even the arrows that arent multidirectional. just hold tight
 

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