Would be neat if the replay viewer had an autoplay function to make things like recording sets from replays easier
Well, the Xbox and Switch versions are joining the console scene with PS4, so I thought of something useful for the console versions to have a "Console Only" setting for crossplay to restrict us console players to playing with other console players only in the second phase. If not, it's fine with me.
No worries. If you do manage to implement crossplay after the release of both Dahlia and Marie, how will it be possible to get it implemented in such a way? Also, what other features do you plan on adding to the game in the future?
That's why I wanted crossplay to be implemented in two phases with the first phase being the PS4, Xbox and Switch players playing each other online and the second phase being full crossplay between PC and console. But good point, though. Finish Black Dahlia and Marie first.
Just want to echo this because it happened again with the worst slideshow I've ever seen. I'm hesitant to stream open lobbies when people can troll them like this.Please let me kick people from lobbies who have readied. It's impossible to kick someone who always readies right away, meaning I had to deal with with this 500 ping 200 jitter wifi moron who wouldn't leave. I dunno if that's just a bug since it's always been there, but I don't know why it would ever be like that.
Is there any way it can be integrated without any problem? I was also thinking of undizzy value being manually built up by players in order to burst out of a combo much earlier and being able to cancel out of a whiffed burst at a cost of 1 bar. I think manual bursts and cancels out of whiffed bursts should have their meter costs increase by 1 bar per use in a match (don't know if it'll balance out the oppressive offence of Skullgirls or be problematic).
Well, having your idea of a burst mechanic is great, but that is not necessary because we already have the one that prevents infinite combos. There's no need for a second one as missingno said. But if I want something cool to be implemented, Blockbuster Finales are the way for me.
we could just have the undizzy system allow us to manually build up the undizzy value for an early burst out of a combo, with added bonuses like extra meter and less recoverable health loss if timed well. this could be the alternate idea if we ditch the idea of metered burst.
I read it just, how would that even work? How is "manually build up the undizzy" accomplished exactly? I don't work on the game and frankly I wouldn't make major changes to a 10 year old game myself but I can't say I'm not curious.If you seen my previous posts, I suggested that the undizzy system that will lead to a burst should allow players to be able to manually build up the undizzy value along with the system in order to add it all up for a much early burst when being comboed. For canceling out of a burst, it should a mechanic for solos as a buff to their defensive safety.
you may be right. I was thinking about it a whole lot and thought about how it was gonna affect the flow of combos. Should it be implemented, though, I think it will give players the incentive to go for resets more often than usual, allowing players being comboed to escape more often.At this point you're kind of asking to completely rework the game into something far away from its identity as a very momentum-based game focused on pressure and resets. It is a deliberate design decision not to include any kind of get-out-of-jail-free card in SG, if you want to escape you gotta defend the hard way.
Just in general, the game is fine where it is and we do not need major mechanics overhauls a decade into its lifespan.
For solo's nerfs, damage multiplier against duos and trios should be reduced to a reasonable amount. for the manual build up, players must press attack buttons corresponding with normals and specials used in a combo against them while in hitstun. they can also choose to mash random (or the same) attack button(s) to build up minimal amounts of undizzy while in hitstun only during a combo. The amount of undizzy value manually built up will be lower (at least half) than the system's build up of normal undizzy value but will be additional to it.