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What do you want to se in the next game?

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  • Jan 14, 2013 6:25 am GMT
    *SEE, stupid keyboard.

    -All restrictions removed from CAS, it should be the player's responsibility to make characters with no clashes,or be allowed to wear what they want regardless of clashes.

    -All characters should have at least three "back to wall" moves, like giving Natsu Taki's old stalker rebound off a wall from SCIII.

    -At least 10 diferent voices for CAS characters, and line options for each scenario instead of one voice being stuck with the same lines

    -Bigger movelists in general with more moves being relevant/not useless than earlier games

    -PROPER CAS options for ALL characters (here's lookin at you, Aeon).

    -Removal of meter system, CEs, and BEs. GIs are free to use again, Just Impacts and parries return, Just Guards remain

    -Map builder with these options:

    -Floor size (small, medium, large, endless)

    -Shape (Circular, Square, Rectangle, Hexagon, etc)

    -Walls (none, short, half, tall, shortfolding, half folding, tall folding, spaced statues)

    Included with texture palettes.

    -Proper character balance. No crap-tier characters (Raph, ZWEI, Aeon) and no broken characters (Rugi, Viola, the Pyrrahs)
    ---
    XBL GT: ReptileAssassin. Youtube: http://www.youtube.com/user/Emerl18
  • Jan 14, 2013 8:33 am GMT
    I felt SCV did a lot of good things gameplay-wise. I think the next installment should build on that.

    - Pre-established fighting styles should come back tweaked for SCV's system. (Yun Seong, Talim and Zasalamel with BEs)

    - There should be 2-3 new characters with brand new weapons/styles. (Bangoo anyone?)

    - Blend SCIV and SCV's parry systems. Meterless GIs come back (1G/3G for mids and lows, 4G/6G for highs and mids, nothing is guaranteed after landing them) 4A+B+K costs meter and does what Just Impacts did in SCIV. JGs go away. (for the record, I like the idea of JGs but there simply isn't enough risk involved)

    - Museum mode, weapon exhibitions, art galleries and voice test modes need to come back.

    - Introduce a tag mode with tag CEs.

    - We need some way of getting to know the new characters. If a fully developed story mode isn't possible, at least bring back arcade endings.

    - Introduce some sort of trials mode for each character that teaches their more complex tools.

    - Training mode should have move demonstrations that show the timing of JI moves. (think tekken's training mode)

    - FOR THE LOVE OF GOD, let us re-map buttons from the character select screen.

    - Get rid of fight statistics outside of ranked battles. (this just puts unnecessary pressure on people who think win% matters and discourages experimentation)

    - Institute soft bans for people who quit matches. (warning on 1st ragequit within a set time, 15 minute ban on 2nd...etc)
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  • Jan 14, 2013 9:09 am GMT
    joxynn723 posted...
    I felt SCV did a lot of good things gameplay-wise. I think the next installment should build on that.

    - Pre-established fighting styles should come back tweaked for SCV's system. (Yun Seong, Talim and Zasalamel with BEs)

    - There should be 2-3 new characters with brand new weapons/styles. (Bangoo anyone?)

    - Blend SCIV and SCV's parry systems. Meterless GIs come back (1G/3G for mids and lows, 4G/6G for highs and mids, nothing is guaranteed after landing them) 4A+B+K costs meter and does what Just Impacts did in SCIV. JGs go away. (for the record, I like the idea of JGs but there simply isn't enough risk involved)

    - Museum mode, weapon exhibitions, art galleries and voice test modes need to come back.

    - Introduce a tag mode with tag CEs.

    - We need some way of getting to know the new characters. If a fully developed story mode isn't possible, at least bring back arcade endings.

    - Introduce some sort of trials mode for each character that teaches their more complex tools.

    - Training mode should have move demonstrations that show the timing of JI moves. (think tekken's training mode)

    - FOR THE LOVE OF GOD, let us re-map buttons from the character select screen.

    - Get rid of fight statistics outside of ranked battles. (this just puts unnecessary pressure on people who think win% matters and discourages experimentation)

    - Institute soft bans for people who quit matches. (warning on 1st ragequit within a set time, 15 minute ban on 2nd...etc)


    That all seems awesome. (Especially the button mapping thing lmao.) I'm going to push for the fully developed story though because they owe us one after V, and not sure on trials. I kinda like the extra experimentation required to discover your best combos in this game, and I feel like a lot of the 2D trial modes through insanely complicated (or painfully timed) combos at you that still don't maximize damage. Only stuff I'd add is give us back the stuff that was cut for no reason, like team battle, handicaps, and infinite round timer option, and give us back the silly stuff to make it fun for casuals, like earthquake stages, bomb tag, and selectable weapons with crazy attributes. Basically everything this game should have had in the first place lol...
    ---
    "Siegfried: He has no need for words, he speaks with whiffs."
    -Wandrian
  • Jan 14, 2013 10:38 am GMT
    In regards to removing win% from non ranked modes, if not this, at least make an online training mode. Would really help new players learn without getting frustrated enough to quit because their record isn't improving.
    ---
    MK9-Jade,Stryker/SCV-Xiba,Leixia,/DOA5-Kokoro,Leifang,Eliot
    GTunisherRogue69
  • Jan 14, 2013 10:46 am GMT
    Add Dark Souls inspired CaS? Both game are published by Namco.
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    Heaven Can't Wait
  • Jan 14, 2013 11:33 am GMT
    Edgemaster70000 posted...

    -All characters should have at least three "back to wall" moves, like giving Natsu Taki's old stalker rebound off a wall from SCIII.


    Yeah, what the heck ever happened to these anyways?

    In Tekken practically 10 characters have these back-to-wall moves like Alisa, Lily, Julia. Even in Dead or Alive 5 characters like Kasumi can jump off the wall behind her for an attack, and if she grabs you with her back to the wall she gets a different animation.
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  • Jan 14, 2013 5:52 pm GMT
    Haru_XX posted...
    Edgemaster70000 posted...

    -All characters should have at least three "back to wall" moves, like giving Natsu Taki's old stalker rebound off a wall from SCIII.


    Yeah, what the heck ever happened to these anyways?

    In Tekken practically 10 characters have these back-to-wall moves like Alisa, Lily, Julia. Even in Dead or Alive 5 characters like Kasumi can jump off the wall behind her for an attack, and if she grabs you with her back to the wall she gets a different animation.


    Imagine what Yoshi could do with walls.
    ---
    XBL GT: ReptileAssassin. Youtube: http://www.youtube.com/user/Emerl18
  • Jan 14, 2013 8:21 pm GMT
    What I want to see in VI: Star Wars characters
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    Let's get serious - Natsu (SCV)
  • Jan 14, 2013 9:08 pm GMT
    FredMcSteve posted...
    What I want to see in VI: Star Wars characters


    Your fanboyism is blinding you to the fact that the Star Wars characters were a great detriment to the gameplay.
    ---
    XBL GT: ReptileAssassin. Youtube: http://www.youtube.com/user/Emerl18
  • Jan 14, 2013 9:53 pm GMT
    Edgemaster70000 posted...
    FredMcSteve posted...
    What I want to see in VI: Star Wars characters


    Your fanboyism is blinding you to the fact that the Star Wars characters were a great detriment to the gameplay.


    Other than Yoda, Vader and Apprentice are pretty good characters actually.
    ---
    Scrub Mentality: When you lose, its either: Lag, Opponent Character is Broken, Spam. Remember, it is never your own damn fault
  • Jan 15, 2013 1:46 am GMT
    whirow posted...
    Edgemaster70000 posted...
    FredMcSteve posted...
    What I want to see in VI: Star Wars characters


    Your fanboyism is blinding you to the fact that the Star Wars characters were a great detriment to the gameplay.


    Other than Yoda, Vader and Apprentice are pretty good characters actually.


    Yeah, I guess, but the less characters with supoerpowers in a weapon-based game, the better. Yes, I'm aware that half the moves in this game are physically impossible, but the Star Wars characters took it too far.
    ---
    XBL GT: ReptileAssassin. Youtube: http://www.youtube.com/user/Emerl18
  • Jan 15, 2013 2:08 am GMT
    Still, how does it make sense Darth Vader can cut solid metal pipes apart with his light saber but clashes swords with Mitsurugi's Katana and it somehow doesn't get sliced in two pieces? WHAT is that sword made out of?! Ancient secret japanese steel!

    I think StarKiller was one of the coolest characters to fight against, he had a lot of combos, but they didn't do a lot of damage, but made the fights pretty epic, not to mention his cool UB lighting spray unblockables, he made me feel like I was fighting a boss character rather than just another SC style. Darth Vader was good, but annoying with his little low impacts - to quick UB combos. He got pretty annoying, but hardly anyone I played knew how to main a decent Vader other than Oofmatic.
    ---
    /\/ / /\/_/ /\ G A I D E N
    youtube.com/ermkane6
  • Jan 15, 2013 6:41 am GMT
    Edgemaster70000 posted...
    FredMcSteve posted...
    What I want to see in VI: Star Wars characters


    Your fanboyism is blinding you to the fact that the Star Wars characters were a great detriment to the gameplay.


    Lolol

    I also want to see Spawn again
    ---
    Let's get serious - Natsu (SCV)
  • Jan 15, 2013 8:51 am GMT
    I think GI should still cost meter, but not 25%, just the same amount a JG would EARN, as they are a bit easier.

    KEEP the meter system, I was against it at first, but it sure as hell made combo decisions more important.

    Bring in a male ninja with a style similar to The Apprentice and replace all the lightning moves with dun dun DUNnnnnnnnnnnnnn kunai storms!

    I could care less for Rock, but with all this reference to Bangoo, he should make an appearance. I mean PYRRAH finally did!

    A way for Amy and Viola to co-exist, I don't care for the cop out story explanation, it'd just be nice.

    Bring back Zwei and give him some decent lows and speed up some of his moves, oh and remove his whifiness!

    MAKE SIEGFRIED THE MAIN CHARACTER AGAIN!!! He is and always will be the poster boy for SC to me.

    Give everyone a Soul Calibur and Soul Edge weapon

    INFINITE CLOCK

    200% HEALTH

    Non clashing CaS, SCV's clashing did not make sense at all. Can't even get into the mind boggling semantics on that one.
    ---
    We can waste time arguing, or we can get things done!
  • Jan 15, 2013 2:06 pm GMT
    RubedoXT posted...
    I think GI should still cost meter, but not 25%, just the same amount a JG would EARN, as they are a bit easier.

    KEEP the meter system, I was against it at first, but it sure as hell made combo decisions more important.

    Bring in a male ninja with a style similar to The Apprentice and replace all the lightning moves with dun dun DUNnnnnnnnnnnnnn kunai storms!

    I could care less for Rock, but with all this reference to Bangoo, he should make an appearance. I mean PYRRAH finally did!

    A way for Amy and Viola to co-exist, I don't care for the cop out story explanation, it'd just be nice.

    Bring back Zwei and give him some decent lows and speed up some of his moves, oh and remove his whifiness!

    MAKE SIEGFRIED THE MAIN CHARACTER AGAIN!!! He is and always will be the poster boy for SC to me.

    Give everyone a Soul Calibur and Soul Edge weapon

    INFINITE CLOCK

    200% HEALTH

    Non clashing CaS, SCV's clashing did not make sense at all. Can't even get into the mind boggling semantics on that one.


    As much as I love Siggy, his story went the right direction here with him probably originally planned to be playing a fatherly/mentor role to Pat, which was completely chopped to pieces by the lame rushed story. He achieved redemption by defeating Nightmare and then planning to sacrifice himself to lock away both swords forever, and there ended his main character role. It'd be nice to see him get together with Hilde, then have them as major side characters leading Schwarzwind and keeping the peace among the crazies that live in the SC version of medieval times though lol.

    Speaking of that, Hilde got SCREWED on character development, all she's gotten is a hinted thing with him (his intro and story stage 4, IV, her ending, IV, their intro quotes and art book profiles, V) a position over a homeland we never see, and kids of unknown lineage that are only even MENTIONED in the art book. Wtf? That should be fixed if there's a 6.
    ---
    "Siegfried: He has no need for words, he speaks with whiffs."
    -Wandrian
  • Jan 15, 2013 7:50 pm GMT
    Get rid of Just Guard. I actually agree with joxynn, the idea has some merit, and I personally prefer defense in all games. However, the way they implemented it did not work, and it is not consistent with the principles of any previous Soul Calibur.

    Replace Daishi with a new director. He seems very knowledgeable about how to play fighting games but he is not theoretically-minded enough to design one. Just Guard and the Meter system are obvious copycat ideas, and bringing back Fuzzy Guard on purpose before patching it out was even more foolish.

    Replace the whole design team except for the artists, modelers, and programmers, who aren't to blame for anything. Only half of the things I dislike about SC5 are Daishi's fault, the rest are the fault of Project Soul as the entire series has strayed from its original principles and been going downhill, starting with Soul Calibur 3. Regress the game engine to Soul Calibur 1 and start modifying anew from there.
  • Jan 15, 2013 8:06 pm GMT
    Soul Calibur 1's adventure mode

    Bring back all the classic characters we all knew and loved
    ---
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    -------

    Snitsky's Condoms. If she gets pregnant, it's not your fault

  • Jan 15, 2013 9:31 pm GMT
    Haru_XX posted...
    Still, how does it make sense Darth Vader can cut solid metal pipes apart with his light saber but clashes swords with Mitsurugi's Katana and it somehow doesn't get sliced in two pieces? WHAT is that sword made out of?! Ancient secret japanese steel!

    I think StarKiller was one of the coolest characters to fight against, he had a lot of combos, but they didn't do a lot of damage, but made the fights pretty epic, not to mention his cool UB lighting spray unblockables, he made me feel like I was fighting a boss character rather than just another SC style. Darth Vader was good, but annoying with his little low impacts - to quick UB combos. He got pretty annoying, but hardly anyone I played knew how to main a decent Vader other than Oofmatic.


    Actually in Star Wars, there are plenty of materials that a lightsaber can't cut, it's not as godly as it seem in the movies considering in novels and games there are actually characters who use vibroblades, electropikes and swords, so don't be surprised by Mitsu.

    I can imagine lesser complains if they put Vader and Apprentice's movelist into a non SW character...

    End of the day, I'll just say it's the unique movelist that I liked.
    ---
    Scrub Mentality: When you lose, its either: Lag, Opponent Character is Broken, Spam. Remember, it is never your own damn fault
  • Jan 17, 2013 9:53 am GMT
    A mix n' match option for hair in CAS. It's a needed feature if you want different hair parts for your character rather than be stuck with one hair piece.

    An option to choose what styles an Edge Master/Kilik/Elysium character you want them to cycle through. I want to make multi-style characters without them randomly switching to a style during a round or two that I'm not good with or disinterested in learning.

    Non-human/animal voices for CAS characters. They've used used for random characters in 3 and 4, but no option for you to use them.
  • Jan 17, 2013 10:08 am GMT
    maxani posted...

    An option to choose what styles an Edge Master/Kilik/Elysium character you want them to cycle through. I want to make multi-style characters without them randomly switching to a style during a round or two that I'm not good with or disinterested in learning.


    Further, it's also useful for any anime or game chars you've created who can use different weapons like the Disgaea chars or CardCaptor Sakura(it'd be OOC for her to suddenly use Asataroth or Nightmare's weapons)
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