crail227 Posted December 24, 2006 Share Posted December 24, 2006 Alright, after playing ojp for quite sometime, ive felt a lack of pressure and tension in fights. I dont feel like theres enough fear instilled in each opponent and i think there needs to be something more to be added. A little bold, but i would like my idea discussed and see how it might affect gameplay allow me to elaborate: To add more tension, i propose a type of "one hit KO" or super move, if u will, essentially this move would take out either all or a large amount of BP against the opponent (of course the consequence of the attack is discussable) However, this move will involve a extremely slow animation and it will require a wind up to execute. In addition, this move, if parried, would either disarm or put the victim into a heavy slow bounce (again, this notion is discussable) This is just an idea and hopefully add more tension to the game, and create more fear and depth in the game. please discuss Link to comment Share on other sites More sharing options...
JRHockney* Posted December 24, 2006 Share Posted December 24, 2006 Alright, after playing ojp for quite sometime, ive felt a lack of pressure and tension in fights. I dont feel like theres enough fear instilled in each opponent and i think there needs to be something more to be added. A little bold, but i would like my idea discussed and see how it might affect gameplay allow me to elaborate: To add more tension, i propose a type of "one hit KO" or super move, if u will, essentially this move would take out either all or a large amount of BP against the opponent (of course the consequence of the attack is discussable) However, this move will involve a extremely slow animation and it will require a wind up to execute. In addition, this move, if parried, would either disarm or put the victim into a heavy slow bounce (again, this notion is discussable) This is just an idea and hopefully add more tension to the game, and create more fear and depth in the game. please discuss Well, I personally prefer to play against bots than no more than 75% DP. Meaning I set maxium point allowance to 60 or 65. Fights are alot more dynamic that way and a simple dodge can spell death if not careful. But yeah I'm not totally opposed to some kind of one hit kill, but its very easy to overpower such a move. Link to comment Share on other sites More sharing options...
crail227 Posted December 24, 2006 Author Share Posted December 24, 2006 thats the thing, to make the move happen have so many negative consequences to prevent it being overpowered. Thats why its extremely slow, and if parried it would disarm or make the attacker vulnerable to combos, among others. i was also thinking that the move can be negated by an attack from the opponent. the point is to have the attack so rarely that spamming it or something like that would have negative consequences for the one executing the attack Link to comment Share on other sites More sharing options...
Maxstate Posted December 24, 2006 Share Posted December 24, 2006 Yeah I would like something like this too, but you know how this could be solved as well? Respawn timers. Link to comment Share on other sites More sharing options...
ensiform Posted December 24, 2006 Share Posted December 24, 2006 Yeah I would like something like this too, but you know how this could be solved as well? Respawn timers. Yuck. Link to comment Share on other sites More sharing options...
JRHockney* Posted December 24, 2006 Share Posted December 24, 2006 Thats why its extremely slow, and if parried it would disarm or make the attacker vulnerable to combos, among others. i was also thinking that the move can be negated by an attack from the opponent. Well, a move like this would need penalties more severe than that to avoid spammage. Probably the best option would be to have the effects of getting parried based on your opponents DP meter when you tried it. If your opponent was almost full of DP an you got parried or hit while in the swing, the effects should be almost lethal on you. This would have lessoning effects on you the lower your opponents DP is. However, I have a feeling that razors going to think this is not a needed feature at all. This would be a huge change to the saber system and alot of people don't want to see big changes to it. Link to comment Share on other sites More sharing options...
TheShaman Posted December 24, 2006 Share Posted December 24, 2006 I wouldn't mind if it was added, but I don't think it's really needed, to make fights more intense, removing the partial-dodge damage reduction would be a good idea... gunners or saberists getting hit by, 1, 2, sometimes 3 slashes and still alive really isn't appropriate for such a mod. Link to comment Share on other sites More sharing options...
Maxstate Posted December 24, 2006 Share Posted December 24, 2006 Respawn timers! </kid voice> I swear it works! Link to comment Share on other sites More sharing options...
TheShaman Posted December 24, 2006 Share Posted December 24, 2006 What do you mean? Link to comment Share on other sites More sharing options...
JackBaldy Posted December 24, 2006 Share Posted December 24, 2006 Well, I personally prefer to play against bots than no more than 75% DP. Meaning I set maxium point allowance to 60 or 65. Fights are alot more dynamic that way and a simple dodge can spell death if not careful. But yeah I'm not totally opposed to some kind of one hit kill, but its very easy to overpower such a move. Heh? Bots are too easy if you set the max to that in my opinion. For them to be a challenge in a one on one bout they would have to be around 100 something points greater than I. Most of the time I stay at 64 DP while the bots continue to level up to 100+ points, I did this one in Meat Grinder in the imperial control room map, kept restarting the map by votes, I think by the end of that I had around 234 points (The bot trailing behind with 160+ points while I was still at 64 DP ) and such, but the server crashed Now as for the 'One hit KO move,' I do not know if it is such a good idea. It would ruin some of the 2 on 1's simply because it would be easy for the first or second opponent to just spam it and get you from behind. Maybe 'haymaker' like hits would be better, strikes that are slower but take away slightly more DP. But we kind of already have that in the form of attack fakes only attack fakes execute saber locks. Link to comment Share on other sites More sharing options...
crail227 Posted December 24, 2006 Author Share Posted December 24, 2006 Now as for the 'One hit KO move,' I do not know if it is such a good idea. It would ruin some of the 2 on 1's simply because it would be easy for the first or second opponent to just spam it and get you from behind. Maybe 'haymaker' like hits would be better, strikes that are slower but take away slightly more DP. But we kind of already have that in the form of attack fakes only attack fakes execute saber locks. Thats a good point in the 2 v 1 situation. If some havent already noticed, i got this idead from playing fight night round 3, where there are flash ko punches, which essentially is a "comeback" or 1 hit ko type of move. Moving on, i think this kind of "haymaker" sort of move is a good idea, though i would like to see it as its own attack, one where it doesnt act as the attack fake, but just simply hit the opponent, with the usual balances implemented. (parry=harsh consequences) Link to comment Share on other sites More sharing options...
JackBaldy Posted December 24, 2006 Share Posted December 24, 2006 Hehe, I kind of figured, thus my 'haymaker' statement. Although it is kind of different in Fight Night than in Jedi Academy, seeing as how after you get knocked out you have a chance to get back up, in Jedi Academy if you get KO'd you die I guess a heavier attack that does more damage than an attack fake but is slower/does not change direction would not be a bad idea, but of course would have to be play tested for balance and such. Link to comment Share on other sites More sharing options...
razorace Posted December 25, 2006 Share Posted December 25, 2006 We discussed "haymaker" attacks in the past but I think we decided that it simply wouldn't add much to the game other than making the controls more complicated. Link to comment Share on other sites More sharing options...
Maxstate Posted December 25, 2006 Share Posted December 25, 2006 Well I think there's another solution on how we could have quick KO's; we could make disarming someone a useful and intuitive skill that isn't as random to do as it is now. That way you can be rendered much more vulnerable because you have no saber which will most likely not only enhance the fun factor in the game (because you have another passive aggressive option to play with) but also provide us with the beforementioned possibility of 'haymakers' or 1-hit KO attacks. Link to comment Share on other sites More sharing options...
JackBaldy Posted December 25, 2006 Share Posted December 25, 2006 Something similar to Mblocking to disarm in MB2? Link to comment Share on other sites More sharing options...
razorace Posted December 26, 2006 Share Posted December 26, 2006 mmm, I don't see the point of a quick KO in the first place. Right now, skilled players can already do quick KOs on newbies. Beyond that, we can't really do much without making a really unbalanced one shot kill move, which I think goes against the way the saber system is supposed to work. Link to comment Share on other sites More sharing options...
Sushi_CW Posted December 26, 2006 Share Posted December 26, 2006 I think the Attack Fake fills the "haymaker" role just fine. Difficult to connect reliably, does extra damage, AND gives you a saberlock. Link to comment Share on other sites More sharing options...
JackBaldy Posted December 26, 2006 Share Posted December 26, 2006 You are right Razor, O.J.P. should focus more on fixing the current things we have now than explore new ideas that might not be good. And you are right about the skilled players doing quick KO's on the newer players, I have forced many to read the manual! Although if we were to look into this, we could just make it that by default if no different direction is pressed during an attack fake it does not change 180 degrees like it does now and instead does the same attack but in attack fake form for extra damage and saber lock. Link to comment Share on other sites More sharing options...
razorace Posted December 26, 2006 Share Posted December 26, 2006 mmm, I don't know about that. Part of the disadvantage of the attack fake is that it has a longer windup period. Doing that would make it just the same as a normal swing's windup, right? Link to comment Share on other sites More sharing options...
JackBaldy Posted December 26, 2006 Share Posted December 26, 2006 Well technically the attack fake just begins winding up another attack in order to fake out the opponent but can be interrupted if attacked. What I was suggesting was a double wind up, because that is the only way it can work if it does the same slash and keep the same format of attack fakes? Basically instead of switching to fake it switches to the same strike you were doing which would require the same amount of wind up like if any other attack was switching to it by form of attack fake. *edit* I am not exactly sure if this is possible though without altering the code much. What do you think Razor? Link to comment Share on other sites More sharing options...
razorace Posted December 26, 2006 Share Posted December 26, 2006 Maybe I don't understand but I don't see how a double windup would look right. I'd think it would look more like an animation glitch. Link to comment Share on other sites More sharing options...
JackBaldy Posted December 26, 2006 Share Posted December 26, 2006 Something like the attack being interrupted and being windup again instead of another strike to fake out an opponent, although this really is not top priority. I just said if you are going to look into it, I would suggest that. Link to comment Share on other sites More sharing options...
Sushi_CW Posted December 26, 2006 Share Posted December 26, 2006 Something like the attack being interrupted and being windup again instead of another strike to fake out an opponent, although this really is not top priority. I just said if you are going to look into it, I would suggest that. Isn't that what an attack fake is though? I'm not understanding the difference. Link to comment Share on other sites More sharing options...
JackBaldy Posted December 26, 2006 Share Posted December 26, 2006 Instead of it changing the strike it simply does the same strike but goes through the same things an attack fake has to go through. before: Hold attack and then before it winds up hold/press the +altattack key to do an attack fake, by default (No different direction placed) the attack fake strike goes 180 degrees from the original attack. after: Hold attack and then before it winds up hold/press the +altattack key to do an attack fake, by default (No different direction placed) the attack fake interrupts the original attack and winds it up (with trails properly placed for visual effect) again and if it lands it has the same advantages of an attack fake attack and can also be interrupted. I don't think there is much else I can say. Link to comment Share on other sites More sharing options...
razorace Posted December 27, 2006 Share Posted December 27, 2006 Something like the attack being interrupted and being windup again instead of another strike to fake out an opponent, although this really is not top priority. I just said if you are going to look into it, I would suggest that. It would be difficult to do. I know that just from memory. Anyway, I like the current behavior. I use it all the time. Link to comment Share on other sites More sharing options...
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