Darknat wrote:Well, I do want a good storymode, but I want good gameplay as well, or at least, good enough. That's why I always have defended the Sparking games, they do have good gameplay and a lot possibilities, but it's not polished. There is always the problem that everyone says that characters fight exactly the same. Thing is, there are easy ways to diferentiate them. I said this lots of times and I always use the same example. Just by doing the rushes as chains, that would work wonders for individualizing them.
At this point in DBZ games, I just one thats actually playable now. I dont care if all the characters play the same (which they dont) I want to feel like I'm playing DBZ, demanding special treatment for various characters only gives Namco the insentive to hold it as a gimmick instead of a standard and I don't want gimmicky gameplay (BoZ)
As for storymode, I dont want one filled with badly animated cutscenes if any at all. I want a freeroam world for defaults and created characters to coexist. I've seen Krillin die and Goku go SSJ so many times enough, Burst limit did it the best, leave it there.
Darknat wrote:Raging Blast does something similar with some rushes, but the way it's done doesn't feel right for some reason and seems way too simplistic.
RB combos feel way to scripted and imput frames dont feel smooth at all especially the Raging Soul thing. BT3 had more freeedom with its system - you could even create your own can cancels through directional stuns before RB2 scripted them into linearity.
Darknat wrote:Adding that, a few added things from RB2, cancels, and ground combat they would have a great game.
If Tenkaichi's engine allowed Running/ Run Dashing/ Super Rising + Super Decending/ Jumping and rolling, we'd have a pretty good game.
Darknat wrote:Zenkai Battle Royale is probably the closest thing right now to this, but I don't really know how the chains work exactly.
Meh, gameplay in that game looks slow, but their stage destruction is what we're missing.
Darknat wrote:I agree his a voice for the community, but I disagree in several of his ideas. He's looking for a flashy game more than a good game. For instance I disagree with using the system of Ultimate Blast to deal with ultimates. Minigames and quick events can kill the flow of a game, specially if it's a fighting game.
that I agree. I don't want them to make it so every special attacks requires an open pause just to launch it, it takes away the strategy of having to avoid them and doesnt fix the spamming problem.
Darknat wrote:Also I prefer using the ultimates freely instead of just once, as long as they have some kind of limit. I liked the blast stocks for ultimates in Sparking for instance (not so much for transformations or for Goku's Kaioken which I think were done better in RB).
My solution for it would have just used Ultimate Blast's Ki system alone. Seperate Ki for movement and Spirit for Projectiles. Make Ki chargable and Spirit Auto refill and we're done. There is no need for the "Long range / Short range" idea, sounds complicateded and unbalancable.