YoshiStrife
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missed it. you opening again?
Lobby tentatively open
Nice to know about AA and such. I think they said that soft skin should be better in later builds.
Not surprised about the polygon count though, they already said it's just a higher-res port. We'll have to wait for 6 for new and better models, stages, etc.Did you notice some improvements about the stages/backgrounds? Since it's really blurry in old-gen versions...And I'm ok with that
Will the Ultimate DLC transfer to Last Round?
Yes.
Yea. The damage on the stage was crazy. Not the best looking stage but it seemed fun.Did you get to fight on the danger zone stage?
Got to play DOA5LR for a bit today. The graphics were.....ok I guess? It looks better than those ugly youtube videos...but it just looks like high-res, clean version of PS3 version. I didn't really see AA problems unlike the gameplay videos. But polygons were still rough and the skin shader looks same as PS3 version. Hopefully this is just old build and final version look much better.
the skin shader looks same as PS3 version. Hopefully this is just old build and final version look much better.
I think there was one after Ultimate, most likely they will do one after LR too.All the debate in that Itagaki thread reminds me we should produce a list of things we want improving for the future of DOA. That goes for the obvious shit like netcode to making better stages.
Koei Tecmo has usually been doing surveys after new game releases, like for WO3U, so hopefully they will do one when LR comes out and we can all add the same stuff in it when the time comes.
I know there are more popular communities out there, like FSD, but wouldn't hurt for us lot to come to some conclusions ourselves, too.
Got to play DOA5LR for a bit today. The graphics were.....ok I guess? It looks better than those ugly youtube videos...but it just looks like high-res, clean version of PS3 version. I didn't really see AA problems unlike the gameplay videos. But polygons were still rough and the skin shader looks same as PS3 version. Hopefully this is just old build and final version look much better.
It's weird that Itagaki talks about the DOA characters like actual people when he made the games with actual actual people. I read the first paragraph of that. Dude comes off like an asshole.
So you basically want to turn DoA into VF? Not that I would mind.What I would like:
Some kind of punishment for missing a counter. Like, if you do a high counter, I do a mid attack, then the next move (or maybe it should be a specific number of frames) should be, eh...un-counterable. Kind of like KI and lockouts.
More sitdown stuns.
I'd like to be able to escape throws if they aren't counter/hi-counter throws.
I want side attacks in DOA6. Sidesteps need to be more useful. Less tracking on strings once sidestepped, maybe add a new stun when getting hit on the side. Add in side throws while we're at it.
Tweak frame data so that things can be punished by moves and not just throws. (That would be more than tweaking, tbh, lol, but I'm expecting huge changes in DoA6).
Make a monk character. Plz.
So you basically want to turn DoA into VF? Not that I would mind.
I like the idea of having holds locked out for a bit (even for just the next hit) when you get hit out of one. One of the dumbest looking things is to hit someone out of a hold only to see them re-hold and immediately catch the follow-up. I think if you add this, you don't really need to add that many more limbo or sit-down stuns (or anything like them).
Throw breaks are a concern, and it really depends on how they're implemented. Keep in mind that DoA already has the risk/reward skewed a bit in favor of mashing against throws, since you get HCH damage if you're right. Whereas the worst thing that happens if you're wrong is that you get a CH stun or launch, and most raw launchers in DoA kind of suck.
Random system stuff I would add/change:
- Remove High Counterhit state from the game completely. All HCH situations would then result in CHs instead. (Other changes due to this: move CH launch heights to be what HCH launches were? Move normal/CH expert hold damage to the old CH/HCH values?)
- Low holds leave the character standing.
- Slow throw start-up across the board by a couple of frames, so that more moves are safe on block. I think this would be a lot easier than tweaking every move's value on block, and frankly due to the way strings work having everything safe on block would be kind of nutso. Then again, it's rare for a single attack to have the raw damage potential they could in VF or Tekken, so you may not really need many unsafe moves. This may also necessitate changes to how crouching works, so that people aren't fuzzy guarding everything in existence.
- Rip VF5:FS's sidesteps off wholesale. (The way they work in DoA5U sucks goat eggs.) Sidesteps work 100% of the time when evading linear moves while they're active, and you stay evading the string until they do a completely different move, do an attack in the string that tracks, or you start attacking. You can also stack sidesteps to evade to their back
- Replace all of the male characters with female characters -- gotta go after that waifu market.
Joke suggestionor is it?
So you basically want to turn DoA into VF? Not that I would mind.
I like the idea of having holds locked out for a bit (even for just the next hit) when you get hit out of one. One of the dumbest looking things is to hit someone out of a hold only to see them re-hold and immediately catch the follow-up. I think if you add this, you don't really need to add that many more limbo or sit-down stuns (or anything like them).
- Remove High Counterhit state from the game completely. All HCH situations would then result in CHs instead. (Other changes due to this: move CH launch heights to be what HCH launches were? Move normal/CH expert hold damage to the old CH/HCH values?)
- Low holds leave the character standing.
- Rip VF5:FS's sidesteps off wholesale. (The way they work in DoA5U sucks goat eggs.) Sidesteps work 100% of the time when evading linear moves while they're active, and you stay evading the string until they do a completely different move, do an attack in the string that tracks, or you start attacking. You can also stack sidesteps to evade to their back
So PC version is coming out afterall?
I will still get PS4 version..
Will buy it on PC first, but may double dip if the dlc doesn't transfer over
DOA5 Ultimate has 590 Costumes
You can imagine how much they make from dlc.
Well I'm happy they've finally listened to fans asking for it. Good job to them.
It's a good job they made the free console versions, so at least PC buyers can still play with us in our tournies and stuff.
This is probably what I'll do. Buy it on PC and rock the free version on PS4. Hell they have offered up enough free characters since they've released the F2P model I am not missing many characters.
Which characters have they fully released for free in total then? I know they gave away Hitomi. Not sure who else apart from the four ninjas you start with.