Turn Your Voice Into The New Game.

In my opinion, I think things that they should have include:
Chronicles of the Sword,
Soul Charge,
Class/Weapon System from SC3,
Equipment for Custom Characters from all games,
All Weapons from all the games,
Option to remake or have already have all the costumes from previous games,
Bring back characters such as Hwang, Li Long, Inferno, Necrid, Edge Master etc...

A modified Critical finish, perhaps having it automatically activate if you're about to win anyway? I liked the idea of Critical Finishes, but there weren't enough options for them.

These are the people so far that I've liked the ideas of:
SunnuvaBiscuit
OOFMATIC
IdleMind
TypicalEvil
Slayer_X64
MammothMan

If there's anything else I can think of relating to this I'll edit here...
 
I'll edit my post as also as I go. Excuse if I haven't read EVERY other suggestion that has already been mentioned. I just want to be quick and brief.

They could add more than 1CF sequence for every character; the player gets to choose between the different CF's like MK.
Have small-bit characters from SC2 and/or SC3 return with extended movelists and have significant biographies to involve them in the main story.
Have cornered players wall jump to the opponent's other side and have a while turning around or before landing attack for a wall splat. (A attack, before landing then facing opponent; B attack, while landing from wall jump to opponent's backside; K attack, wall splat)
 
Bring back some, but not all of the bonus characters from SC3.

Strife, abelia, lynette, and revenant were at least mid tier. Not terrible, but not great either. I'm pretty sure the rest of the bonus characters were crap

I think if your have a much larger cast in SC5, like in SC3, you will have more fans just off that alone. This will also give veterans a fresh start with new characters to master rather than just adjusting to the changes of their character from previous installments.

Many people disagree with me on this, but I think having moves that are really hard to pull off (not talking about JF's) doesn't add any depth the game at all. Correct me if I'm wrong, but I thought the general appeal of SC over other fighters (other than it being 3d with weapons) was the fact that in general, the moves are easier to do. I don't think players should be rewarded for having spend hours in practice mode just to learn how to do one move. What players should be rewarded for are the more basic fundamentals such as blocking, GI, grab break, good stun or juggle combos, countering, etc.

Let me put this another way:

Anyone can learn any move if they practice it enough times, that just takes repetition and finger agility, which is a completely different skill set than mastering the basics.

On the other hand, not everyone does the right move at the right time, and not everyone is capable of that sort of fast paced abstract thinking. This skill set is what makes or breaks a player from scrub-hood to master.

An example, before I mastered asura dance, my kilik was still pretty solid. I had all the basics down, had good mind games, etc. When I did master Asura dance, it sharpened my game slightly. This improvement was not because I became better with Kilik, but simply because I mastered a move that I previously couldn't do.

The original appeal of SC for me was that it's easy on the thumbs, while still having plenty of moves to chose from. Also, less button inputs make your controller last longer.
 
I can some what agree with Creme-Fraiche's opinions. More over though, I also side with the camp that suggests that maybe it's time to think about toning down that movelist a bit per char.

I mean, how much good does it do to have a movelist that numbers into any where from 50-100s, when it usually boils down to how you end up only using a mere fraction of that movelist's content by the time all is said and done (not to mention how some entrants are redundant)? It's of little utility to competitive players, and it scares off casuals, as well.

That being said, I would definitely advocate one of two main things. Either a) streamline the movelists or b) actually make it so that the extensive movelist is there for a reason. A game like Devil May Cry and/or Bayonetta has an extensive movelist, as well, but pretty much all of it is of use and can be tailored by the player to fit a myriad of different playstyles. I wouldn't mind a future Soul game having something similar, as it gets a bit boring knowing that there's really only "one" way to play some characters in past games.


Oh, and lest I forget...PLEASE try to avoid usage of an unnecessary comeback mechanic. The likes of X-Factor, Ultras and Rage have only done more to be divisive, rather then actually do more to help casuals play fighting games better. I would much rather SC do more to just play better, than impose a handicap of this sort.
 
Hey folks I returned back from Japan and have been sharing many of the ideas with Tago-san and Odajima-san. I think that its great that both the moderators and the people posting up have been making posts straight to the point, but also with supportive statements. Keep up the posts and requests. Thank you all for your time.
 
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