So, in between Texas Showdown and PowerUp I was talking with Mike Z, and I mentioned to him an idea of a thread where people can submit ideas for serious consideration, as well as letting people know what features are being worked on.
He liked the idea, so here it is.
Couple of guidelines:
- This is not a Q&A thread.
- For the sake of making things easier to categorize, this thread will have its posts purged FREQUENTLY. Don't make any posts you don't want being deleted.
- This is not for tier list/balance discussion. There are already appropriate threads for this. Same with bug reporting.
- Do not make repeat requests. If it's already in the suggestions list, then it's likely already being considered (or has been rejected).
- If your suggestion doesn't get considered, don't gripe. It was probably too goofy or not possible.
Regarding the existence of an older thread, I'm aware there was one, but wanted something I could control and format as I saw fit.
I'll kick things off with the next post. If I like your post, it means I've seen it and added it.
Got a question or gripe about the new forum software? It might be covered in the FAQ.
"Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC
Nominee, 2012 Arcade Stick Modder of the Year
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- Skullheart Trophy for EVO side tourney. (Status: Passed on to Alex. Checking if possible.)
- Art gallery viewer/sound test mode (Status: Game itself mentions these are on their way in a future update)
- In-game movelist. (Status: Planned for future update)
- Replay mode (Status: Originally planned for release, but disabled due to UI issues. Planned for future update.)
- Online replay viewer feature
- "REPLAY" indicator to show that it's not a live match.
- Voice chat during replay.
- Replay playlists with hosting options for group viewing.
- Option to hide pause screen when paused. (Status: Should have already been in, but fix is coming in future update)
- Menu cursors wrapping around borders (ie: pressing up at top takes you to the bottom) (Status: Planned for future update)
- Taunts (Status: rumored to be worked on)
- Ability to set taunts as assists (yessssss)
- Allowing L3/R3 macros.
- Shimapan should come in more varied colors. (Note that I did not request this... :p)
- Smoother transitions between dialogue/portraits in story mode.
- Sprite/animation viewer.
- "Waiting for opponent" screen made into playable stage (as a self-referential joke).
- Character combo trials.
- In-game move tutorials with examples (ex: DoA move trials).
- Preset teams/assists (like UMvC3).
- In-game combo counter changes color/hue at end of combo to indicate reset status (like BB/GG).
- Options to move meter gauge to bottom of screen.
- Random tips during the loading screen.
- Examples/Suggestions:
- Letting people know about the 15f start button thing.
- Mapping assists to right stick for pad players.
- Larger icons for 2nd/3rd characters.
- Character icons match palettes.
- In-game character profiles (including npcs) and stage info with history and facts about the world itself.
- Screen size resize (for CRT owners).
- Quick Battle/Endless Mode/Survival Mode without Boss Marie.
- 15f hold for guide/home button access.
- Larger/more obvious "Assist OK!" indicator for CRTs (or the colorblind).
- "Confirm Team/Assists?" dialogue in character select screen.
- Yes requires being held for 15f (with timer on activation, like how in-game pause has an indicator when it's being held)
- Team selection locked once confirmed to prevent constant deselects/counter-picks.
- "Empty" versions of all stages (especially on PC mode).
- Local/Online Stats tracking
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- Play %s
- Win/loss records
- Total play time
- Local/Versus/Online
- Fun/Trivial statistics
- How many times announcer has said "Tuna With Bacon!"
- Steamrollers seen.
- Mike Z Cats seen.
- Panties flashed (not really, that's a joke)
- Indicator when clock is low (font changes color?)
- Chip/Blockbuster/Timeout indicators for wins in 1v1 rounds.
Training/Tutorial Mode:- Options to show command inputs. (Status: Planned for future update)
- Adding tutorials for (Status: most of these are planned. Source)
- Pushblocking
- Stunt doubles
- DHC
- IPS and combo theory
- Resets
- Teching
- Assists (choosing assists, when to use them, setup opportunities)
- Stagger
- Crumple
- Crossovers
- Restands
- Lag simulator that simulates a customizable degree of input lag. (Status: Planned for future update. Source)
- Training dummy options:
- Blocking options.
- Auto-burst options upon triggering of IPS
- Possible to add a delay or "Burst after x hits" for practicing burst-baiting?
- Movement mode.
- AI difficulty.
- Options to attack at first possible moment during blockstrings/hitstun.
- Teching options.
- Programmable macros, with options to replay macros randomly.
- "Next tutorial" button in Tutorial mode.
- Ability to change assists in training mode.
- Frame advance during hidden pause menu, with optional inputs.
- Option for different color hitsparks to correspond w/ combo stages.
- Ability to adjust gameplay speed in training (ex: 1/8th, 1/2, 3/4th speed).
- Indicators to see when DHCs are possible.
- Faster shortcut to reset training mode. (Select button, Start/Select)
- Options to program a combo (like something you saw in a post or video) and then perform it in a trial mode style setting.
- Record/Replay option, with possible speed settings.
- Change tutorial mode font/drop shadows.
- Ability to toggle hitboxes/hurtboxes on/off.
- Options for outlined hitboxes, instead of filled.
- Ability to toggle hitsparks on/off when using hitboxes. (Status: Mike said he'll check on it.)
- Ability to tweak ratio health/damage from training mode for yourself or your opponent, w/o need to switch characters.
- Options to reset max damage.
- Ability to see damage scaling %.
- Ability to practice against mixups, throws, etc (basically the "do xxx 3 times" tutorials ad infinitum) with success/fail info, ratios, %s, and streak info.
- Problem-solving type trials. (ex: perform a xx-hit /xxxx damage combo starting with a cr.lk).
- Option to show Frame data (+/- on hit/block, etc).
- Meter gain indicator.
Online:- Player names in online versus mode. (Status: Planned for future update)
- Online lobbies (status: Planned for future update, but Mike Z mentioned on UltraChenTV on 4-09-12 that it may not be possible due to GGPO limitations.)
- Rematch options.
- Live match streams to players in lobby with a delay. Players in lobby cannot talk to players actually playing.
- Voice or tone to announce next match is ready.
- Sound plays when you've found an opponent (status: Planned for future update)
- Tier branching for matchmaking.
- Option to search again for an opponent if the matchmaker fail to fin an opponent or time out causing an error.
- Option to search for opponents of higher/lower rank.
- Option to adjust GGPO settings between matches in unranked matches.
- Ability to see what assists people are picking.
- In-game ping indicator shown during matches to show lag spikes during gameplay.
- Some sort of viewable online profile that shows character preferences, W/L records, disconnection percentages.
- Ability to avoid players with high d/c%.
- On that note, player avatars.
- Controller vibrates when a match is found.
- Ability to search for online matches during training mode/arcade. I assume story mode and local versus players don't want to be interrupted.
- Unranked search options for 1v1, 2v2, 3v3, 1v3, etc...
- Blind pick option.
- Option for button check during online character select screen.
- Tournament mode (like vanilla SF4)
- Online/Offline mixed lobbies.
- Non-spectator option: Players waiting for a game are in training mode until their match is up.
- Online players have options to play against local players.
- Option to auto-select lag settings (on/off toggle).
- Matchmaking local options:
- South East Asia
- Midwest US
- Central America
- South America: North/Middle/South
- Australia/Oceana
- Middle East
- East/West Europe
- Online ping graded by 10 tests, not just 1.
Local Versus:- Tournament mode feature. Possible options include:
- Tracking options for best of 3, best of 5 or first to X (X being a user-specific number).
- Options to force time to set amount.
- Options to reset controllers to default between sets or default to controller setup on unplug/replug of sticks/controllers.
- Options to return to player side choice (would help w/360 especially)
- Options to reset win count.
- Auto return to 1P/2P choose sides on controller disconnect detection at end of match.
Console/Platform Specific:360:
- Adding PS3 exclusive trophies to Achievements list.
- Skullgirls Pinball FX2 table (SERIOUSLY)
PS3:PC:
- Steam (status: Confirmed, along with GameFly, GamersGate, GameStop PC Downloads, and Origin TM, and Steam)
- As in no GFWL!!! (Confirmed!)
- In-game text chat in lobby
- TF2 Hats
- Clan/Guild/Group feature
- Tags/flags
- Rankings
- Alliances/rivalries
- Reputations with overall win/loss info
- Online tournament mode with website brackets and stat tracking
Arcade:- Arcade version!
Plausible ideas:- Pair play (reason: has to do with the way 360 handles profiles. MK did this though, so it's plausible, but not planned for the moment. Source)
- Online training mode (reason: No pause function online. May be possible in future, but for now it's not happening. Source)
- Cross-platform PS3/PC play (status: plausible, they want to add this a few months down the road.)
Rejected ideas:"Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC
Nominee, 2012 Arcade Stick Modder of the Year
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0 • Off Topic Disagree Agree Like"Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC
Nominee, 2012 Arcade Stick Modder of the Year
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0 • Off Topic Disagree Agree Like"Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC
Nominee, 2012 Arcade Stick Modder of the Year
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0 • Off Topic Disagree Agree LikeFor instance say I guess my opponent is going for a throw reset and I want to use Peacock qcf+MP move to beat the throw. Right around the time the reset is about to happen I could input qfc+MP and hold the MP, and on the first frame as the reset ends, peacock would do the special without me needing to mash out the move.
Additionally:
Not sure if this is intended but pushblock gets negated by certain state changes IE: painwheel going into flight mode off of a push blocked normal. It also gets negated by multihit strings such as Valentines cr.MK, if you push block the first hit, the second hit negates the push block.
You can only be as good as those you copy, those who you seek to emulate. If you want to be great then be yourself.
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0 • Off Topic Disagree Agree LikeAlso, if we have a match recorder, can we have a Youtube upload feature like 3s:OE?
And if we have a character usage %, like I saw up there, can we have the option to look for people with a high percentage using certain characters, or a low percentage using certain characters? If I want to train against Double, but no one I'm seeing is using her, then I'd like to be able to turn her thing to high so that I run into players using her often.
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0 • Off Topic Disagree Agree LikeA few small suggestions regarding the leaderboards:
-There should be a way to hit a button and jump up or down X number of places to make navigating the leaderboards easier. Currently you can either find yourself, find friends, or scroll through manually.
-Show more player information when looking at the leaderboards. Things like tier, win/loss ratio, matches played, disconnect rate, most used character(s), etc.
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0 • Off Topic Disagree Agree Likealso would it be possible to be able to use jump attacks as assists, or would that be too implausible considering how much a jumping attack's effectiveness depends on how early or late you execute it during the jump?
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0 • Off Topic Disagree Agree Likeat least i got a better way to describe it
Different sized health bars, ala Tatsunoko vs Capcom. Make use of that empty space for unused character slots.
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0 • Off Topic Disagree Agree Like1) A quicker way to reset positioning in training mode, rather than selecting "play again."
2) In hit-box viewing mode, a color key.
3) In the hit-box viewing mode, an indicator of whether or not an attack is high/low/mid/throw
4) Some sort of option that turns on a visual indication of when moves can be canceled.
5) A combo analyzer. It would allow you to do combos and then display data such as, damage dealt, meter built, toughest link performed, moves blacklisted/not blacklisted by the IPS, how far the damage scaling went, net meter gain/loss after spending meter, opponent meter gain, so on so forth
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeIf player A's point character picks up player X's assist character then point A will be invincible throughout the initial grab animation. However they can be hit/punished as soon as X's assist is thrown out of their hands. However, assist X while being thrown becomes a projectile-like hitbox that can work against X's point character. The assist thrown to point hitbox may not need to do damage, but at least blockstun.
The idea is that if A's point character goes for the throw against X's assist then A will need to throw X's assist towards X's point character, or else X's point can punish the throw against their assist.
Too many letters in that one. Your point can throw the other persons assist at their own point character to damage both, but if you throw the wrong direction or if your opponent is careful you can be punished for attempting the throw against their assist.
For special throws like Cerebellas 360 the arm slamming on both sides of her can be its own hitbox so point characters can try to interrupt it while their assist is being slammed on the other side (superarmor? projectile proof during 360 super?) but this is getting ahead of itself.
Throwing against assists: the next step for Skullgirls gameplay.
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0 • Off Topic Disagree Agree LikeAlso, good job on this thread Duckie. Lots of organized information here.
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0 • Off Topic Disagree Agree LikeIn the list you've mentioned having character profiles, but can i suggest specifically the possible inclusion of information on each character's colour palletes and their respective influences, within character profiles if they were to ever be included
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0 • Off Topic Disagree Agree Likehttp://www.twitch.tv/worldjem
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0 • Off Topic Disagree Agree LikeAlso (lol) for people who think SG looks like a flash game, a pixalate and scanline filter to make it look spritier, like their favorite old school fighters.
Or we can just tell people to deal with it.
www.youtube.com/user/fourerfive
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0 • Off Topic Disagree Agree LikeBy that I mean, the Host/Join system is pretty great but why can't we do both at the same time? It would make it way quicker to find unranked matches.
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0 • Off Topic Disagree Agree LikeUnless you mean online. But then again, I think it's fine to leave it to one round when it's a team match.
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0 • Off Topic Disagree Agree LikeD3Vlicious.com - Fighting game and arcade stick news.
Follow me on Twitter @D3Vlicious
PSN: unityd3v (US), pinakaguwaping (HK)
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0 • Off Topic Disagree Agree Like-In 1v1 and all matches a "perfect" victory mark would be a nice touch along with a marquee that says "perfect" or the dark deco dapper equivalent. If they ever add a character that can drain health like ragna I figure they can add faux-perfects.
-On a much more important note, a tutorial that explains how to punish bad assist calls and the lengths to which you can punish an assist wouldn't hurt. I'm sure one these days the tutorials will boil down to "go to the srk skullgirls wiki and watch some match vids ya lazy fuck"
EDIT: Character specific meters- Painwheel install meter and peacock's lenny/fatman/236KK bomb HP meter.
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0 • Off Topic Disagree Agree LikeIf the game does eventually get updated so that you can see your inputs in training mode, can you have it highlight inputs that are translated into a single move. Like, if I press down, down forward, forward, lp as fillia you'd be able to see all these commands, but everything from the first down to the last LP would be highlighted in... Id on't know... orange or something, with the words (LP Ringlet Spire) on top of them. That way people will know exactly how their commands are being interpreted
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeIt's already in the suggestions.
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0 • Off Topic Disagree Agree LikeCerebella mixup video
XBL: Age of Fools [Cerebella/Double/Parasoul/Painwheel]
"i mean look the length of your post…" -Dime X
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0 • Off Topic Disagree Agree LikeP4a- Mitsuru/Kanji
UMVC3- Wesker, Wesker, Wesker
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0 • Off Topic Disagree Agree LikeAfter deciding on "Exit to Main Menu / Back to Char Select / Play Again", one can still press 'Back' and rechoose. No time limit on choosing.
The very short timer right now makes it impossible to write things between matches which causes me to get kicked and being forced to recreate room + reinvite opponent every time I pose a question / give a tip / start a discussion / write GG / anything really.
Going back to char select to get at least a 70s timer is ~okay but still annoying.
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeJust because new players just don't know and/or care Auto Adjust the GGPO Delay Setting when a match is found to the higher suggestion this way casual players who don't know GGPO get the best experience out of it. If players are just hitting "OK" without looking at it at least they will have their delays the same
PSN: OneNappyNinja
Main Games: TTT2 (Mains - Lily/Bruce) & SSF4:AE2012 (Main - Ibuki)
Play the Best Puzzle Game on iOS & Android - www.crankycat.net
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0 • Off Topic Disagree Agree LikeShort version is, upon personal investigation I have been finding out people are still extremely uneducated about GGPO. I feel the brief explanation under the setting menu comes off as a negative/optional setting. I'm suggesting a rephrasing of, and quite possibly a tutorial that explains GGPO a little better.
Steam: Weatherbee
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree Likehttp://wiki.shoryuken.com/Skullgirls/Game_Systems/Basic_Defense#Ground_Recovery
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0 • Off Topic Disagree Agree LikeFor being called the canopy kingdom, I never see any umbrellas or parasols being used for their original purpose.
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0 • Off Topic Disagree Agree LikeAlso, option to rebind Start and Select. My start button is fucked so I can't pause without using a 2nd controller.
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0 • Off Topic Disagree Agree LikeEven though this sounds like so much work for so little this is too awesome
PSN: OneNappyNinja
Main Games: TTT2 (Mains - Lily/Bruce) & SSF4:AE2012 (Main - Ibuki)
Play the Best Puzzle Game on iOS & Android - www.crankycat.net
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeSeriously though, I'd like to see Mike design a divekick character for this game.
D3Vlicious.com - Fighting game and arcade stick news.
Follow me on Twitter @D3Vlicious
PSN: unityd3v (US), pinakaguwaping (HK)
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