high,Mid,Low attacks and guarding to high,mid,low

Absolver should allow players as they are building their combo strings to
to do High hit or mid hit or low hit
this would be achieved by using the D pad (currently D pad has other function but they can be assigned to a different button)



in Tekken 6 scenario mode the combat is in 3D by using the D pad they can attack and guard (high,mid,low)





Guarding (Guarding should also be adjusted to block high,mid,low attacks)

high attacks are aimed at head

mid attacks aim Stomach, Ribs,Chest

low attacks aimed at thigh and shin




Conclusion
1. The would be a way to add more dimension to combat for attacking and guarding
2. as currently guarding blocks all attacks
this is a by pass for players to be lazy rely on their massive stamina to block all attacks

Comments

  • Hi DarkShadowStep,

    Thanks for your suggestion about adding more dimensions to the controls and thus attacking and guarding! I have passed along your idea to the rest of the team, though we can't promise to implement it in the game. Anyway, are thankful to hear your thoughts, so feel free to continue sharing them.
  • Uh, it has high mid low in game already. Each move targets one of the three. Just be sure to pick what you need in your combo string. Blocking high mid and low is not practical in terms of a platformer interface. That is, how do you suggest the player control blocking with the current design? In a side scroller like Tekken or Soul Caliber you can implement high mid and low using the up and down directions on the left Joy typically. However in Absolver you are not positioned lateral to the frame, and up and down provide critical Forward and Backward movement options. Arguably you could use the right Joy for something like that, but it gets in the way of the current defensive move design. So, how would you get around that complication?
  • edited October 2018
    Tekken 6 scenario mode was in 3D hey were able to achieve what im discussing here

    How it works
    Blocking
    the block button which is L2

    holding
    just the L2 would block all mid attacks

    holding L2+ Down on (D pad) would block all low hits

    holding L2+Up on (D pad would block all high hits


    if u ever played Dragon ball BT 3 it has these block functions



  • Attacking
    Doing high ,mid, low attacks in combo strings
    a new type of combo string editor could be added
    using the 4 stances we have in combat



    High
    Mid
    Low attacks

    How it works
    - a player would select type of attack (high,mid,low) and assign to the each of the stances in combat
    -when ever a player decides to press DOWN or UP on D pad as they are doing their combo it will do a high/low hit as they assigned
    -in the combo editor to the specific stance
    -if they just press the combo no D pad input then it will be a Mid hit


  • Uh you misunderstood what I meant by lateral framing. DBZ, Soul Caliber and Tekken are 3d rendered, but the reference frame for camera and movement control are framed laterally. The lateral projection prevents you from using Up and Down for Forward and Back. Absolver uses overhead projection to specifically allow for movement in all four directions within the camera's frame. This is critical to support fighting more than one opponent realistically. (Consider for a moment how you would handle four to five opponents in the DBZ or Tekken lateral framing.) This really boils down to Side-scroller versus Platformer in game design. So I hope that adds some clarity to the issue. So with that in mind are you suggesting that a person cannot move forward or backward in combat when blocking?

    The second issue I see here is that no low kick or high punch should ever suddenly hitbox mid and certainly not the opposite. So maybe that's a miscommunication. Which brings me to my next question. Are you suggesting that the Primary and Alternate attack buttons be changed to Horizontal and Vertical attack buttons instead? Or are you suggesting an alternate attack is used if the player hits Up or Down? The former is a game breaking interface change and the latter requires an alternate move tree.

    All that said, you can actually implement a deck that switches between high mid and low in your attack chain if you use the alternate attack moves effectively. To do so be sure that each move in the string changes stance and make sure that the alternate attack and subsequent string does not repeat the same pattern. Then pay very special attention to how facing changes flow between moves. It took a long while but I found a way to build a deck that throws highs and mids, or lows and mids, and even lows to highs or highs to lows so long as I pay attention to which chain I switch to at any given time. Carefully use the alternate moves after any of the three primary moves. It's all about building smaller loops within the bigger loop of the deck and knowing exactly how that will play out in combat. Its very hard to get it working right, but once you do it's awesome fun.
  • This really boils down to Side-scroller versus Platformer in game design. So I hope that adds some clarity to the issue. So with that in mind are you suggesting that a person cannot move forward or backward in combat when blocking?

    Points

    1. the Button is the D pad not the L3 stick so in combat the person can still move backwards as they will be using the D pad to do the high,mid,low blocking

    2. Blocking still blocks all attacks low,mid,high combo animations
    what im suggesting would add more dimensions game play depth to how blocking works not the simple block everything.

    3. By Default the combos will be mid,however a extra combo slot for that stance will have a high and low attack slot input in the combo string for each of the 4 stances

    4. SO when a player presses DOWN or UP on D pad as they are doing their combo in that stance they will do instantly a low or high hit depending on what they pressed on the D pad (directional pad)
    5. basically with the 4 stances u will have the option to 4 types of high and low hits with this function
    6. each instantly done when ever u decide to press down or up as u do your combo


    when a person presses DOWN or UP on Directional pad = High or low hits

    Attacking and Blocking will receive High,Mid,Low




  • summary
    the square and triangle inputs can stay usual combos

    1. The D pad (Directional buttons) Up and DOWN will have combo in them in the combo editor
    for high and low attacks .

    2. 4 high and low hits possible with the 4 stances in combat
    3. these high and low hits can be used any time singular tap or with combos

  • Nah, works fine the way it is designed.

    Wanna use directional pad, create a new game using it.
  • edited October 2018
    Wanna use directional pad, create a new game using it.
    not what the post is about read again
  • I agree with Koozimitsu, this doesn't really add to the game in a way that the game doesn't already accomplish by other means. It's an interesting design and I'm sure the rest of DBZ uses it in a well rounded way. Unfortunately I don't see how you can implement that in the framework today without breaking other aspects of the game entirely.
  • I agree with Koozimitsu too. The High/Mid/Low hits are already there. If they did do that, it wouldn't be absolver. -_-
  • it wouldn't be absolver. -_-
    it would be absolver with more dimension to blocking and striking
  • Maybe they could implement something like an active block. Like increase the stamina damage of all moves and they can blocked bei mid block, but you can although ceouch block or cover your face with 2additional keys to lose less stamina.
    Maybe implement some small damage that goes through the block if you block the wrong height thanit would definitely word on keyboard and mouse. Im not sure about gamepad so.
Sign In or Register to comment.