i agree with something says, as well what chaos saidchaos order said:cause they are still awesome!!!ace_of_something said:There hasn't been a good mortal kombat game since they went to 3-D.
Yet for some stupid reason I keep fucking buying them.
i agree with something says, as well what chaos saidchaos order said:cause they are still awesome!!!ace_of_something said:There hasn't been a good mortal kombat game since they went to 3-D.
Yet for some stupid reason I keep fucking buying them.
Its not talking about AI, its talking about player vs player.Carlston said:COUGH
-Bullshite-
Yes I said shite,
Sorry MK dev team, you couldn't balance a check book...
I expect this game to be like every other MK game, Super over powered AI where even easy pulls off a 1 percent health come back for a perfect win?
Why?
You never programed a fighting AI that didn't understand we weren't in a arcade giving you a quarter every time you screwed the player...
Yeah believe it when I see/play it.
Miumaru said:Its not talking about AI, its talking about player vs player.Carlston said:COUGH
-Bullshite-
Yes I said shite,
Sorry MK dev team, you couldn't balance a check book...
I expect this game to be like every other MK game, Super over powered AI where even easy pulls off a 1 percent health come back for a perfect win?
Why?
You never programed a fighting AI that didn't understand we weren't in a arcade giving you a quarter every time you screwed the player...
Yeah believe it when I see/play it.
But I also have doubts...but since I have been playing Super Street Fighter IV alot...its
atleast nice its being considered. Certainly after oh 20 years...people still just spam fireballs as Ryu and Akuma.
Dont worry, it will still take a billion tries to beat MK arcade even on lowest difficulty. I hope Sindel still has that one combo she had, since it was how i always beat Shao Kahn.Carlston said:Miumaru said:Its not talking about AI, its talking about player vs player.Carlston said:COUGH
-Bullshite-
Yes I said shite,
Sorry MK dev team, you couldn't balance a check book...
I expect this game to be like every other MK game, Super over powered AI where even easy pulls off a 1 percent health come back for a perfect win?
Why?
You never programed a fighting AI that didn't understand we weren't in a arcade giving you a quarter every time you screwed the player...
Yeah believe it when I see/play it.
But I also have doubts...but since I have been playing Super Street Fighter IV alot...its
atleast nice its being considered. Certainly after oh 20 years...people still just spam fireballs as Ryu and Akuma.
True True, I should pay a tad more attention, when the words balance and mortal kombat happens it always spits out a knee jerk responce.
I believe it was the Monday Night Combat guys who I heard about using it most recently, but I think it's been mentioned by a few developers lately.Loop Stricken said:Somebody else is using a similar system for a new game... I'll be damned if I can remember who though.
Bungie maybe?
This actually sounds like it could work. Most of the time, it will just be the small things that will off balance a game, the amount of hits a move takes to kill, the length of a status effect, etc. Some times a special move is to powerful to help, sure, but that will be much rarer then "Raiden's punch will kill Scorpian if Scorpian is at 9% health while Scorpian's punch will kill at 4%."Logan Westbrook said:Snip
No I get that, I understand the "upside" to such tweaks, I'm just thinking of higher-level players who may end up being dicked over because of these ideas. For instance, I would think that just because 80% of the SFIV community picks Ken and spams fireballs doesn't mean it should be eliminated and/or weakened altogether - there are some people who are good enough to rely on specific moves in specific situations (like someone jumps in from too far away, or you are trying to counter wake-up, etc.) and know the ideal time to use it based on it's power/priority/speed/etc. If you start re-balancing the game on the fly, yes you might get more variety, but you also end up throwing out some of the factors that make elite players so good in the first place. What's the point of learning one or few characters intimately if you can't trust the moves to work the same way every time?Kwil said:But neither should it mean that using a particular character automatically gives you a 10% advantage over another character.Thunderhorse31 said:My thoughts exactly. "Balance" shouldn't mean that you can never be sure your moves will have the same priority/speed/power as they did the day before.Tom Phoenix said:Am I the only who thinks that this is a really bad idea and that it could potentially be far more detrimental to balance than normally?
A "self-adjusting" game just sounds like a recipe for disaster.
I think auto-balance could be a wonderful feature. The server analyses matches, and if it sees a disproportionate number being won by a particular character examines those matches in more detail. If a disproportionate amount of the damage in those matches is being done by a specific move or sequence of moves, then it tones that sequence down just a little bit (ideally, in my mind, by widening the time frame/opportunity that the opponent has to counter it).
Hell, this would have the side effect that the most popular characters are probably the ones going to get toned down slightly, thus driving players to try the less popular charcters, thus meaning you personally are going to have a more original experience every time you play.. you won't wind up seeing the same opponent every third game.
You could - very well - be right. That's what I was thinking.Tom Phoenix said:Am I the only who thinks that this is a really bad idea and that it could potentially be far more detrimental to balance than normally?
A "self-adjusting" game just sounds like a recipe for disaster.
Where did they say anything about self-adjusting? They said that they will be able to tweak numbers server side. This doesn't mean that the game automatically adjusts damage, speed, etc, rather it means the servers will be able to manually adjust the numbers based on feedback and data received. It's no different than how just about every FPS ever made (and most PC games) allows weapon damage and such to be adjusted by the server.Tom Phoenix said:Am I the only who thinks that this is a really bad idea and that it could potentially be far more detrimental to balance than normally?
A "self-adjusting" game just sounds like a recipe for disaster.
Really? Does anyone care about the AI? If you're buying a fighting game to play against AI there's seriously something wrong with you.Carlston said:COUGH
Sorry MK dev team, you couldn't balance a check book...
I expect this game to be like every other MK game, Super over powered AI where even easy pulls off a 1 percent health come back for a perfect win?
Why?
You never programed a fighting AI that didn't understand we weren't in a arcade giving you a quarter every time you screwed the player...
Yeah believe it when I see/play it.