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CaptainCrisb
- What Single Player bug are you talking about? Might be an easy fix, just not sure of the reference
- Can fix that. Fire Capitol related bug for sure. Added to me list.
- No music for now. We plan on getting it back for January
- Sfx are being addressed particularly swipes and hits. Thanks for the feedback on em though.
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Zauron
Couldn't find anything about that closing issue. Thanks for giving me on the information. Not sure why that is happening though. Will ask around though to see if anyone else is seeing it.
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JCOnyx
Are you using the WII U GC adapter? I have the DInput controls set up for the older USB ones. If you have an Xbox 360 controller, thats your safest bet for now. It will be a little bit before we can implement support for custom controls on both Xinput and Dinput.
His Bair is meant to be a lingering hitbox inside his body a bit since other characters have Nair which can usually fill that role. His Nair extends from his body a bit like Rob or Charizard. Perhaps it doesn't linger quite long enough to get that point across.
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Xanthus
Kragg's side B has been through a lot behind the scenes. It began as a nearly straight up dupe of Sonic's Side special. I got feedback from nearly everyone that Kragg was already fast enough and the Sonic special just didnt seem to fit his tank like nature. It is understandable that of all the specials it could use the most work. The goal of the move was to make a defensive move for Kragg rather than a speed move. I was basing it on Olimar's whistle and wanted to give Kragg a safe way to get back on stage. The fact that it has a hitbox is because everything in Rivals is aggressive!
After reading your feedback, I do have some ideas for the Side Special to adjust it.
- First I would extend the minimum time required to be in the Ball. This would be to reduce its stalling and make the move a bit more predictable to punish. I might even toss the ability to get out of the roll early all together and then just shorten its time so it's even more predictable.
- Second I would have it so if you take a hit while in super armor you lose your Horizontal speed and have to start accelerating again. Hopefully characters could space a retreating aerial and still get away before Kragg can accelerate and punish. I could even do something like powerful hits push him back slightly (if KB > x then send back at Y speed)
I will probably try both of these out and see how they feel.
Kragg's Up Special.
This move is also contentious among our friends. It does end up over-centralizing Kragg's a bit during intermediate matches in my opinion. Once players are more used to it, the interaction gets a bit more interesting because certain characters have fast upward attacks and can combo Kragg before he can combo them. On Zetterburn, I like going for a Dair into an Up Smash if my percent is low enough. If I was going to nerf him today, the one thing I would hit would be to give Kragg just a touch more lag on the end of the Special so it is really only worth trying to use it for a combo if your opponent is above 100% or if you have a rock below as well.
And yeah I'm glad I got it out even if there is some stuff I wish was cleaner right now
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akf09
Good call with the down tilt. I hadn't though about that. I will adjust the angle to give it a different knockback trajectory which will carry over to rocks. I am thinking something that is a lower angle than down smash but still diagonal would be cool.
Yeah I will be adjusting the roll. It started as a Sonic-style roll as i mention earlier. Jump cancel with super armor sounds scary though haha. Unless you mean it only armors attacks under X% like Smash 4 has on some chars if i recall correctly. I do want it to be a defensive style move for Rivals but I agree it doesn't quite fit yet.
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likiji123
- Kragg Utilt spam is *mostly* because of No DI. The AI always moves toward you because it is dumb. I will add to my notes to give it variable DI while in hitstun.
- Wrastor N B is nerfed a bit from Metaknight tornado because if you want to extend it, then you will end in a Fall State. Also there is a BIG hole in the top so you can Dair him if you come from above.
- Yeah thats because I use a default message pop-up. Just gotta un fullscreen and re fullscreen
- Good point, there is a sound when it ends but I could probably do a soft burn sound.
- I have gotten that guide feedback before and it is something I am planning to add before my next event/show. Will tell you things like Zetter's Burn -> Strong Combo and Wrastor's Aerial Strongs and Current Use. I'll likely have an Info button on the player card that works like the Option Button.
- Taunts will most likely be added before the game ships. *I hope*. I do all the animations right now so our animation budget is lower than low.
- No to ledge grabbing. Don't plan on adding it!
- Time Matches - Probably. Time Option for Stock Matches - Definitely.
- Mods- Probably not? Not sure yet. Definitely not for Xbox One. Maybe for Steam. Will have to learn more about how that works.
- Name Tags - Yes. Likely with controller options too.
- CPU Color - Hmmm probably? I think there are easy solutions. Will look into it.
- Cross Over Characters - Honestly not sure! Would like to do an indie character or two as DLC but nothing is planned as of now.
@
Thores
- Taunts above ^
- Thanks on Aether/Basic.
- Any ideas on how to improve the falling rock interaction? Delay the fall a bit more perhaps? Also I removed the walk off on the Rock Stage Basic for now in case there are some combos that are incredibly good at chaining horizontals (orcane dash attack is decent right now )
- Down B is a free combo button. The grounded one might be too easy to hit though. It should probably be out prioritized by other attacks. Will take a look at its hitbox and hurtbox.
- Hmm interesting take on Kragg's side B being underpowered. It just doesn't really fit the Rivals gameplay style right now in my opinion. akf09 might be right that something with short armor that is fast and cancellable might be the way to go. Will keep thinking on this one. Just want it to be defensive while still being aggressive. I think if it loses its defensive nature all together then the character loses a bit of his bruiser status.
- Yeah thats a puddle glitch. The game think it has a puddle but then doesnt when it tries to find its data. I thought I did the check each time a puddle was called but I will investigate it.
@
RoA_Zam
- Orcane stuff-
- The Dair nerf is probably fair, I abuse the crap out of that thing against friends. It might actually be techable if they dair you into the ground. Would have to experiment more but maybe that helps? I will look into solutions before nerfing this quite yet.
- Nerf bubbles how haha? Less bubbles, more start up on spawning them? Orcane bubbles are super fun so i dont want to nerf them TOO much.
- Yeah the buff he got with moving smashes was pretty significant. I will look at Fsmash closely as that is probably the scariest.
- Orcane is in a weird place. At first glance, he looks the weakest. In the hands of a good player, he looks unbeatable. His ground speed means his combos are real and his puddle smashes mean that killing is safe for him. (Which can be hard even on a char like Wrastor) Perhaps the startup of Fsmash needs to be longer so the reward of the kill is in line with the Usmash.
- Zetterburn-
- Down B recovery will likely be reduced soon. It was overnerfed because my brother spams it in free-for-alls.
- Side B recovery is not actually to prevent spam but to reduce the likelihood of Side Special -> Fsmash which was THE way to kill on zetterburn for a long time and was quite easy to pull off. He does have trouble killing now so maybe its time to bring that back? lol
- His recovery is predictable for sure, but wall jumps help him out there imo.
- Hmm i like your Down B trajectory idea. Will add that to my notes.
- Will look into Nair DI too. Might have to actually increase my Smash DI values for those multi-hits. Smash DI is Smash 4 low right now
- UP smash hitbox being more forward is probably a good idea. Could use a new animation too to feel more powerful. Will see if I can sketch up something that is still a claw grab move.
- Wrastor-
- Dash Attack is still okayish imo, but yes it is nerfed. Definitely needs the current to be a real combo tool. Try DIing up to get out of it on the ground. Might sound weird but because of the slight noob DI, you can actually suspend yourself above wrastor long enough to jump out eventually.
- Neutral B. You want more recovery on it? How are you guys using it where it overcentralizes thing? My friends and I just try to get kills off the top with it haha. Even then we switched to Up Special after I buffed the wing slash portion of that move.
- Side B could probably use a slight bit more recovery. I tend to do Side B into Down B because the Side B negates whatever my opponent was doing.
- Up B. Yes the wing slash part (not the kill box) needs lower knockback. I will definitely hit that. Wrastor vs Wrastor is dumb because of how early Up Special kills.
- Kragg
- Thanks for the love. I personally feel like Orcane is still my "coolest" moveset but Kragg is close and looks cooler when doing his thing well.
- Down B. I am thinking of removing the Third Hit kill potential and giving it the same properties as Wrastor's Down Special. (Tumble state / extended hitstun) I feel like he has enough kills already. Might not reduce his recovery then though. We'll see how that feels.
- Side B. Yeah I have talked about it a lot in this post. Might need a full-on rework. I want a defensive move that fits into the Rivals playstyle. Shoot me any and all ideas. You can be less conservative with them too.
- Dair. Kragg is meant to be a bit weak from below. I could see why you would want to have a longer lasting hbox though.
- Neutral B - The Slide is a bit scary because then I have to deal with it sliding off edges and getting its hitbox back. The air version of the rock and the ground version are quite different. One is a registered hitbox while one is solid ground. They don't pass too much information between the two (like speeds or what have you). Also players having hitboxes is something i have thought about but comboing off Kragg's wall is just too fun imo. Can't decide what i want to do haha. Kragg's rock should be easier for you to break because most your attacks kill it in one hit rather than multiple hits. (a rock has 10 hp) Wrastor in particular struggles to break rocks.
- Trades - So trades were working. I broke them. I'm not sure how but I did. I think I am letting players adjust their speeds while in hitpause during a trade. This makes no sense to me because players should consider themselves in hitstun during a trade even though it draws them in an attack (this is why Zetterburn loses his rotation when trading with Up Special btw). I haven't been able to land on why this is happening and have been checking my code over and over. So let me know if you get any more details. I will be digger deeper this week.
- AI - Will be adding random DI for next update. Probably will be a bit before smart DI.
- Haha sounds interesting. I would have to see how its working
- Parries are hard to use. Part of the design a bit and part of them not being completely solved yet. Rivals is an aggressive and (easy to by flashy) fighting game so defensive tools are limited in ways.
- Yeah the balance is decent right now. Not perfect but decent. I hope to only improve it as time goes on
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Xanthus
Zburn N Special. Yeah i saw that on stream. You were definitely abusing the Nspecial by timing it correctly. I think extending the charge time a bit is the simplest fix. You should not be getting the large hitbox out that quickly. Should be more like Roy / Ike charges.
Thanks for the hurtboxes bugs. I added them to my buglist.
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Streetwize
I found Zetterburn to be quite broken with sliding strong attacks
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Puppyfaic
- Sounds like your slowdown might be because of a controller / input issue. I have never heard of it. Try unplugging all controllers and running a full AI match and let me know if you get 60 fps.
- Hmm I hadn't though about increasing Kragg's damage factor for breaking rocks. I just buffed his damage. Might be a good suggestion because then I can get his tilts back to lower damage haha.
- I had thought of allowing him to pick up a boulder again. The one issue I had there is that it would reset the boulder's damage as I don't have throwing or spinning sprites with the different damage states (and dont plan to). That would probably be weird to pick up a cracked boulder and toss it and then its healthy. Can probably do this still if people dont mind that issue.
- Yeah I could launch it with the spring, perhaps make the hitbox be for the player who launched it. Launching it will make it lose damage though just like picking it up would though .
- I am scared of it getting broken right away though as Xanthus mentioned above. I can look at something like this if the Pillar stays as an over-centralizing move.
- Down Special. Cool idea. with the nerf to the third hit, this might actually be quite a cool setup. Shouldnt be too hard to program. I probably would have never thought of it either. Now I really want to try it.
- Yup we dont really support Dinput right now but will before PC release. As a PS3 controller you can try emulating it as Xinput. (google PS3 as Xinput to see how - i think it can be annoying). That way though you would get both control options of default or veteran.
- Yeah still working on solutions for damage going up. Smash 4 does this quite well. You may notice that the P1-P4 signaler does shift to black when you reach 100%. But that is not enough still.
Wooh thats alot. I have a ton of notes. Going to hit some Kragg issues tomorrow I think. Wouldn't mind seeing some more brainstorm around Side Special solutions before I dig too deep into that. Will probably hit Down Tilt, Down Special and possibly N Special (re-pick up) tomorrow.
Thanks everyone for your feedback and keep it coming!