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[Xrd] News & Gameplay Discussion 2 - Console is Out!

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I mean, they already released the patch with the actual data in it. I don't see why they wouldn't just put it on the store when PSN updates today.

Or, maybe they weren't sure the patch would've made it out by now.

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Yeah, but to be fair, it would be nice if it was out today, but...the official release for consoles is parity to EU/PAL regions on the 26th, while JP gets it on the 25th.

I suppose some people will be lucky to find them in mom/pop shops, lol.

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Well...From what I hear, Rev 2 is now out in JP, both physically and digitally, along with the DLC upgrade pack for Rev 1.

And since I think we may lay this DLC propaganda at rest. No...Rev 1 DLC does not come with Rev 2, figures. The only additions to DLC, as I've probably mentioed before (elsewhere or here), is just Baiken/Answer colors and system voices. -> Check it out! :v:

Although the DL page for Rev 2 doesn't mention characters, though that probably varies from versions that include them or not. Possibly, but unsure...

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7 hours ago, NeoStrayCat said:

I think we may lay this DLC propaganda at rest.

Except that we haven't at all.

I guess I'll just have to test things out myself.

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lol I think that was an early projection flub, though they could be planning something in December for next update!

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3 hours ago, faiyez said:

Except that we haven't at all.

I guess I'll just have to test things out myself.

I mean, you could, but the DLC page for Rev 2 more than likely shows that Rev 1's DLC is still paid and not included on Rev 2, either if you got it Physically (or Digitally, non-upgrade) though. Characters, I said, is not listed there, but I suppose that varies what version you got it from.

Also, if I may, December 16 was Sign's US/NA release date, so that's a minor screw-up there, and probably copied from Sign's demo version where it was also time limited. So...don't take that as a means of new confimations, lol.

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I would be very surprised if we end up waiting until December for anything new with the game. I would say that it's way more likely to be at EVO / ArcRevo that we get an announcement, and not long after until the actual patch.

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12 hours ago, ___Chester___ said:

 

Can anyone please translate what she is saying about the cast? About all I could pick up on was her calling Raven "a pervert" or "the pervert", and referring to herself in a rather masculine fashion. I don't remember the meaning of the other words I recognized.

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I'm still waiting for the digital upgrade to become available on PSN, can see the full game but not the upgrade. So close but still so far!!! 

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1 hour ago, youcanwonder said:

Why did they take the demo down already..i cant play at CB in my room

Because the demo expiciitbly said that it get's deactivated at the time of release date, though technically, that was yesterday statesite, and Thursday in JP where Rev 2 gets released. Also for some reason, its still listed on the PS Store in NA, but not for PS+ users anymore, still in a technicallity, its no longer useable regardless. Hopefully it gets taken off for those unconfused why it's still there but doesn't work.

16 minutes ago, Kiwi_Chaos said:

I'm still waiting for the digital upgrade to become available on PSN, can see the full game but not the upgrade. So close but still so far!!! 

So am I, lucky for those that had early copies days ago or the JP fanbase already playing it, or those outside JP playing the update within various methods, lol. Not long now overseas...

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On 3.5.2017 at 7:48 AM, HGhaleon said:

I'd like for Force Break moves to come back as long as they balance it right. I felt Accent Core + got a little too BS at times because of a lot of the loops that existed due to the changed system. I wonder if they would ever make throws a 2 button press instead of forward + HS so you have a throw wiff animation. I think that would be a good change of pace to make throws a little more difficult to land with actual throw breaks (not pseudo throw breaks which only occur when both players throw at the same time, maybe make the window 2-3 frames). Sometimes the whole air throw using as an anti air seems kind of silly because of the huge vacuum grab box. 

Also, would having ground wake up options such as delayed wake up, tech roll, etc be detrimental for the game? 

Lastly, I think all supers should be burst enhancable (not just cinematic). Burst supers should have a newer/updated animations/cutscene to make them look more devastating. A nice added touch imo. Any thoughts?

 

On 3.5.2017 at 9:22 AM, solidscheme said:

1. Yes. Currently the way throw breaks are seems extremely accidental. It barely ever happens because of how quick a throw is. Having an actual throw attempt animation would be more realistic than that magic vacuum thing going on right now. That's so old-school.

2. I mentioned that some months ago where it would be cool to use 25% tension to roll away in the desired direction. It would add more mind games and not make oki so auto-pilot. pressing a direction with two buttons would cause a roll escape left or right (that's vulnerable at the very end) and a neutral two-button press would result in the delayed get up. Both players are then playing a guessing game. Tension would then become even more valuable than it already is.

3. I always thought it was weird that they chose which Overdrive was given that benefit. Your other forms might be the one you actually need in some situations.

The fact that you will put a normal out when a throw fails is already enough since the normals and their commands are balanced for that purpose (ie. aside from Sol 5K, there aren't any ridiculously fast throw OS normals because 6Ps and 6Ks are either antiairs,  overheads, or some sort of traveling kicks). Throws need to be done at practically point-blank range so they require several free frames for movement with either really fast walk speed (eg. Bedman, Jam) or dash FD break (all characters), which means they lose to both mashing and fuzzy jumps (and in situations where there's no time for normals, you can predict the throw and throw them back which results in either your succesful throw or a succesful throw tech). Mashing (which includes throw-mash since non-succesful throw puts out a normal) loses to frametraps, so instead of a SFIV situation where tech option selects are ridiculously strong, throws in GG are part of the natural and universal fighting game RPS cycle where block beats striking, throw beats blocking, and strike beats throws (GG has around 8F of throw invuln on wake-up). BB avoids teching being too strong with Throw Reject Miss mechanic, but in the end it leads to same results as GG: you were thrown because you were being too passive on defense (ie. holding down-back and barrier-tech instead of trying to mash or jump out).
While having a throw command by itself wouldn't be that different, if throws were made to have longer startups, they would completely lose their meaning as a defensive option. IB + throw is one of the strongest defensive options in the entire game, and the fact that it's universal for every single character is what makes it a really great mechanic (eg. some characters have only 6F normals as their fastest punish options, so losing instant throws would really hurt them). Airthrows are the only valid antiair option in many situations, so making it weak would mean some characters would become much worse and overall lower the skill ceiling for top level play (eg. awesome stuff like Machaboo or Ogawa airthrowing people in the wildest situations would simply not exist).
 
Having rolls would probably end up in the same result as BB: while there are various options for ground recovery, some characters simply have projectiles / setups that either beats all non-invulnerable options (quick rise, roll, not waking up) or creates a huge advantage on safe wake-up (neutral tech) which means in reality you have only two valid options. Changing Xrd in that way would require a huge amount of rebalancing (mostly thanks to all the YRC okizeme setups) and since characters with strong okizeme are designed to be what they are, they would most likely remain to be strong even after the changes so only the gap between strong and weak okizeme would get bigger.

Burst Overdrives apply for the big, cinematic Overdrives that every character has only one of. In general they have long startups and big damage, which means they work well as reversals: Burst version even adds invulns to the ODs that originally didn't have any like Venom's Dark Angel or May's Great Yamada Attack. The other ODs characters have usually serve different purposes and would require a completely different approach to balancing.
For example, Axl's Shark Strike has 5F startup, almost fullscreen range, but low overall damage and no invulns since it's designed for long-range combo extensions and punishes. Should a Burst version of it be invulnerable and do loads of damage? If not, then should it have some other additional effect? What happens with ODs like Sol's Dragon Install and Millia's Chroming Rose which aren't even traditional moves? Once again, this would only mean loads of work on balancing for a pretty trivial thing.

As Ishiwatari has said in past interviews, one major theme of Xrd was to simplify things (eg. replacing move-specific tight FRC windows with all moves having lenient YRC windows) to make gameplay smoother. Adding complicated wake-up options, Force Breaks, and more Burst supers would be the opposite of that, and trying to balance it would be truckloads of more work for the developers that could be used for something much more interesting like new characters or completely new normal/special moves for existing characters (ie. what is already happening with Rev2).

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Has anyone been able to actually download the Rev 2 upgrade patch for EU PS3? I've bought it but its just the 127kb unlock file and Revelator itself still isn't updated yet so I can't actually play Rev2.

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3 minutes ago, MighhtyKombat said:

Has anyone been able to actually download the Rev 2 upgrade patch for EU PS3? I've bought it but its just the 127kb unlock file and Revelator itself still isn't updated yet so I can't actually play Rev2.

I have the Japanese version on PS3, but after installing the small unlock file it changed automatically to Rev2. Rev2 itself should have been included in the last patch for Revelator. Are you sure it installed correctly?

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