rudeb0y
[10] Knight
A simple poll to judge desire for team battle in the upcoming Soulcalibur VI.
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Team Battle would be such a fun feature online and further give players incentive to learn to play multiple characters, which I think is only a good thing. I've found it really disappointing that it hasn't been a thing in the recent games.Yes. Especially if they give it an online version as well.
Maybe they can just reduce it from 8v8 to just 3v3. or 4v4 if thats the issue. 8v8 was pretty big for a team, even now.I don't see how it would work with 8 vs 8, you're talking about having 16 characters assets being loaded into memory which might be limited given that the textures will surely be of high fidelity, plus the absolute insane load times that will come with it. Anyone who's played an Unreal Engine 4 fighting game like Tekken 7 knows the load times are agonizingly long just for two characters on console. Even if the likes of the PS4 had SATA3 natively it would still be insane load times, it would be like waiting for the old game cassettes to load.
Ideally yes but when you go into that realm you have to have the engine coded a specific way to hide those load times (parellel vs serial processing). One of the main reasons UE4 is being used by Team Calibur might also be the same reason the Tekken Team used it. Harada mentioned that UE4 is excellent for getting code up and running quickly when developing, but as Tekken players have noticed, overheads such as load times and latency have popped up as well as less spectacular visuals (quality of the hair most noticeable). Considering this is the engine side there are obviously going to be limits to what the team can do to make a more streamlined experience.Wouldn't they just load the first couple and have the rest pre-loading in the background? I think they'll be a way around loading it all upfront.
Tag battle is a completely different mode. I prefer the strategy involved with being committed to a specific order.Especially if they implement tag mechanics, yes. The biggest weakness of Team Battle was that you could do 8v8, and if the first player was good enough, would essentially make it 1v8, because there was no way to toggle your team aside from losing to move on to the next character. Make it where when someone is KO'd / Rung Out that the match resets to avoid chains like could happen in SoulCalibur IV's singleplayer, but otherwise do it this way.
UE4 has some optimization cap, but it is so high it shouldn't be an issue. In 99% cases it's just bad code written under hard deadlines while it's usually not possible to predict how much time creating a feature will take.Someone who's programmed on UE4 will no doubt give a better understanding where it's short comings are.