An Experiment: Stuff you want to see in SC6 that IS NOT from Past Games/Guest Chars/Unrealistic

If smaller characters had better AC and larger characters couldn't be launched as effectively, wouldn't the end result essentially render the two changes in tandem moot?
In the grand scheme of balance yes. But now you have characters that have strong grounded mixups being weaker against smaller characters. And characters with strong ringout/high wallsplats good weaker against larger characters. Also, since larger characters generally have more range, smaller short-ranged characters will get a slight buff in infinte stages because they wont be rungout/wall splat and that weakness is eliminated.

If I'm interpreting it right, the end result sounds like juggles overall would become nerfed although through two different methods. I'm a bit indifferent about juggling as it is in SCV, but my question is: would these two changes together be worth implementing at all if the end result of both is so similar?
Obviously the problem would be introducing character-weight class specific combos, which has its drawbacks. Some say it adds depth, but it could be potentially be a needless difference. Your goal against smaller characters would now have more emphasis on pushing/zoning them towards a wall/edge since they fly farther when smacked. Against larger characters, trip them up or toss em down on the ground and proceed to beat them up from there.

I like the idea of characters of different sizes having more strengths and weaknesses due to their size, but these particular two concepts in tandem don't make much sense to me personally. Maybe if they were presented differently, lol.
Hope that clear things up for you.

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I am thinking how strong viola would be if her SET stance had 1/2 the guard block resistance.
 
-A more thorough training mode, which includes frames, notes on playing as and against various characters, just frames (in the case of A. Patroklos), and of course, help on Just Guard. That way new players can have a better grasp as to how the game functions.

-Online Training Mode so these new players can become more comfortable to the online stage rather than just offline. Also to chat with the better players and be trained by them.
 
I 100% agree with making the technical aspect of the game more accessible. This includes frame data analysis and combo generators/trees/flowcharts in training mode. I'd also like to see some kind of a comprehensive punishment guide in training mode. Sure, we can already record strings in training mode, but it would be more straightforward if we could look up when and with what a given string can be stepped out of or punished.

Does Tekken count as past games? Because I'd actually like to see some kind of SC Force Mode. It's a single player mode that's more engaging than SC3's CotS and SC4's ToS put together. It could even be CaS-centric, like CotS, because it's casual anyway.

This might border on unrealistic, and I'm not completely sold on it myself, but I think having more vertical gameplay is at least an interesting thought. Launchers that go into air combos after a jump, that sort of thing. Think Pyrrha's 22_88BAK or Cerv's spinning rising slash follow-up to iGDR, but more drawn out and with more input freedom.
 
Your goal against smaller characters would now have more emphasis on pushing/zoning them towards a wall/edge since they fly farther when smacked.

I can dig it. ROs becoming more powerful against specific characters would spice things up and make matches more interesting to watch. Well, sounds like it would at least haha.
 
There are a few things that I would like to see:

An adaptive learning cpu opponent. The current/past ones are just too bad or predictable. If it would actually learn and adapt to counter your playstyle, that would be great. It could also be set up to learn based on matches you play with other players (both on and offline) so that it takes what other players do successfully against you and starts doing those things itself. For added points, make it playable when waiting in online lobbies.
Even nicer would be a fully configurable ai. Let me program in better combos for it to use, or tech traps into its list of followups. Let me set it to just guard everything if I really wanted to practice guaranteed block/whiff punishes only. Let me set it to always just guard 66B BE instead of giving me a free win move as it currently is.
Anything really to give me a good opponent to play against when there isn't one readily available.

A training mode option where you could select any number of moves and play that back would be great. Right now if you say wanted to practice punishing JF twister means you need to actually be able to input that yourself. Same thing with tech traps with tight timing on characters that you don't play yourself. Plus it would be handy in general for experimentation purposes.

This is mildly against the thread rules, but a broken destiny style gauntlet training mode would aid a lot in teaching new players how to play. Though it should be tweaked to offer suggestions of what to do upfront instead of only when you fail, as otherwise you can just get lucky and skip a handy lesson.

When I first saw sc5's clean hit pop ups, I had hoped that meant that you just landed a guaranteed punish. Sadly this was not the case. That would have helped in educating the frame uninformed without having to throw a bunch of frame numbers at them. I'd like to see something along that lines added in. Perhaps then they would learn why they are being stab punished repeatedly to death.

I'd also like to see more cancellable moves. Take something like Pyrrha's 66B BE, if you could spend 50% meter on block to stop yourself from becoming just guard bait, that would be interesting (particularly if you could somehow punish a failed jg attempt) . I don't know about doing a full blazblue style rapid cancel on anything, but certainly on multihit moves that you normally cannot opt out of. I think this would add in some interesting mixup and pressure options, though costly.
 
I'd like to see more emphasis on normalizing how combos and hitboxes work. I don't like that certain combos work on some characters and not on others.

Also I'd like them to tone down the anime theme of the game and return to something more resembling SC2. It was a little darker and I think that's necessary for people to take the game seriously and for us to expand our audience.
 
I'd like to see more emphasis on normalizing how combos and hitboxes work. I don't like that certain combos work on some characters and not on others.
Which is part of why I don't want to have stuff like character-specific weights. Part of what makes Soul Calibur as accesible as it is right now is its universality. There's a lot of stuff that you can expect to work the same way every time no matter what. In fact, a great majority of the game is that way. 3D fighters tend to be entrenched in matchup-specific knowledge. Soul Calibur tends to be better about this. You don't need to know that as Pyrrha, 3B on Mitsurugi will only combo into 236B on weekends and holidays and all throughout May, if you are precisely 2 feet away from him, and you are facing his left buttcheek.


As for ideas, let's give some love to single-player mode... let's just make the damn thing into an RPG. You're Namco Bandai. Tales Studio is right there. Get them to help you make a super beefed up single-player campaign that gradually teaches the player how its mechanics works, and is a damn good RPG in the bargain. Tales of Vesperia in particular does a great job of gradually introducing its mechanics. In addition, you could gradually unlock the player's moveset through leveling up to help them learn how to play, as it would force the player to play the game at a fundamental level before trying to do cool stuff with the further reaches of the moveset.

It'd also be a great way to influence the player to learn other characters, and to learn certain matchups, since obviously, bad guys won't be playble in the campaign. When you lost boss fights in Tales of the Abyss, you could view a skit before trying again where characters in the party would share what they noticed about how the enemy fights. They could do something like that.
 
1.Upload/Download CAS feaute, I allways say did

2.New characters or at least new weapons, at least Kama Chain, Spear, Sword staff or double edge, mace+tower shield, shield+spear, broadsword, double katana, combat knife, feral claws.

3.RPGsque mode, where your CAS character is thrown into a little adventure. It doesn't need to be elaborated, a very simple graphics, Blood Omen comes to my mind. It would be your average freeware rpg, with towns and such. You would travel for [introduce lame excuse here] doing petty quest and knowing characters that would join to your party. It'd be with random encounters, but obviusly it would be fights where you would pick one of the charaters in the party to fight. Proper SC characters could be introduced as bosses/secretbosses/secretpartymembers while party members, random enemies and story villains would be CAS

Blood%20Omen%20-%20Legacy%20Of%20Kain_3.jpg
 
Alternative supers with different sized Edge meters.

Something obviously ripped out of 3S, but not a bad thing to rip off. Implemented well, you can change an entire playstyle of a character. Give Siegfried a super that gives him his ice armor, giving hyper armor on all moves for 10 seconds - now he's a rushdown character. There have been threads on this that list loads of examples, most probably better examples than I can create, but I think it's a good idea. If done well it could possibly change some 8:2 matchups into 5:5 or even better matchups for some characters, and should help address the complaint that characters are "boring" or "stagnant".

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Generic moves diversified.

Why are most 3Bs launchers? Ezio and Raphael are the only rebels with non-launcher 3B. Why are most 2As special low, i13 horizontals that kill step and leave at good frames? Here Astaroth, Nightmare, Siegfred, and JS Tira are the special snowflakes. My point is, how many of these characters actually have a moveset where having a launcher or generic fast, safe move fits? Take launchers away from people who have better tools already and give them something they can use. Give characters with a generic 2A something that's less of a panic-button.

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Stages taking a more active role in matches.

stagegraph_zps50273207.png

Start on a walled stage, similar to Edge Master's stage. You kick your opponent out one of the windows, taking you to a square stage, similar to one of the rafts. He turtles like a jerk and gets a win by time out, and you fall off the raft, landing you in an endless grassy pasture. You turtle back and win by time over, and suddenly an earthquake comes and turns it into a perfect 20 x 20 foot square.

The graph and anecdote above are purely for example, and I don't necessarily condone doing it in exactly that order or with this much depth in a stage, but the idea is to have it so the actions that you take during a match define what stage you're going to be fighting on next round. It was a really cool mechanic in 5, but it was only done on a handful of stages, and it was shallow (only one change possible per match) and random (Kilik and Maxi's stage). Flesh it out and give more control to the players over it.

This is not to say abolish regular, static stages entirely. After all, what good is radically deviating from the status quo if there's no status quo to deviate from?

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Casual rewards for being competitive.

Want that cool new set of greaves? Complete the tutorial mode that teaches you to punish specific moves of Natsu's. Like that kickass weapon that would be perfect for your CaS? Complete the tutorial that teaches you how to evade certain slow linear moves on reaction. Feeling nostalgic and want to unlock Siegfried's SC3 costume? Complete the tutorial that teaches you which situations you can use SBH's auto-GI to beat strings and things.

Again, the examples given aren't reflective of what I think is best, but it would probably make sense to tie rewards to the character used - e.g. give them Raphael's weapons for doing Raphael trials, Cervantes costumes for doing Cervantes trials, etc; so that you're rewarded for focusing on the things you like most, competitively and casually. And besides, who DOESN'T want Siegfried's SC3 costume? :P

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That's all I got.
 
- Remove the barriers to entry
There already aren't as many barriers to entry as in, say, tekken, with korean wave dash bullshit. But keep moving in this direction to eliminate them completely from SoulCalibur.
Most notably, remove all Just Frames from the game. Just Frames aren't fun. They're hard to do. If top players can't do them 100% of the time, then scrubs like me will be able to do them much less than that. This makes me not want to even play a character that has a just frame which is integral to their play. If even scrubs are able to execute every character, there will be more people playing the game.

- The option when playing online ranked to immediately rematch the person you just fought. Some times you have a good or a close game with someone, and you want to play them again. Remove the step of having to message them, add them to friends, make a game, invite them to game.

- Bushido blade mode. If you ever played bushido blade, you know what I'm talking about. I'm not saying make this the default mode, but a fun side mode. If you havent played bushido blade, this mode would have possible 1 hit kills. Attacks to peoples limbs have the ability to maim them, causing them to be unable to use that limb. The stages would need to be larger. I fucking love bushido blade
 
Aim for realism. Cartoon fighting games already exist and fully provide a style that those fans want. (Street Fighter, P4A, Marvel, Blazblue, guity gear, melty blood, thousands of others) Soul Calibur hangs awkwardly between a semi-realistic setting and an anime setting. It provides an insufficient amount of either style. Swing the pendulum towards realism in the next installment. Give it brutal grandeur. Having a realistic style could allow it to stand out in tournament settings and store shelves.



Training in mind for all game modes. Make your fanbase competent. Do not treat game mechanics as hidden treasures to be discovered. Build tutorials into the single player campaign. Teach the player naturally. Avoid one-million text boxes. Teach through doing.


Matchmaking to improve matchups. I would like to search for players in my area that use Viola and have a win ratio of 75% or better. Player should have less than x% disconnects. If a match isn't found, connect me to the next available opponent. Let me train while I wait for a match. Let the players choose to rematch if they want, immediately, without going back to the character select screen. If that means breaking out of some kind of ranked mode, then fine. Automate the process of finding new players, adding them to friends-list, inviting them to a room. This has been said many times already, but it's worth saying again. Keep the momentum of a fight going, instead of heading back to the character select screen every time.

Refined Ranking system. If online ranked stays, build it around a best two out of three matches. Original characters only, no CAS. CAS hitboxes and obscuring equipment are used as crutches in an online setting. If possible, remove online ranked completely. Reasons were already explained by Delloso.

Promote local tournaments via message board. Set up an information structure that can be linked with 8WR updates, but make it so it will have to be manually added by the player. This is to avoid direct affiliation. It could also allow competition of information sources when the player base gets large enough.


Allow Brave-Edge cancel transitions. Vary certain move-timings by letting the player spend meter to cancel into other moves.

Reconsider unblockable moves and their place in meta. Possibly consider 1 or 2-hit-kill setup moves for characters like Raphael. Unblockable moves seem to have lost their place in competition. Were these moves ever really useful for the entire cast, or were only a few really beneficial?


Reconsider air control and falling. Consider realistic falling; avoid air juggling unless those animations make sense realistically.
 
I don't know if this was said, but a mode where you unlock stuff randomly. Things popping up randomly, kinda like pokemon when the pokemon have a secret item on them. So that offline has some sort of replay value when you have no one to play with. And you can showcase your rare item online and stuff.
 
I just wanted to say that jfs aren't entry barriers.

Will edit later with more on this and my own thoughts.

What?... I dont see how they aren't barriers?
I can't iGDR with cervantes (with any reliability). This is a barrier stopping me from playing cervantes to his full potential. If I can't play the character to their full potential, I might as well not play that character. If I could iGDR by pressing b+k, there would be no barrier for me to play cervantes. The game would be more about what move to do, and when, rather than if I can do the complex execution on the exact frame, or not.
 
[Notice]To all posters:

Please respect the thread rules. This thread was made in good faith to have a specific type of discussion by a respected community member. Discussion of each others positions is permitted, but take care not to sidetrack the entire thread with it if possible. This is my first and last nice mod-post about this in this thread.[/Notice]
 
Okay this is one I got.

Have 2 different types of meters.

1) Defensive meter
2) Offensive meter

I think you know where I'm going with this.

Defensive Meter:

How you build it.

You build a tiny bit by successfully blocking a move. You build a bit more if you duck a high or throw, and you get a nice chunk if you jump over a low. I'll get back to whiff punishing later.

What you can do with defensive meter.

JG now costs 1/4 of a bar, the execution becomes easier but is balanced by the fact that it now costs meter. Timing must still be stricter than the current GI, but not as much as the current JG. You still have to JG low if a low attack comes. Opponents can now return a JG within the recover frames of a move, but only if their move gets JG'ed first, much like in the same way that GI works now. This now opens up the possibility of JG wars, provided they both have the defensive meter. It still works on unblockable moves. Instead of JG being tap G, it will become tap defense meter button. JG now costing meter will help offset it's seemingly low risk/high reward problem in sc5.

GI works pretty much the same way it does now, as in it can only be returned with another GI. The reward you get from this guarantees a universal amount of +frames, and it should be significant enough to land 30-40% combos for most characters. Similar to SC5, one important difference between this and JG is that GI must give a universal amount of frames no matter what move, wheras JG depends on the move. So what this means is that if a move is normally so safe that it's safe on JG, then GI becomes the only way to punish it other than whiff punishing and obviously provided they have the meter. Still costs 1/2 a bar, works on H M L, and does NOT work on unblockables. Input changed to 4+Offensive meter button.

Offensive meter:

How you build it.

You build a tiny bit by attacking without a whiff. Some moves build more than others. The moves that are both slow and unsafe build significantly more offensive meter than fast safe moves. You build a little bit more if it's a CH, and you build a nice chunk if you successfully whiff punish.

How you spend it.

Once you reach 1/2 a bar of offensive meter, you can press the offensive meter button (I'll get back on that later) at the same time as you execute a normal move, and your move instantly becomes a GB move. This will usually translate to enough +frames on block so that the aggressor can land a quick move afterwards within the 20-30 damage range. The exact amount of +frames will be on a per move basis if they chose to activate the GB meter button.

Once a player reaches a full bar, If they double tap the offensive meter button (has to be pretty damn fast) during a normal move, the move instantly becomes unblockable, as well as the character and their weapon becoming engulfed in flames the same way it does now. The damage is unchanged as well as it's other properties, only becoming unblockable.

What this will do is make "BE's" (or now simply GB's) a lot less predictable and stagnant, and deeper. The same thing goes for "CE's" (or now simply unblockables). Personally, I didn't like the idea of CE's stopping the flow of battle for a cutscene, and now the unblockable replacement changes that, as well as making them a lot more versatile.

Due to all these changes, I would also seriously recommend a universal damage reduction across the board. Speed can stay the same or get faster.

A player must now dedicate 2 buttons in addition to all the other standard A B K G. One button must be the defensive meter button, the other the offensive.

This is all I got for now... I'll get back on other things later.
 
Here's my personal wishlist. make of it what you will:


-lower damage(not SCIV low, but lower than it is now)
-expanded movesets
-fixed alignment issues(no whiffing)
-make majority of moves more unsafe according to the amount of damage they can potentially lead to(character specific basis obviously)
-make recovery from ground faster(so that if an opponent whiffs a move ofer your head, you can immediately get up and punish them for making a bad read) but other than that, keep oki as is.
-more variation in the cast, and the styles of the characters
-shorten or eliminate CE invincibility frames. make ALL CE freeze frame initiate on frame of impact, preventing further movement until the attack connects(obviously there would be special exceptions here).
-either make no part of a CE GIable or make ALL CE's GIable.
-make modifications to clashing system for the following:
  • horizontals lose to verticals
  • the move which has the higher damage on the single hit of the clash always beats out the opposing weaker move
-make modifications to the grapple break system:
  • early break: +4 for the defender
  • neutral break: 0 for both parties
  • late break: -4 for the defender
-make modifications to the JG system in the following way:
  • change input for JG from tap G release to 4G and 1G(for high/mid and low respectively)
  • remove the JG - G cooldown, but add a whiffing animation for JG(whiff should be 20 frames long)
  • other than that, retain the functionality of JG the way it is(gives a certain amount of + frames for the move guarded)
  • i feel that this would make not only a more accessible, but a better implemented JG system
-change to standard frames:
  • standard 2A to be -8 on block
  • standard 2K to be -4 on hit, +2 on CH
  • standard AA and BB may remain at i12 and i14 respectively
  • standard launchers and grabs to be i17
-modifications to step system:
  • keep step as an i20 animation(meaning you have to commit) but also retain the ability to cancel step into an attack. further more allow the game to continue reading inputs that involve G during the step(while still disallowing step cancelling into G) so that step may be cancelled into While rising attacks, or other attacks such as iagA. further reduce the safety of frontstep G(from i1 to maybe i5?).
  • allow 8wayrun moves to be executed without the 10 frame quickstep startup(ie. through cancelling quickstep into the attack) without need of special buffering techniques.
-allow the GIing of unblockables, within a 1 frame window.

-improve upon the training mode tutorial mode, to cover not only basics of the game, advantage, disadvantage and so on, but the core of the character in question, along with explanations on how and when to use certain moves/setups ect.
-expand upon the storymode, allowing for the stories of each and every character to be told.
-introduce a new "survival" mode where players may test their endurance against the AI.
-attempt to make the AI more human(no super human reactions and not imune to mixups, tries to do more things that a human would do, but still learns from their mistakes, and tries to predict what the player will do based on their previous actions.) make the AI fight accordingly for specific matchups. Add "reaction checks" for AI based on real human reaction capabilities, and insert "flags" on unreactable moves to tell AI that they cannot react to moves beyond this point, but they may predict them based on the opponents tendancies.
-introduce a new "teambattle" mode where players can choose multiple characters, and fight each character in succession to the next, until one player has all of his characters knocked out.

NEW FEATURE: allow the game to record matches to directly to the consoles hard drive in all game modes(with an option to save the replay at the end of every match) include this EVEN IN OFFLINE MODES(except training)
NEW FEATURE: allow game to record full frame video for a small amount of time(5-10s) in training mode, to be stored in a temporary file that is deleted upon exiting. allow training mode the capabilities to view this video at a frame by frame rate. this would aid greatly in frame data testing.(alternatively add frame data entries in the movelist of every character) also allow the gamer to record permanent, but compressed video to the hard drive over a longer period of time(30s to 60s) as a selectable option in the training mode menu, to allow for easier making of tutorial and combo videos.

just some partially developed ideas i've thought about. make of them what you will:

-i would like to see a new character who uses a kite shield and a longsword or mace/morningstar, wearing heavy mail-type armor, with a stout disposition, and a strong, experienced personality. the character would be neutral, or conservatively evil masquerading as good, with emphasis on honor, duty, and following a warriors code, but only when it suits them. this character would lack some maneuverability but would make up for it in guard crush potential. this character would have average damage. they would be a mid range character capable of some zoning, with shield bashes, pomel smashes, and kicks in close and sword strikes from afar. this character would be centered around knocking the opponent down, and following up with solid crush attacks. they would have relatively ok pokes, but would be weak mixup wise. the character wouldnt be overly unsafe, but there would be a decent amount of risk towards their heavier damage knockdown tools. this character would more combo off knockdowns rather than stuns or launchers, and would be the type of character that knocks an opponent around the ring. this character would have a very solid wall game, but a relatively average RO game, with no rear RO game. this character would have a couple of shield parries to help defend against rushdown, and would maintain momentum through brute force, rather than through speedy frame lockdown. stepkill capabilities would be consistent, but not of high damage. block punishment would be average. the character overall would be balanced between offense and defense.

-i would like to see a new character who uses a bastard sword, or a small, skinny two handed sword. the character would be a young individual, dressed in studed leather armor, or light mail, with a somewhat hot-headed and reckless, yet cheery personality, who doesnt always think their actions through(cannot forsee consequences well) but would be good natured in general. this character would have a decent zoning game, but would be agile and made for contending at the closer end of mid range, and as a trade off for this range versatility they would be rather unsafe, and below average in a guard crush game(though still capable). damage would be average, but very easily accessible, at a high risk. this character would be all about momentum and finess suitable to the weapon they use, and would focus on meduim length stun combo's, charging knockdowns, and quick low sweeps. the character would be able to combo off their launchers for decent damage, but the combos would also send the opponent flying away far, making it so that they must take risks and rush them down again to maintain momentum and keep good damage flowing. this character as a consequence would have a strong ring out game. stepkill capabilities would be decently strong, involving broad sword sweeps, and the character would be able to control the opponents movement/actions while retaining offensive momentum. this character would have three stances: one where they would hold the sword in conventional stance, one where they would charge at the opponent, and one where they would hold the sword in a close range agressive stance, a tradeoff in range and safety for hard hitting quick, successive attacks and speedy and aggressive mixups. the character would have a decent poking game for interrupts, and average punishment in terms of speed, but it would lend low damage results, and would only help them build momentum by being at advantage. the character would get big damage through taking risks through big agressive mixups, with risk proportional to reward. the character as stated before would be agile enough that this would be very easily accessable. at further range, the character would gain medium damage from movement control tools if the opponent read poorly, but would not otherwise get any sort of significant damage, only the advantageous positioning of the zoning itself. all in all the character would play lax and slow at range, and very fast paced, bloodthirsty, kill or be killed style in close quarters, with momentum constantly changing. the character would be offensive and nature, only using zoning to try to draw out a battle, or open up an opponent so that they can get in and tear them up.

-i would like to see a new character who uses a singular polearm or spear type weapon, who's main focus is zoning/keeping the opponent out, relying on strong defense at close range, but being very effective in keeping the opponent out. close range attacks would consist of quick, medium strength knockdown/stun attacks that would be moderately unsafe. long range attacks would consist of heavy crushing sweeps coupled with quick jabs and slices. the character would be quite strong at baiting reactions from opponents, and would have the ability to parry lunging-stab type moves. mid range poking would be key to keep this character effective. up close the character would be somewhat succeptable to being locked down, but they would retain ways to strongly push the opponent back out. overall damage would be averagely strong and comparable to the speed of the attack. guard crush game would be solid, but block punishment game would be terrible. the character would rely on heavy hitting whiff punishment to score big damage. the character would be capable at killing step at mid range and closer, and would be capable of containing movement at long range via weapon sweeps. the character would lack solid offensive lows, but would have many safe, long range low pokes. the character would be defensive in nature, constantly biding their time, and would be well suited in waiting for the opponent to act, and trying to react to counter their actions and hurt them badly.

-i would like to see a character who utilizes the abilities of a khopesh. i havent developed this idea fully, but this character would be a relatively speedy rushdown character, who specializes in breaking through an opponents guard(frame trapping into fast attacks for guaranteed damage on block(low-medium damage, but this would be a consistent goal of this character, with many set ups into doing so)). to compensate they would have a terrible crush game, and below average block punishment, but powerful oki. the character would also have decent mixup tools, but would be relatively unsafe.

-i'd like to see a caged stage with no breakable walls, focused around wall combos.
-i'd like to see a more northern, mountanous stage, with light snow(grass still partially visible) with cliffs on 3 sides, and a river on one side, for ring outs.
-if we are infact retaining infinite stages, i would like to see an infinite stage in which there are a series of breakable walls that just go on continuously and forever.
-i would like to see a stage where the walls temporarily rise and fall, to permit RO's and wall combos, but set on a timed interval(every 30s)

I will quote and update this post later on, if and when i decide to update it.
 
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