i CaN hEaR tHe WiNd CrY
You're disagreeing that holds have a significant impact on balancing the roster? Then you're disagreeing with one of the core concepts of DOA. I'm not sure how or why, but you are.
My point seems to be going right by you. The point is that balancing and restricting here and there in the interest of fairness impacts how fun the game is to pick up and play. It's fun to abuse a borderline broken advantage that a character might have. A novice player might have some early success with the game and find that rewarding until learning the game a bit more. That's something that might draw new players into the game. Maybe it's not fair and high level players might not like it, so it would get nerfed. It wouldn't be nerfed to make the game more fun, it would be nerfed because high level players complained that it was unfair. If it consequently makes the game better for whatever reason, then fine. But that's not the motivation for the nerf.
Don't think so.Is there any proper technical analysys for this game? Digital foundry has not done it yet and I can't find any
Is there any proper technical analysys for this game? Digital foundry has not done it yet and I can't find any
I'm working on it now. Will have it up tomorrow most likely.It's really as if most outlets are trying to pretend this game doesn't exist.
OMG yes me too. I was surprised these weren't.
If anything, it's you that the point is flying past. He's not disagreeing that holds have a significant impact on balancing the roster. It's just that holds don't inherently make everyone more balanced. Holds are core to Dead or Alive in a similar way that attacks are core to every fighter, yet everyone having the ability to attack doesn't make their attacks all balanced, and so as a result doesn't make the character themselves balanced against one another. Some characters in Dead or Alive benefit more than other characters for successfully holding the same attack, because they don't all perform the same hold. And even if they did, there would still be a ton of other factors that would prevent them from being inherently balanced against each other (such as how often they're likely to have their attacks held in the first place).
Low level players in general have no idea how to find and implement a broken move. Eddie Gordo in Tekken 3 didn't have a broken moveset. He had a bunch of moves other novice players had no idea how to deal with. This isn't at all similar to the lack of balance often observed at a higher level of play, which the novice player would almost certainly never manage to perceive the differences in.
Nice!
Awesome news! Looking forward to it :)
it's becoming frustratingly frequent how often the bonus to costume parts is actually not being applied. Three times today i've been rewarded 4-10 parts for a single arcade more run, when previously i was receiving 600+ per run. Having to reload the game every single time is becoming a pain in the ass.
it's becoming frustratingly frequent how often the bonus to costume parts is actually not being applied. Three times today i've been rewarded 4-10 parts for a single arcade more run, when previously i was receiving 600+ per run. Having to reload the game every single time is becoming a pain in the ass.
Yeah, I have to remember to close the game before playing if the console was in rest mode.
It's an interesting game as it feels like a half-step to me. Some elements look amazing but others seem to be lifted with slight enhancements from DOA5. So it's kind of mixed. Perhaps a lower budget? Not sure.I'm pleasantly surprised! Didn't think you'd bother to be honest. Like others have mentioned, the game is quite niche. Will be looking forward to your analysis!
It's an interesting game as it feels like a half-step to me. Some elements look amazing but others seem to be lifted with slight enhancements from DOA5. So it's kind of mixed. Perhaps a lower budget? Not sure.
DOA tries to offer an alternative for balance by making a vast majority of the gameplay revolve around guessing. However, even with that, balance really only matters at a high level of play. Anyone not playing at that level won't feel the impact of most balance changes and won't know if a game is balanced or not.
- You completely ignored my question.
- Most casual players don't even know the game has changed or been balanced. It's really only noticeable at much higher skill levels. Again I go back to my example. If Team Ninja gave Mila a safe, mid tracking option, you wouldn't know the difference. Most casual players don't even bother going into training mode and finding out what tracks or doesn't track.
- No, holds do not balance the game at all. You could possibly make a weak argument toward that if all holds were equal, but they're not. Holds are essentially the DOA equivalent of a comeback mechanic and don't balance the game. It's just like every character having a super in SF doesn't balance that game.
- A fighting game is almost never balanced on release day. In fact, most people would be shocked if a fighting game released in a relatively balanced state.
Some of the pro players really like it, others don't like the new sidestep or Break Blow/Holds because it removes a small amount of the guessing and they like the game to be 99% guess work instead of 90% guess work (yomi, reading the opponent, whatever you want to call it).
The sidestep is fine. I'd actually like to see it buffed, but you'd have to make some system changes to add a real sidestep to DOA, so I understand why we have what we have.
The problem is that Team Ninja did not go through each character's move list to see how an evasive sidestep would effect their gameplay. That has caused a big imbalance with some characters losing a lot because of the new sidestep.
I would've much rather they pushed Nyotengu and Phase 4 to post-launch DLC and left some time to really make the characters feel like they're in DOA6 and not DOA5.5. On average, each character only has about 2-3 new attacks with some minor adjustments to properties (completely unrelated to the new step). If they had added maybe 10 new moves and adjusted tracking on older moves, I think the game would work much better with the sidestep (and overall).
Are you on wifi? I agree that this is some of the worst netcode I've seen in a fighting game, but I can punish SS attacks 90% of the time. I'm not getting max punishment, but I can get my i7 throw every time. If you can't punish it, then just use a tracking move or throw if you anticipate a SS is coming.
As far as too much damage... the damage was nerfed from the TGS build to release. It now does less damage than most neutral throws (normal hit) and counters. That's not taking into account counter or hi-counter damage either.
As I said above, the game is not balanced around SS at all. But even under these conditions, I don't agree with your statements.
I don't think the issue is delay. SC and Tekken use delay-based netcode and they're 10x better than DOA6 netcode. I think it's a combination of bad netcode, the crazy input buffer that's been in DOA for awhile, and the low recovery on a lot of attacks in DOA.
What rank are you? I find that most of the people I play rematch, even when I stomp them. It's not everyone, but a vast majority for sure. For the most part, it seems as though if I randomly get matched against anyone below a B, there's a higher chance they won't rematch. But otherwise it's almost always a rematch.
She was buffed from DOA5LR to DOA6. Not sure why she was buffed when most other characters were hardly touched, but they need to bring her back down. She's especially annoying online when you can't react to anything.
It's an interesting game as it feels like a half-step to me. Some elements look amazing but others seem to be lifted with slight enhancements from DOA5. So it's kind of mixed. Perhaps a lower budget? Not sure.
Also, the console versions have pretty serious image quality issues. PC version at 4K60, though, is gorgeous.
Weird to think of it as niche since it was such a huge series in the past. I guess we'll see if this video tanks!
Yep, really looking forward to it too.
Awesome, really looking forward to it!
Yessss
Hype!
You're disagreeing that holds have a significant impact on balancing the roster? Then you're disagreeing with one of the core concepts of DOA. I'm not sure how or why, but you are.
My point seems to be going right by you. The point is that balancing and restricting here and there in the interest of fairness impacts how fun the game is to pick up and play. It's fun to abuse a borderline broken advantage that a character might have. A novice player might have some early success with the game and find that rewarding until learning the game a bit more. That's something that might draw new players into the game. Maybe it's not fair and high level players might not like it, so it would get nerfed. It wouldn't be nerfed to make the game more fun, it would be nerfed because high level players complained that it was unfair. If it consequently makes the game better for whatever reason, then fine. But that's not the motivation for the nerf.
I'm on wired. The input buffer is a big fuck you to precise inputs. I hope this is addressed first. I goddamn hate it.
the side step mechanic is just bad all around. It looks visually jarring, I don't even know what is horizontal or not. I don't even think Team Ninja knows. Just trial and error figuring it out. The higher the ranking goes the more abused this mechanic is. Even I feel dirty using it, they even crush highs at times, and can lead into wall and environmental damage. The window in which I can use a throw to punish it and the attack comes out makes it too much of a risk online. It breaks the flow of the match and becomes a new RPS mechanic that just isn't needed. It's also superior to natural side step moves. I see no reason to use Helena's new side step move unless I'm hard up to see a new animation.
I don't understand why they didn't just use the side step mechanic from 5. At least it was designed with DOA in mind and added variety to characters.
DOA players do not rematch regardless of ranked, even if you give them a rematch they almost always try and leave with their win. After a few hundred matches and almost B plus, I've played players up to A plus and I do not get rematches. Regardless of character used, quality connection, etc... mediocre players are trying to exploit the ranking system. That's it. I'm just trying to unlock these costume points folks, I'm not even going all out.
No, its the white S&M one. The black is $20k, and the red is $25k.
I see.No, its the white S&M one. The black is $20k, and the red is $25k.
I see.
DrDogg
Just speculation, I think he's using Helena and Christie, right DR2K? :P
You can only do it when Tina is laying on her stomach and facing towards the opponent, all you need to do is press the Throw button. You can also follow up with a combo throw with back, down, forward + Throw for some extra damage.So I've been playing a lot of Tina lately, but for what ever reason I can't find the command input for her wake up grab. Anyone know what it is?
Yeah. But messing around with other characters due to repetitive move sets
This side step mechanic is not going to be punished if you're in mid string. This shit is like dropping the soap in the bathroom. It is a really broken mechanic, but glad there's enough to punish it at optimal settings offline in training room.
Literally 70 percent of my matches end in declines. I'm getting declined now lol
Finally doing okay online again only to get matched with someone 2 letter grades above me and put me back in my place. I didn't think they would match you with someone that far out
I'm D but the game continues to match me with A and S ranked players. I even got to fight against a S+ Marie Rose and it didn't end well for me.Finally doing okay online again only to get matched with someone 2 letter grades above me and put me back in my place. I didn't think they would match you with someone that far out
I'm D but the game continues to match me with A and S ranked players. I even got to fight against a S+ Marie Rose and it didn't end well for me.
So you're doing a linear string and getting stepped? If that's the case, don't do linear strings, or at least free cancel after a few hits if it's blocked. You can't just toss out a linear string at random. I will step you every time.
Matches vids would still help, but I don't know what to tell you about the rematches. I'd say it's easily 80% rematch for me. Probably closer to 90% if I kept track.
I have my settings on 5 bar only. Occasionally if I'm searching too long I'll see someone two letter grades down. It's rare, but I happens.
Oh god damn it. I kept thinking there had to be a directional input lol. Thanks/You can only do it when Tina is laying on her stomach and facing towards the opponent, all you need to do is press the Throw button. You can also follow up with a combo throw with back, down, forward + Throw for some extra damage.