Should the Next Mk game go back to HP, LP, HK, LK ?
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Should the Next Mk game go back to HP, LP, HK, LK ?
0
posted04/24/2005 04:33 PM (UTC)bymigueltwecorralMember Since
12/12/2004 07:45 AM (UTC)
Do you think that the next MK game should have the classic fighting Punches and Kicks? HP LP HK LK
DeathScepter •04/22/2005 11:05 PM (UTC) •
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Save a life; Kill a necromorph
0
nope
the three style is the fighting game engine until they get something better
the three style is the fighting game engine until they get something better
bleed •04/23/2005 02:28 AM (UTC) •
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migueltwecorral Wrote:
Do you think that the next MK game should have the classic fighting Punches and Kicks? HP LP HK LK
Do you think that the next MK game should have the classic fighting Punches and Kicks? HP LP HK LK
They should keep working on the new system, it's better than the old one.
I liked it for the classics but if they did it now with the new games then it would probably take more away from them than it would be giving. I really don't even like the three fighting style idea myself, I think they need to come up with something new.
krackerjack •04/23/2005 04:13 AM (UTC) •
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Yes it should.
I don't mean as it was in MK3, but just as a standardized set of commands for each character, if you get my meaning.
At the moment we have attack 3 for one character, which might be a mid hitting kick that acts as a pop-up, and attack 3 for another character that might be a high hitting punch. There's no real universal system of control.
I say bring back a variation of the old control scheme, so that 1 is HP, 2 is HK, 3 is LP, and 4 is LK. It doesn't mean there can't be more than move assigned to each button.
As an example, for one character we could have f+HP be a high elbow, HP be a high jab, d+HP be an uppercut, etc.
Then, LP be a mid hitting body blow, d+LP be a crouch jab, f+LP be a mid hitting headbutt, etc.
Basically, we have high punch/kick moves hit high, and low punch/kick moves hit low, or mid. Low punch/kick moves would have a greater startup/deal less damage/have inferior properties than high punch/kick moves, and maybe high attacks could even juggle better (so as to not render high attacks completely useless and force everbody to use only lows and mids).
This is a simple control system that makes sense regardless of what character you pick up to play, and leaves doors open for other, more technical possibilites, not to mention turning combos into strings rather than chains, just because of the very nature of the control system (because if combo's stayed as chains the way they are now, they'd all just be HP, HP, HP, HK, HK, HP, HP etc - all high buttons). It would make the game easy to pick up, but hard to master, like some of the other top fighters around.
Street Fighter has 'forward', 'strong', and 'fierce' attacks (as well as others, I think).
Soul Calibur has 'horizontal' and 'vertical' attacks.
Tekken has 'left/right punch' and 'left/right kick' attacks.
Virtual Fighter's, although as simple as 'punch' and 'kick' still makes sense and can be applied to each character.
What does MK have? Nothing.
I say bring it back in a way that can be applied to a 3D fighting game.
Edit: By the way, it doesn't mean there still can't be multiple styles (although I personally would prefer one per character), you'd still have your change style command, block button, etc. It's just a way to simplify the game and make basic strategy more accessible to even the newest of players, for whichever character they choose.
I don't mean as it was in MK3, but just as a standardized set of commands for each character, if you get my meaning.
At the moment we have attack 3 for one character, which might be a mid hitting kick that acts as a pop-up, and attack 3 for another character that might be a high hitting punch. There's no real universal system of control.
I say bring back a variation of the old control scheme, so that 1 is HP, 2 is HK, 3 is LP, and 4 is LK. It doesn't mean there can't be more than move assigned to each button.
As an example, for one character we could have f+HP be a high elbow, HP be a high jab, d+HP be an uppercut, etc.
Then, LP be a mid hitting body blow, d+LP be a crouch jab, f+LP be a mid hitting headbutt, etc.
Basically, we have high punch/kick moves hit high, and low punch/kick moves hit low, or mid. Low punch/kick moves would have a greater startup/deal less damage/have inferior properties than high punch/kick moves, and maybe high attacks could even juggle better (so as to not render high attacks completely useless and force everbody to use only lows and mids).
This is a simple control system that makes sense regardless of what character you pick up to play, and leaves doors open for other, more technical possibilites, not to mention turning combos into strings rather than chains, just because of the very nature of the control system (because if combo's stayed as chains the way they are now, they'd all just be HP, HP, HP, HK, HK, HP, HP etc - all high buttons). It would make the game easy to pick up, but hard to master, like some of the other top fighters around.
Street Fighter has 'forward', 'strong', and 'fierce' attacks (as well as others, I think).
Soul Calibur has 'horizontal' and 'vertical' attacks.
Tekken has 'left/right punch' and 'left/right kick' attacks.
Virtual Fighter's, although as simple as 'punch' and 'kick' still makes sense and can be applied to each character.
What does MK have? Nothing.
I say bring it back in a way that can be applied to a 3D fighting game.
Edit: By the way, it doesn't mean there still can't be multiple styles (although I personally would prefer one per character), you'd still have your change style command, block button, etc. It's just a way to simplify the game and make basic strategy more accessible to even the newest of players, for whichever character they choose.
bleed •04/23/2005 04:41 AM (UTC) •
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I think it would work the way you put it.
Keep the many attacks for realistic styles but standardize the controls so once you know one character, you can pretty much pick up any other character fairly quick.
Keep the many attacks for realistic styles but standardize the controls so once you know one character, you can pretty much pick up any other character fairly quick.
negative1 •04/23/2005 06:39 AM (UTC) •
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Well Im Just glad they brought back the uppercut (for most people) in MKD That is good enough for me.
ToxicBomB •04/23/2005 07:58 PM (UTC) •
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Bleh
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Well i dont think it should go back to it in a complete sense, but i think it should be selectable. http://www.mortalkombatonline.com/content/forum/showmessage.cds?id=45105
krackerjack Wrote:
Yes it should.
I don't mean as it was in MK3, but just as a standardized set of commands for each character, if you get my meaning.
At the moment we have attack 3 for one character, which might be a mid hitting kick that acts as a pop-up, and attack 3 for another character that might be a high hitting punch. There's no real universal system of control.
I say bring back a variation of the old control scheme, so that 1 is HP, 2 is HK, 3 is LP, and 4 is LK. It doesn't mean there can't be more than move assigned to each button.
As an example, for one character we could have f+HP be a high elbow, HP be a high jab, d+HP be an uppercut, etc.
Then, LP be a mid hitting body blow, d+LP be a crouch jab, f+LP be a mid hitting headbutt, etc.
Basically, we have high punch/kick moves hit high, and low punch/kick moves hit low, or mid. Low punch/kick moves would have a greater startup/deal less damage/have inferior properties than high punch/kick moves, and maybe high attacks could even juggle better (so as to not render high attacks completely useless and force everbody to use only lows and mids).
This is a simple control system that makes sense regardless of what character you pick up to play, and leaves doors open for other, more technical possibilites, not to mention turning combos into strings rather than chains, just because of the very nature of the control system (because if combo's stayed as chains the way they are now, they'd all just be HP, HP, HP, HK, HK, HP, HP etc - all high buttons). It would make the game easy to pick up, but hard to master, like some of the other top fighters around.
Street Fighter has 'forward', 'strong', and 'fierce' attacks (as well as others, I think).
Soul Calibur has 'horizontal' and 'vertical' attacks.
Tekken has 'left/right punch' and 'left/right kick' attacks.
Virtual Fighter's, although as simple as 'punch' and 'kick' still makes sense and can be applied to each character.
What does MK have? Nothing.
I say bring it back in a way that can be applied to a 3D fighting game.
Edit: By the way, it doesn't mean there still can't be multiple styles (although I personally would prefer one per character), you'd still have your change style command, block button, etc. It's just a way to simplify the game and make basic strategy more accessible to even the newest of players, for whichever character they choose.
Yes it should.
I don't mean as it was in MK3, but just as a standardized set of commands for each character, if you get my meaning.
At the moment we have attack 3 for one character, which might be a mid hitting kick that acts as a pop-up, and attack 3 for another character that might be a high hitting punch. There's no real universal system of control.
I say bring back a variation of the old control scheme, so that 1 is HP, 2 is HK, 3 is LP, and 4 is LK. It doesn't mean there can't be more than move assigned to each button.
As an example, for one character we could have f+HP be a high elbow, HP be a high jab, d+HP be an uppercut, etc.
Then, LP be a mid hitting body blow, d+LP be a crouch jab, f+LP be a mid hitting headbutt, etc.
Basically, we have high punch/kick moves hit high, and low punch/kick moves hit low, or mid. Low punch/kick moves would have a greater startup/deal less damage/have inferior properties than high punch/kick moves, and maybe high attacks could even juggle better (so as to not render high attacks completely useless and force everbody to use only lows and mids).
This is a simple control system that makes sense regardless of what character you pick up to play, and leaves doors open for other, more technical possibilites, not to mention turning combos into strings rather than chains, just because of the very nature of the control system (because if combo's stayed as chains the way they are now, they'd all just be HP, HP, HP, HK, HK, HP, HP etc - all high buttons). It would make the game easy to pick up, but hard to master, like some of the other top fighters around.
Street Fighter has 'forward', 'strong', and 'fierce' attacks (as well as others, I think).
Soul Calibur has 'horizontal' and 'vertical' attacks.
Tekken has 'left/right punch' and 'left/right kick' attacks.
Virtual Fighter's, although as simple as 'punch' and 'kick' still makes sense and can be applied to each character.
What does MK have? Nothing.
I say bring it back in a way that can be applied to a 3D fighting game.
Edit: By the way, it doesn't mean there still can't be multiple styles (although I personally would prefer one per character), you'd still have your change style command, block button, etc. It's just a way to simplify the game and make basic strategy more accessible to even the newest of players, for whichever character they choose.
I am all up for that
alanverberne •04/23/2005 09:54 PM (UTC) •
0
YESSSS!!!
I LOOOVE MK but I HAAATE the impossible-to-remember controls. The new games look great, I love everything about them ... EXCEPT the controls. How on eartch can you master the game when you need a book the size of the bible next to you with all the controls.. What about that great random select you once had.. Now the Computer gives me Li Mei or some other character I don't use frequently.. meaning I have to rapidly look up her moves through in all the paperwork.. Let's suppose that I win and want to do a fatality... Then I have to fucking PAUSE the game to look up the commands and then do it... I LONG back to a universal system for all characters. MAke the moves look good and different - FINE, GREAT in fact! BUT no more 24 characters * 3 styles * 20 moves per style >= 1200 things to remember... im-pos-si-ble!
I LOOOVE MK but I HAAATE the impossible-to-remember controls. The new games look great, I love everything about them ... EXCEPT the controls. How on eartch can you master the game when you need a book the size of the bible next to you with all the controls.. What about that great random select you once had.. Now the Computer gives me Li Mei or some other character I don't use frequently.. meaning I have to rapidly look up her moves through in all the paperwork.. Let's suppose that I win and want to do a fatality... Then I have to fucking PAUSE the game to look up the commands and then do it... I LONG back to a universal system for all characters. MAke the moves look good and different - FINE, GREAT in fact! BUT no more 24 characters * 3 styles * 20 moves per style >= 1200 things to remember... im-pos-si-ble!
bleed •04/24/2005 12:43 AM (UTC) •
0
How many moves do you want for them 6-7?
I'd rather have a ton of moves to do. The main thing I never liked about the old MK's is how everybody had the same moves.
I'd rather have a ton of moves to do. The main thing I never liked about the old MK's is how everybody had the same moves.
Sub-Zero_7th •04/24/2005 02:03 AM (UTC) •
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To be honest, I like that they incorporate martial arts styles. They just need to work on the accuracy of them as well as work on balancing out the game, removing glitches, having the needed basic essentials, stuff like that. I want it to feel easy to pick up and fun to play but have depth and intuitiveness to it as well. So much can be done with it. I would love to see it be a lot like a martial arts movie and such.
ToxicBomB •04/24/2005 02:06 AM (UTC) •
About Me
Bleh
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It just occured to me, this would probably reduce production time of the game lol. So im up for the old system (which will most likely resemble MK4).
let me quote something:
"YESSSS!!!
I LOOOVE MK but I HAAATE the impossible-to-remember controls. The new games look great, I love everything about them ... EXCEPT the controls. How on eartch can you master the game when you need a book the size of the bible next to you with all the controls.. What about that great random select you once had.. Now the Computer gives me Li Mei or some other character I don't use frequently.. meaning I have to rapidly look up her moves through in all the paperwork.. Let's suppose that I win and want to do a fatality... Then I have to fucking PAUSE the game to look up the commands and then do it... I LONG back to a universal system for all characters. MAke the moves look good and different - FINE, GREAT in fact! BUT no more 24 characters * 3 styles * 20 moves per style >= 1200 things to remember... im-pos-si-ble!"
Becouse of your own disability to remember the controls it is stioll far more metnally developed and matured than the "everybody fights the same in the basics" style. The engine is crap, but the idea is worth the pain.
"YESSSS!!!
I LOOOVE MK but I HAAATE the impossible-to-remember controls. The new games look great, I love everything about them ... EXCEPT the controls. How on eartch can you master the game when you need a book the size of the bible next to you with all the controls.. What about that great random select you once had.. Now the Computer gives me Li Mei or some other character I don't use frequently.. meaning I have to rapidly look up her moves through in all the paperwork.. Let's suppose that I win and want to do a fatality... Then I have to fucking PAUSE the game to look up the commands and then do it... I LONG back to a universal system for all characters. MAke the moves look good and different - FINE, GREAT in fact! BUT no more 24 characters * 3 styles * 20 moves per style >= 1200 things to remember... im-pos-si-ble!"
Becouse of your own disability to remember the controls it is stioll far more metnally developed and matured than the "everybody fights the same in the basics" style. The engine is crap, but the idea is worth the pain.
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