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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - Forte Wily

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UNREAL BLACK THINGS / Re: UNIEL - For PS3 in Japan (July)
« on: May 07, 2014, 04:18:27 AM »
What are Narukami and Yukiko doing in this game?
I have no idea

UNIB Videos and Streams / Re: UNI Video Discussion Thread
« on: February 20, 2013, 07:22:46 AM »
What is everyone's feeling about the game over all?

UNREAL BLACK THINGS / Re: UNIB PS3 release confirmed, 10 new characters
« on: January 28, 2013, 08:23:46 AM »
(how the hell does all.net not launch with any card support? Oh wait, it's Sega...).
Not really, All-net was announced to support cards  about 2 months prior to UNiB's release... something like that would have to be distributed. Since that involves some manner of hardware, I would not expected it to be easy.

UNIB Videos and Streams / Re: UNI Video Discussion Thread
« on: November 08, 2012, 05:13:05 AM »
I have a question... is anyone tracking the players and there backgrounds? I was caught in a chat with a pal over this one player that I keep seeing, one that goes by the name of Shadow, he's telling me that this player has come from BlazBlue... known for his use of Ragna. I can neither confirm nor deny that, only going by his use of Seth here.

Anyone has any idea if this player is one and the same?

UNREAL BLACK THINGS / 1.02... with more Hilda...
« on: October 20, 2012, 06:54:11 AM »
And so....Discuss...

UNREAL BLACK THINGS / Re: UNI Wiki Status and Updates
« on: October 15, 2012, 03:29:35 PM »
A question, are you working off a good translation or something that has been machine translated?

UNREAL BLACK THINGS / Re: Under Night In-Birth
« on: October 09, 2012, 08:25:13 AM »
Momentum just feels too strong right now.
Really? How so?

I figured she was just unpopular.
Every vatista match I saw was great.
I was thinking that myself, but then I have zero interest in playing Vatista... too much zoning for me to really be interested.

UNREAL BLACK THINGS / Re: Under Night In-Birth
« on: September 06, 2012, 03:32:43 AM »
So wait, what caused the shield to break?

UNREAL BLACK THINGS / Re: Under Night In-Birth
« on: September 05, 2012, 01:28:11 PM »
Quote from: Hectom on Dustloop
- Ultimate moves called Infinite Verse EXST will be usable only at EXS 200% and while opponent has 30% life or below, and you must use between a combo while having max Veil Off. This is instant death move.

There's also an Astral-esque version of the Infinite Worth (now called Infinite Verse) called Infinite Verse EXST that you can combo into when they're below 30% health.

GOD, THIS AGAIN!!!!!  >:(

So not happy about that bit of news. I know that they are after that "Hateful BlazBlue"... but this is something that I was hoping that they would avoid like the plague. Guess not.
Excuse me as I scream at the moon and rip out my hair.

- Assault (forward + D) works like hop (for hop attack), midair is possible.
Ok, I was wondering if I was looking at something similar to Hyper Hop with that. I guess I was right, that is good since I was liking the sound of it.

GRD (Grind Grid)
- Your GRD will increase if you are in a good situation, and decrease during a bad situation.
Ok, that is vague. Good in how... attacking, defending, positioning, etc.?

UNREAL BLACK THINGS / Re: Under Night In-Birth
« on: September 02, 2012, 03:16:07 PM »
*dickhead topic title change mode*

That took long enough.

RingEdge 2 thingy-it's like a PC but made into a console if I'm correct. A lot of people say it's total crap...

Well, I am not sure that there are any opinions on the hardware at this moment since we have yet to see production models of the line. So anything said at this moment comes with a gain of salt in regards to performance and network infrastructure. Also keep in mind that the only other game announced for this board is ASW's Guilty Gear XX Accent Core Plus R, so I would expect impressions to be based on GG's under-performing on the hardware. Whatever those spec's those might be.

The Ring-series (Ringwave and RingEdge 1) continues with Sega using off-the-shelf parts for it's hardware. Something that is rather likely with RingEdge 2 to continue with. And to be honest, Sega is far from the only one, Tatio's Type X2 and Type X3 also use commodity hardware.

I was searching for information, both the RingEdge 2 and Type X3 are new to me. And the change of platform for UNIB was rather unexpected. And it turns out that a lot isn't known about the RingEdge 2... Was wondering if it was just me lost in the lack of info on the board. Apparently, I am not.

You know, after watching the Seth video one too many times (loving that BGM)... I noticed something at the end of the trailer.
The platform changed... again.... WHAT is the RigeEdge2?

I doubt they actually have international plans yet,
We'll have to see but being honest... I would but shocked if they have not begun to shop the game around somewhat. And if I remember, around the days of AH3's pre-release. Atlus has expressed interest in the FB's work (namely Melty).

It's a damn shame that these things are likely closely guarded and closed discussions. Oh to be a fly on that wall.

Best thing we can hope for is just that the game succeeds in making them boatloads of money so they have the capital to give it a shot.
Here is the thing, I don't think that even having a "boatload of money" would help in that regard. The face of localizing has changed, it would require a lot more work than simply translating the text and printing the disk. They have become something of a production themselves, which demands an experienced hand.

Once they give it a shot, that opens up a host of challenges.  Most of which, FB isn't use to. I hope that they do it honestly, but I can't be blind to the fact that they are a new minno in shark infested waters.

Given the way that this game is shaping up. I wonder if there is any US plans at all?

Other Games / Re: Aqua Motherfucking Pazza
« on: August 20, 2012, 10:14:46 AM »
I need to find a new forum.
??? You are saying this now?


Anyway, incoming #opinions

...this game looks lame as fuck (and not "good lame" either) and I'm not at all impressed w/ the character designs (NOT CHARACTER AESTHETICS, I'm mean the mechanics overall). With the exception of the puddle dude, who isn't even all that interesting to begin with, characters look bland, boring and uninspired.

Well, that is something that I doubt that they can change at this point. Since the last two loctests, I think that they have locked in on the character designs. I will agree with this...They don't stand out for the most part, the characters designs as slick as they are.... are very by-the-numbers, stock anime-like designs.  I think that other elements outside of look will turnout to the define the characters, it's really the only other option that they have.

And keep in mind that, French Bread is still very small last that I checked. So it may also be a matter of resources. How many employees are at FB anyway?

Looking pretty pathetic in its current build. Hoping these dudes step it up cus dropping MB to work on this. . .They better put in overtime.
Frankly, with Melty Blood... French Bread got extremely lucky. For them, the characters where already defined, established and made, all they needed to do was adapt the play-styles and make the sprites. That and Type-Moon didn't say "no" (or "sue") when they asked for more resources/data on the characters. Which is why I am watching this develop honestly, French Bread as proven that they can make a fighter with help... Now can they do that without the safety net that Type-Moon provided them with?
So far, I would say, yes... but we'll have to see the end product to be sure.  The gameplay seems, interesting for the most part... and it's the thing that most concerns me.

Other Games / Re: Aqua Motherfucking Pazza
« on: August 19, 2012, 01:40:46 PM »
Waifu Wars.
No, if anything this is THE Anime game. I know that someone in my scene is grabbing it... personally, I have little to no interest. Other that following Examu is going next. I wonder what happens to them after this game.

I'm hoping that them making a blog post that they expect to be done in about 3 months means that they either have the voice acting issue sorted out already or are very close to finalizing it.

It is wired that I am somewhat fearful of the voice acting talent?

For me, at least, Seth is the one I most want to see.

Anyway, hopefully FB and Ecole can stick to that Sept 2012 release. If nothing else, so that hopefully after 6-8 months' worth of a successful arcade run, it will be a feasible time to start thinking about that home version! ;D
I would assume that it would be the plan. To me, it's the one that makes the most sense.

And they removed the curves on the health bar, but added different colours for different levels of health.

Why do I get the feeling that the current UI is a place holder?

Looks like the UI is more "traditional" now too. I guess those curves were just too much.
When did this happen?

How can a chibi be so angry?
I don't know...  :mystery:


Btw, Ehrik's comment was a joke.
Ugh...  :prinny: :psyduck:
Part of the problem stems from the fact that some developers see a "need" to do something about the basic, inalienable fundamental of a fighting game: some one has to win and some one has to lose. But the comeback mechanic fails to do anything to really get around that. In the end, there is no way to make it so that "everybody is a winner" in the end.

Practically every other type of entertainment that can be taken to a competitive level, from actual sports to Chess to card games, don't have anything akin to this. So, why is it that fighting games "must" have this, I wonder...?
Because the fun of any fight is the tension between players, so long as it's back and forth between any two players in a game... you have the spot when all the fun really comes from. The problem is not every one is at high-level (where that tension is almost-natural) and, frankly, not every person that plays a fighting game is going to be that skilled or going to get that skilled. Hence the need to keep things from getting completely one sided.

As I said in earlier posts, this is something that is way too easy to get wrong since you are manipulating factors into any scenario of a match... and that is simply inviting developers to give the losing player something big to tilt a match with. Skill is completely artificial at that point, which is much of where the rage over comeback mechanics comes from. So long as it is not arbitrary to the match scenario, then you have something that will still value skill (and require it). I am all for more of that non-arbitrary comeback mechanics.... if a game comes with one.

But enough of this, back to UNIB.
There will be a loketest in early-mid June. Not that specific, but I'll take what I can get.

Well, now we have something... no location?
Also, there's a chibi Waldstein wallpaper.
And all is normal...

Xfactor let's go

Ok, X-factor(as of Ultimate Marvel) is rather weird on that argument.... on one hand, it's completely reliant on players actions, you still have to know the character and the combos to really make any use of it. But that said, that is really it's only limitation. You don't have to earn it during the course of the fight, the bonuses that is gives are substantial (even as lvl 1,  X-factor with any long combo can kill a character outright...maybe two, even then the speed-up still has it's uses), and there is no real penalty for having used it (sure, you lose  X-factor as a random variable in the fight but that is really it. If you know the character and/or the match-up, you can more than compensate for that loss).
In many ways, Pandora is built on the same principles as  X-factor save for one thing.... you are given a heavy penalty for simply using it and not putting it to good use.
So on one hand,  X-factor fits somewhat by simply being defined by the player and their actions, the problem being that  X-factor is built to be giving the player an arbitrary advantage by being freely given, having really high bonuses even at lower levels, and using it is at no risk to the player (the lack of penalty). Where as Pandora is a gamble to be made with the heavy penalty for use and Awakening is only something that applies at 25% of vitality (and even then, it's changes defensive properties, gives one extra super of varying usability and extends maximum special points are not really big bonuses to the losing player) and just gives a player more to work with.

Looks like the pushblock is probably the biggest comeback mechanic alongside the unlimited meter activation.
Their are those and then there is one thing that I think could be overlooked but might be a factor as a comeback mechanic. That is Grind, it has some defensive properties that would be rather handy in keeping a character alive after being hit... that said... it needs to be activated, and I am not familiar to anything else that grind has in terms of duration after activation (it doesn't seem to be long, but I could be wrong) or anything else. Still like Awakening, that is simply giving players more tools to use than some arbitrary advantage.

Yeah, IIRC they mentioned Loketests, but they didn't have a definite date planned yet or something.

FB streaming on the 11th at 23:00 J-time.

Send questions here.

You know, one of these odd days we should compile a set of questions to be translated and sent to FB...

The announcement of the comeback mechanic.  :emo: (I mean besides the one where you're good at the game)

I don't mind comeback mechanics so long as they don't give the losing player a huge arbitrary advantage while doing so.  So long as they are not arbitrary, and limited to players own actions.... (P4U's Awakening, SxT's Pandora, etc.), it's not as bad as most players have thought. That said, it's a matter of building these things with that in mind... giving the losing player a chance at making "the comeback" and not become this large red "I win, you lose" button.

And as the industry has shown quickly, this is something that is too easy to get wrong.

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