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What changes would you make to Infinite World?

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What changes would you make to Infinite World? Empty What changes would you make to Infinite World?

Post by AquaTeamV3 Sun Sep 23, 2012 12:06 am

While Infinite World is a great game, we all know it isn't perfect. That said, what changes would you make to the overall system? While I'm at it, would anyone buff/nerf any of the existing cast? For me, here's some things that I'd change:

SYSTEM CHANGES:

+ Aura Burn is gone completely. Does nothing for the game and only hurts it.
+ Fatigue system would be modified. Stun bar is only raised when your character takes damage, so blocking/teleporting/dodging does nothing to the stun bar. Additionally, the stun bar slowly drops when the character isn't being hit (it starts a few seconds after the combo ends). The reasoning behind this is that I honestly don't mind the TOD aspect of the game, it's what makes IW interesting. The main problem is that stun goes up via all these defensive actions so it's too easy to earn a dizzy.
+ Dance Fusions no longer grant infinite ki, instead gaining a baseline and no time limit, similar to Potara fusions. No sense having Gotenks/Gogeta being completely unplayable.


Not completely sure what I'd do with the individual characters yet. I'll probably think of some other stuff as time goes on.
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Post by CajNatalie Sun Sep 23, 2012 10:50 am

Agreed. But also I'd like to add...
Increase the ki cost of Ultimates... especially real time ones.
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Post by TrollCapAmerica Sun Sep 23, 2012 11:28 am

1 Agreed
2 No.Its already hard enough to peg down an opponent and I think the fatigue system mattering does alot to make comboing better than running away alot.It would also destroy low baseline/high damage characters like Bardok
3 Id say its better if they were just regular characters like in SB but this could still work.If nothing else playing Gotenks for real would be fun
4 More Ki cost?That would make them virtually unusable and only one RTU is particularly good

My changes

1 Spread negation around the cast chains more.Yamcha GTV and Pikkon set a pretty high standard but the problem isnt their chains its the disparity between their levels of negation and nearly everyone else in the game.You would either have to reduce their negation or give every character chains on par with them.

2 Have everyone start the match at 4 Ki bars rather than baseline.This would keep lopsided starts from being such a big deal

3 Put a tutorial on canceling in the game and mention that players should "Discover all the potential combos for themselves".

4 Make going into the air less of a pain in the ass for certain characters.You can keep things like 19 or Pikkon fighting better up there but dont make it impossible to land Kid Trunks starters just because we gotta have flying in a DBZ game
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Post by AquaTeamV3 Sun Sep 23, 2012 2:44 pm

Yeah, I'm definitely down for making fusion characters select-able from the get-go a la SB. Also agree that the big problem with Budokai games is that they don't teach you how to play them. It's ironic because the Budokai in-game tutorials have always been great, but they never explain how to cancel, so you have so many players running around thinking they're good when all they know is PPPPE.

As for fighting in the air, I honestly think that could stand to be eliminated, or if not at least give the aerial characters (Androids 18/20) better ground chains. Moving from ground to air & vice versa is still really awkward in the Budokai engine. Thing is, no one really enjoys fighting in the air because a lot of stuff just doesn't work up there, and it's easier to discern juggle combos on the ground. I really think Budokai would be fine without air fighting.

TrollCapAmerica wrote:2 Have everyone start the match at 4 Ki bars rather than baseline.This would keep lopsided starts from being such a big deal

This is genius. I hate playing matchups against characters like Syn Shenron using say...Bardock because it feels like you can get rushed down for free at the beginning. This also gives more options to other characters with transformations, so they become more of a threat to an opponent who can't manage those 4 bars. As it is now characters like Goku, Frieza, Cell, and a few others can crack your shell at the start of the match and there isn't too much you can do about it besides pray that they don't predict your aura guard. This buff would let more of the cast have better offensive options at the start.

1 Spread negation around the cast chains more.Yamcha GTV and Pikkon set a pretty high standard but the problem isnt their chains its the disparity between their levels of negation and nearly everyone else in the game.You would either have to reduce their negation or give every character chains on par with them.

You'd almost be better off toning down the priority of just those 3 right there. Most characters in the game have nice starters (quite a few with priority too), but they just don't compare to what those guys can do. Goku's elbow is silly, yes, but it just isn't as dumb as Yamcha & Pikkon doing P strings and eating nearly everything you throw at him. I'm not usually the type of guy to nerf stuff on reaction, but those 3 characters in particular could stand to be brought down to earth a little.

2 No.Its already hard enough to peg down an opponent and I think the fatigue system mattering does alot to make comboing better than running away alot.It would also destroy low baseline/high damage characters like Bardok

I can see that. As an occasional Bardock user I can honestly say that getting a win would be so much harder without residual fatigue. I dunno though, is there really a way to modify fatigue while letting characters like Bardock and Raditz keep their toys?

CajNatalie wrote:Agreed. But also I'd like to add...
Increase the ki cost of Ultimates... especially real time ones.

I can see that doing more harm than good. The only real "problem" Ultimate is Super Kamehameha, and even then you'd be better off nerfing the damage rather than increasing the ki cost. If it were knocked down to 1500 like Saturday Crush and made able to teleport, it wouldn't be as much of an issue. If someone does it at random you can Aura Guard it, but the fact that it's such a deadly footsies tool is what makes it scary.

The other ones are fine as they are. SBC is the fastest one and honestly, Piccolo needs it. Saturday Crush does a lot for Raditz's game. Consecutive Ki Blasts are slow, and outside of fatigue loops they aren't really a threat, save for the gimmicky "energy fart" that you get when someone tries to teleport it. Ultimate Masenko is like Saturday Crush with a wider attack radius (IIRC you can't sidestep it), but it's on a sub-par character.
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Post by CajNatalie Sun Sep 23, 2012 3:17 pm

Hmm, sorry'bout that I had it the wrong way. Okay, nerf Gohan's Super Kamehamehax then.

I'm just doing this from a pvCPU perspective... the AI will always spam an Ultimate if it can, so it makes me feel like it should have more ki to do them. So maybe that's more of an AI thing.
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Post by MegaSobi Sun Sep 30, 2012 1:22 pm

Dragon Rush without HyperMode? Or better yet, those auradash pursuits and maybe DM-like finishers from Shin Budokai. Those would be pretty cool, and they'd help out some low-damage characters (Saiyaman).

I'd change some chains. Put some of the directional ones back and give out more generally usable cancels. Nullification-nerfing on GTV, Pikkon, and Yamcha would be pretty cool too, though I think Yamcha's the only person that needs it. Blocking and dodging shouldn't increase fatigue. Contact and (maybe) teleporting should.

Kid Goku, Supreme Kai, and Uub could come back. Pan could leave.
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Post by CajNatalie Sun Sep 30, 2012 3:11 pm

No no NO Dragon Rush. Get that crap the hell out, and to stay out!
But Shin2-style pursuits were good since they made pursuits more interesting to see while maintaining the same functionality as the good ol' teleport pursuits (until the end), as long as the ki-shift remains the same.
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Post by TrollCapAmerica Sun Sep 30, 2012 9:07 pm

Pursuits are useless now because they do negligible heavily buffered damage cost a bar and give the opponent a half a ki bar [total disadvantage of -4.5 bar disadvantage]
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Post by CajNatalie Tue Oct 09, 2012 10:45 am

The final hit of a Shin2 pursuit was always followed up by an unbuffered special that can't be teleported out from (almost all of them couldn't anyway - I assume the few that could were that way due to an oversight).
That could help reduce the issue with pursuits not being that good for combo-heavy characters.
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Post by TrollCapAmerica Fri Oct 26, 2012 9:58 am

CajNatalie wrote:The final hit of a Shin2 pursuit was always followed up by an unbuffered special that can't be teleported out from (almost all of them couldn't anyway - I assume the few that could were that way due to an oversight).
That could help reduce the issue with pursuits not being that good for combo-heavy characters.

Yeah thats a possibly good mod.You would also need to reduce the ki costs to that of single regular hits rather than the massive 4.5 bar disadvantage it present generates too.Activating it automatically off hit 3 in the chain would be smart too just to speed the thing up and make it less TC vulnerable

For more character specific moves have alot of characters just use their lv1 beams move[and thats all they need equipped for it] at the end but have SOME characters fire a different attack.Like

1 Regular Vegeta could use Final Flash for a 525 lv2 DM for 1 bar
2 Dabura could use his stone spit and induce a one use combo extender
3 Android 20 could teleport in and perform a mini version of his ult and regain energy

Things like that
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Post by Hitiro Sat Oct 27, 2012 1:48 pm

Re-add beam struggles but make it so that players must pay extra bars to push the beam. Entering the same super command can be used to say you want to add more ki to the beam. So, >E to fire a Kamehameha and for each push you must press >E to add an extra bar or 2 of ki.

As for putting everyone at the same ki baseline I don't see why we should do that. Characters with lower ki baselines have a higher attack power. Every ki bar above the baseline adds an extra 2% with the final bar adding 4%, for Hercule he gets an extra 6% for the final bar. So, if we take a character like Bardock who only has a baseline of 3 his maximum damage output is 110% However, if we take Android #16 who has a baseline of 4 his maximum damage output is only 108% If anything I would say that characters with a higher baseline ki should have slower ki regen. To be fair, the characters with no transformations have to have something over characters that have transformations or have higher baseline ki levels so quicker ki regen and higher damage output when they have full bars would be perfectly acceptable.

Plus, with Anti-TC methods a character with a low baseline ki can just be very aggressive at the start to work up their ki and then maintain it throughout the match without having to go through the initial worries of the other player TC'ing out of a combo because they have plenty of ki to spare.
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Post by kewldude Wed Oct 31, 2012 12:50 am

For one, I'd put it on PS3 and PS2 for online play. I would also take out Aura Burn. Playing fun matches against the CPU is impossible when they spam it, since it just means running away.

I would put Kid Uub back in as well. And just in general, improve the story mode to make it more like BT2 and B1, as opposed to a B2/B1 hybrid.
Also, I would make abilities, items, and things of that nature that are already purchased unselectable, or give an indication that is is purchased. Going through and seeing what I have and don't have in the movelist is tedious.

Game also feels low on game modes, but it has a story mode, training mode, battle mode, but Fighter's Road has a large amount of content.

Other than that, I think the game is great how it is. For my tastes, it's hard to screw up a game with long haired Trunks in it.
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Post by Brohan Sun Nov 11, 2012 11:55 am

Either make TCing cost all seven bars, or lower the maximum baseline ki to 5 bars.
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Post by THTB Tue Nov 13, 2012 3:10 am

1. All characters have standard TC
-This is too big of an aspect of IW to have a couple characters unable to TC in some situations.

2. Both characters start with 4 bars, regardless of baseline
-TC is way too big in this game for some characters to be able to have access to it twice at the way beginning. This has been a problem with the baseline system from the start.

3. Fix the fatigue system
-Allow fatigue to actually gradually reduce. This is an issue because fatigue literally is a guaranteed the entire match. Make it reduce at a rate like 1% every 20 frames when not in hitstun, and remove the fatigue for defensive options. As a result, buff the fatigue on some DMs.

4. Revamp TCs
-LBSH, the TC system is designed for Budokai 3 still. The removal of anti-TC P on most characters leads to TC punishing being a lot less reliable of a tactic. It's more free in IW, basically, unless you catch the TC during your cancel. What should be done is this...TC should still be a state that you can cancel to DMs and empty TCs should be slightly more vulnerable alongside generating 25% fatigue. As a result, TC should have UG on it, though slower. It should be blockable and safe on block, as well (not nearly enough to be able to avoid pressure, though...just barely unpunishable).
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Post by TrollCapAmerica Tue Feb 05, 2013 1:56 pm

THTB wrote:1. All characters have standard TC
-This is too big of an aspect of IW to have a couple characters unable to TC in some situations.

2. Both characters start with 4 bars, regardless of baseline
-TC is way too big in this game for some characters to be able to have access to it twice at the way beginning. This has been a problem with the baseline system from the start.

3. Fix the fatigue system
-Allow fatigue to actually gradually reduce. This is an issue because fatigue literally is a guaranteed the entire match. Make it reduce at a rate like 1% every 20 frames when not in hitstun, and remove the fatigue for defensive options. As a result, buff the fatigue on some DMs.

4. Revamp TCs
-LBSH, the TC system is designed for Budokai 3 still. The removal of anti-TC P on most characters leads to TC punishing being a lot less reliable of a tactic. It's more free in IW, basically, unless you catch the TC during your cancel. What should be done is this...TC should still be a state that you can cancel to DMs and empty TCs should be slightly more vulnerable alongside generating 25% fatigue. As a result, TC should have UG on it, though slower. It should be blockable and safe on block, as well (not nearly enough to be able to avoid pressure, though...just barely unpunishable).

I agree with 1 and 2 but 3 and 4 will make the game more turtle/runaway friendly
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