Turn Your Voice Into The New Game.

I would like to start by saying Happy New Years! I hope that people are excited about the news and just want to move forward and put this gig into gears. I need to hear your thoughts on a concentrated level about the new game coming out. With that said, lets use this particular room for discussion of what you the fans / competitors / organizers / moderators / admins want in this new game.

Try your best to keep me informed as I will be working hard to really ensure that the voice of the community is heard. Everyone deserves a chance to speak their mind on things, my role here is to make sure that your message doesn't fall on dead ears.

Stay on topic : What would make the next SC game GREAT. details details details... Take care everyone.

FilthieRich (www.twitter.com/filthierich) (www.facebook.com/soulcalibur)
 
i really liked alot of the features they had in SC3. Different characters like STIFE. team vs mode. even that single player story mode wasn't too bad. it actually helped me learn about other characters since you're forced to use them in battle. adding random characters is not really a great idea to me..(necrid.. really? lol, vader, yoda, etc..) the only character is wish they still had was olcadan. random every round lol but that's just my opinion.
 
Guest Characters? Yoshimitsu is the only guest characters I could ever agree to keep. He start as guest in SC1 coming directly from Tekken series; He has a story very according with the SC universe; More guest characters from Tekken could be cool; this will drag the tekken fan-base to check on the new SC; all the tekken 6 characters have a weapon to carry... it could be nice to have:
- Raven as Ninja's Taki ally. He could use his double Jack-6's killer knifes.
- Lars with the 2P outfit and a chinese weapon like.
- Zafina with an arabian type weapon.

The only thing that happen to lack this mix is "flashiness"; SoulCalibur 4 is so boring to watch if you don't know the game; the game have to be more appealing to call the attention of casual/new players and also be depth enough to keep the hardcore players playing the game more and more hours.

CF did a really good job, but the game needs more move-cancelling and UB moves; is the right for every character to have a fast UB move with little damage and 2/3 more slow UB move like was in previous games, feature that only helps Amy, Ivy and Yoshimitsu in this game.

Namco start from being fair first with every character before redesigning; take the old SC3:AE as template and add some HD graphics, empathize the weapons clashing sounds, and bigger bigger stages with more RO moves for every character(don't just make easier to RO with the old RO moves).

Last but no least, check the more knowledge and skilled people on our community from different countries; then invite them to test every SC game and ask about what they like and what they don't like; then start to make a enjoyable competitive game and add at the very final all the stuff that casual players like, period.
Adding gore would be cool... No matter what the world loves violence this much is for sure. Adding blood into a game is never really a bad decision... Nothing over the top but would def make it more interesting to me. You should at least have the option to turn it on or off... I mean if im chopping your stomach with a sword I should see blood not little sparkles lol
Blood only makes the games harder to sell in all the stores(the game can't be sell in kids's toys stores); and other games have tried before and failed... MK is the only franchise that makes the gore profitable; a lot of countries have restrictions for selling Mature games; In Tekken 6 Alisa have dual chainsaws but in Korea she uses a dual lasers like sticks. So in order to launch the game faster and sell it in more and more countries Namco have to make the game appeal as a show of stuntmen playing with fakes weapons... as we are used to.
 
Balance, balance, and more balancing. Every character should be a tournament worthy character. Imbalance is bad.

Tighten the game engine in versus offline as much as possible for tournament play. Glitches are bad.

Make the game fun for newbies with an amazing training mode, deep for high level players, and enjoyable to watch.

Everything else is just icing and fluff.

My 2cents.
 
- make the game darker..more medieval style..more demonic-japan style..

- remember those devilish stages in sc3 (ling sheng-su temple, lost cathedral - ruin) or badass looking stages like siegfrieds stage from soul edge with burning castles and catapults in the background? we need more stages like these!!!

- make the stages like in soul edge where the daytime changes during the match

- add weather-stages!! snow, thunderstorm,..
and let the characters get wet when they fall in puddles

- better BGM!! i think SC4s music was not so good as the previous titles..
SC3s dark music style was great! bring that style back!

- 2-3 new characters or bring back hwang and li long

- bring back some of the old costume or at least make them DLC..but not costume parts..i mean full alternate costumes


thats it for now ^^
 
Revinant/Luna/Ashlotte/Assassin/Lynette/Strife as Real characters I hope.

432px-Gfs_89774_2_9.jpg

And what better reason why not to have Angol Fear come in as an Evil rival for cassandra?
Where is that art from? I'm guessing it's somewhere in the collector's edition art book that I never opened.
 
Really late on this but figured I'd try to leave my suggestions because the idea that Namco is listening and supposedly trying to make the next SC a very good game makes me happy.

Better single player. Better story, team battle mode, option to play back multiple recorded entries in training mode to help train vs mixups, mode that help teach the game a little and help teach JF, better music.

An excellent online netcode is a must. Currently online is decent on a few occasions but usualy ends up making you angry. Great online keeps player interest.

Patching the game after release would do wonders. And don't sit there and make arbitrary changes, the competitive community has a ton to say about how the game could be more balanced, please try listening. Not that the competitive community should decide but atleast the ideas should be looked at.

Beta testing would be good.

Better DLC. Old costumes from past SC, cooler looking CAS material, cool weapons, new stages to fight on. As stated previously this could help pay for patches.

Better CAS. This mode is amazing but I think it can be made better. I don't think people spend their time making a CAS to end up striped down to their underwear, either have the clothing tear lighly(like normal character clothing) or make the clothing not get torn up at all. Make 1st and 2nd player outfits usable. There is sometimes parts of the outfit that can't be changed, this has to stop. If gold is stuck on the outfit perhaps it doesn't match what I want to create. Also as stated before if there is a way to carry your creations with you on usb it would be great.

Visuals. I think there are many things that can be done to make the game look more appealing. For instance if you brought back Soul Charge you could simply make it look really cool when used. You could enhance the look of the lightning for guard breaks and enhance the fire for unblockables. Enhance the look of guard impacts. Perhaps add some character specific visual effects to the game. I don't know the limits of what is possible with current technology but simply making things look pretty always pleases, as long as it doesn't cause slow down.

Balance and gameplay. The most important thing of all. It just doesn't make sense to have some characters have a ton of unsafe moves that dont even do that much damage and to have other characters with moves that are very powerful and safe. The game SHOULD NOT BE JUGGLE HEAVY. It works in Tekken but let's try to keep the two series different. Also on that note combos that can do way to much damage have the same effect. People should not being doing 50% health combos on a regular basis. It makes the rounds too short and takes away from the gameplay. Part of the thrill of SC is gradually taking out your opponent, not eliminating them with 2-3 setups. Lastly overall all characters should have a nice mix of safe and unsafe moves. If a move is going to be unsafe let it be rewarding and alternatively if a move is very safe let it not be too powerful. In general when characters are able to play 100% safe (in any fighting game) people get bored. It's a thrill to watch people take comfortable risk intead of just sitting there and waiting for the other player to screw up. I'm not saying make all the good moves unsafe just that their should be a good mix of unsafe and safe options among all characters.

Well those are my thoughts for now.
 
i just have to add (if hadn't been mentioned) that chars presentation should be skip only by the will of its own player
 
If this really is going to make to namco. I suggest balance changes. Most of this is to prevent spam and encourage intelligent gameplay (ex, Raph 22_88 made high , to split its role with 33_99k:B)

Amy
- aGI (B+K, A+B) , shouldnt GI kicks.
- 2B+K - add unsafety (at least -21)

Astaroth
- Smaller combos off CH BT B+K

Cassandra
- Remove 236:[B} relaunch.
- Make 236:[B} unsafer
- Make 236B safer


Cervantes
- Make 44B unsafer


Hilde
- Make C3B unsafe (at least -18)
- Make C2B at least -7 on guard.
- Make WS C3BBA unsafe
- Remove aGI from C3A
- Remove RO properties from charged moves hits and air hits.
- Remove advantage from C2A and C3A, make it -1~-2 instead like C1A.


Kilik
- Make 1B unsafer (-18>)
- Make 4B+K unsafer (-20>)
- Make WS B stun/combo only on CH.
- Remove tracking of Asura dance second hit
- Remove RO from FOTD A-throw, and nerf damage slightly.


Ivy
- make SW 22_88K much unsafer
- rebalance or REMOVE CL 214B
- make SW A+B a high move.
- Reduce amount of SG damage.
- make CL 1B,B+K NCC.


Lizardman
- make 66A slightly unsafer.
- Make 33B more unsafe (at least -18)


Maxi
- Make WL B not re-GIable after WL aGI.


Mitsurugi
- Remove CH stun on RLC K
- Make RLC A unsafer (both with and without transition to MST).
- Remove ground stun after CH FC 1BB.


Nightmare
- remove WS B~NSS b:A combo on NH.


Raphael
- 3B~prep BB no longer NC.
- Make 22_88B high.


Setsuka
- Significant nerf of throw damage.
- Make 4A unsafe
- 33B should leave opponent close on block.
- Make B+K unsafer.


Siegfried
- 3B doesnt KD on NH. Small combo on CH.
- No CH stun on WS B.


Sophitia
- TAS B unsafer (-14~-15)
- Remove far hit stun of TAS B.
- Remove NC property from FC 1B8B.
- BB leaves ooponent closer on block


Taki
- Make A6 unsafer


Talim
- make 1A+B high.
- Make 236B slightly unsafer


Tira
- More unsafety on WS B
- WS K leaves closer on block.


Voldo
- rebalance SG damage on all moves
- Remove taunt-cancel on 2A+B~CR
- A+B made unsafe
- 66B - more unsafety (~-16)
- BS 1A - made very unsafe.


Xianghua
- Less range on FC 3B
- 1B+K small unsafe (~-14)
- 44B add unsafety.
- Reduce range on 2_8*B


Yoshimitsu
- Much more unsafety on 214A
- Remove 44aB "infinite"
- 6K2K is not a combo.
- CH 33B has same properties as normal 33B.


Yun Seong
- No guarantees off CH CR 2KK
- Smaller combo off CR A.


Zasalamel
- Less pushback on 4B+K
 
Some top players opinions should matter. Look at what Belial proposed. Nothing biased. But of course everyone won't be that way.
 
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These arguements are irrelevant. Do you guys really think Namco is looking at this thread saying "hmm, Player A wants Asura Dance to be safe on block, done! Oh, Player B wants friendship fatalities,
let's put that in too" No. I'm pretty sure they're just looking for some general improvement aspects that have a good amount of mentions.

Anyways, what I want is better online play and uh.....make Asura Dance safe on block.
 
I would like to suggest an... expansion, if you will, on the customization. Sc4's was amazing--plain and simple. Just lacking a few things. I think we all missed the seperate classes of Sc3. So your moves don't come straight from a character. It'd be nice if you could choose a type of class. Choose if you want your moves to mirror a regular character's. Plus, it'd be cool to add a monster type effect on some classes. Like Astaroth's gargantuan size. Maybe wings? Werewolve claws. Just the ability to edit your sizes greater. I think things like that would really push Sc5 over the edge. A type of monster design. I think it'd makes things... interesting. :) Thanks for listening.
 
While I'm" probably the last person that should have an opinion, here are a few things that would increase my enjoyment of a Soul Calibur V:

Single Player:

Believe it or not, this is what got me into the Soul series, Of all the fighting games I played at the time. Soul Blade was a strong story-driven fighting game with a great single player experience, same with the original Soul Calibur. Soul Calibur II was meh, good game however that was obviously geared more towards the competitive fanbase (no problem with that.) The single player experience is one thing that made me like Soul Calibur III, they had a plethora of modes to keep me busy when friends weren't over. I know a lot of people that despised Chronicles of the Sword (and the entire game quite honestly), however I loved it personally. Soul Calibur IV had a crappy or more appropriately, below average single player experience in my opinion. I know others will disagree, to each his own I guess. I think that Soul Calibur IV probably would have made a better Dream Match type fighting game (ie KOF '98 and Tekken Tag) had Project Soul took their time with it and delievered the appropriate patches, which is where I think they will take the Soul Calibur V product.

Character Creation Mode:

I do like the CAS feature, however I vastly prefer the CAS in Soul Calibur III compared to Soul Calibur IV. A couple of tweaks here and there and I think that this mode can become a real gem for the game. I would love for them to bring back some original disciplines as well as bonus content. Little things like changing the size of your character goes a long way aswell. Like I incurred earlier, little tweaks and fixing some kinks can definitely improve this mode.

Character Balance:

Soul Calibur (original and II for that matter) kills Soul Calibur IV when it comes to balance. However I really liked and enjoyed Soul Calibur: Broken Destiny Character Balance so if they build upon that then I definitely won't complain.
 
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Ok first I just want to throw my 2 cents in the mix.

1 Strengthen air control - There feels like there are a million moves in this game that limit the ability to air control and knowing how to do so isn't even relevant to gameplay anymore. Case and point Hilde wouldn't be broke if her C2B,B didn't prevent air control.

2 Keep the Soul Gauge - This is a great solution to the lack of mixups many characters have. It allows them to pressure without hit level mixups. It also stops people from having a single minded guard based defensive strategy. If you don't try to use a GI or step or do something active about defense you can pressure those tactics with the soul gauge and this has been a problem in all other SC games.

3 Empower Movement - The way stepping is in this game it's tough to really do work with movement with many characters in the game. I view this as more of a fundamental flaw and with the soul gauge there should be more ways to get around those big slow gauge damagers.

4 Enhance Single Player Options - Load up a copy of VF4:Evo and take notes. The practice mode has a 5 way record that lets you change the frequency of the mixup by %.

The best thing from that game though is the single player challenge mode. This is similar to what you see in SF4, but it incorporates followup mixups. So you would see a CH combo into a tech trap that stops every option but tech to the left. Then after you complete the trial it brings up a text window telling you about the left escape weakness and what you need to do to deal with it. That level of depth in the single player content geared towards helping people get into competitive play has never been duplicated since... Not even the newer VF games can keep up with that standard.

Now that I did that, I would love to address some of the things people have been saying about who's opinion matters most. Belial makes excellent points about the top players knowing more about the game and having more relevant opinions. This is something of a double edged sword though, because unlike belial some players don't take such an in depth approach to the game. For example, I would never ask Thugish Pond or Dreamkiller what they thought would improve the game and expect to hold that in a higher regard then many less successful players. I would however take the opinion of someone like Belial or RTD in a higher regard, but this is because I can have a conversation about the topic with them and get some rational replies about how tools have risk/reward relative to others in the cast and how that impacts matchups. Also some players like Saitoh will overstate some things and while I love that guy and he would make good points, he will in general undervalue the tools of an opponent's character in every matchup discussion. Oh and I had to LOL @ the Jaxel post... Not for the content... But when I saw him put the ergonomics of a fighting game the first thing that ran into my head was "what is this a fucking chair?" and I stopped being able to take it seriously. He makes some good points and some not so good ones. Like everyone else you can't take any of this as an absolute answer and just look for more general trends of how the community thinks of and about things.

In general I have to commend rich for reading this whole thing down to try and get some useful information. Everyone regardless of skill or tournament winning status deserves to be heard. I just hope they take it all with a grain of salt (not the kind SRK seems to be obsessed with) and will use this more for the creative end of the creation process instead of balance. Because actually making a fighting game is a tough motherfucking project... Good luck with it and I look forward to the final product
 
Here is an idea: let's argue about the most recent fighting games strong points to see what soul calibur could use as inspiration.

BlazBlue : Continuum Shift : Superbly developped story, legion mode (a bit like chronicles of the sword but much easier to implement on a programming standpoint), good netcode, replay theater, excellent tutorial mode, AI, excellent variety between characters (no clones)

Super Street Fighter 4 : the mode in which you can play arcade and random online people can join, online team battles, option to change language for each character, good netcode

Tekken : offline team battles, coop story mode (although the beat-em up style was a fiasco, the option to play coop was pretty sweet)

Naruto Ultimate Ninja Storm 2 : specific bonuses for specific teams, superb visuals, excellent story mode, music

Soul Calibur : Broken Destiny : interesting tutorial mode, creation mode, Dampierre, more useful critical finishes


I am intentionally leaving this as vague as possible because I don't want to look like I am telling the dev team how to do their job.

But, I am also very sensitive to the music and I think it should reflect the stage a lot more than in SC4. If we have stages for all characters, or at least stages set on planet earth, try to respect the flavor of the a specific location with the music : i.e. shamisen+shakuhachi for japanese stages and accordion for french stages etc. I don't really want more generic orchestral stuff.

I think the most important thing to do in a fighting game is to try to appeal to a broader slice of people. Balance and such is extremely important for tournament players, story mode and CAS is especially important for casuals, but we should not forget about intermediate players. By that I mean players who play the game a lot on their own or have a limited circle of friends (like 2 or 3 people) with whom they play regularly, like once a week. I think this is an important category of players to whom the game should try to appeal. For example, many of the current high-level online players I would think fall into this category. I think the game should have modes/gameplay mechanics that keep all of these 3 levels of players interested.
 
A lot of things have been repeated and I am going to try not to repeat anything.

It would be nice to have a depth to interactive stages. Maybe level changes on the stage? Like if the character does a certain ground move they break through the ground(like tekken 6) Or if you break though a wall it goes into another room? Maybe outside. I hope that hasn't already been said :(.

A better understanding of characters profiles/stories. In sc4 all of the connections and what not made it confusing. The way it was done in the games before was fine.

And is Kratos going to be in the game? Nariko from Heavenly Sword? Any other characters from other games? Would this add or take away from the game?

Im just excited the SC5 is a possibility.
 

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