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DominantLegend

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    DominantLegend

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Bag of Peanuts

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  1. That's the JP server ACVD-Link and some FromSoft forums. US one was closed a few months ago. It's just a service for uploading screenshots and builds to your computer from the game.
  2. Miyazaki has said in interviews that he wants to explore the Sci-fi and mech genres with something new. That's why I don't think it's likely to see a proper AC6 but instead a reboot that is closer to the Dark Souls style of gameplay and story. The rest is my speculation on what that might look like. I have no idea whether they would call it Armored Core 6, Armored Souls, or Dark Souls With Robots, and that's probably irrelevant at this point. The point is that moving whatever game comes out further along the spectrum toward the things that made DS compelling (especially to PC gamers) is very likely given what he's said in interviews, and probably more likely than killing the series off entirely.
  3. If you were to merge the two games, the single worst thing they could do to turn it away from the series would be to make lock on mechanics function like Dark souls. The only real major movement differences are: 1. Lock on makes you face the enemy 2. Turning is unrestricted 3. No boosting 4. Rolling (only difference between this and quick boost are the invincibility frames) Restricting turning, adding basic ground boosting, and replacing rolling with quick boost or some other dodge, and you basically have gen 1-3 movement with the exception of #1. Add vertical boosting, and you get 1st-3rd gen movement. Make the lockbox huge and add infinite boosting, and you get 4th gen. Subtact those then Add wall jumping and you get V/VD movement. OB and glide boost are roughly approximate here. It's adding lock on tracking that changes the gameplay so much. Since you don't have to worry about managing movement, just reacting to the opponent. If you do this, now you need to add invincibility frames for evasion, otherwise melee would be a mess. That's when it starts getting away from AC. As for weapon and defenses, the biggest change to AC would be changing the Hits-per-kill ratio. Or you could also call this the "passes per kill" ratio, being that it's the number of times you have to get in front of the enemy and do damage for them to die. AC2 era had between 50-10 hits per kill (ranging from rifles to grenades) AC4 era had between 100 - 15 hits (with PA, Rifles to hi laser rifles) and 40-4 hits (no PA, rifles to grenades). AC:VD post-patch has between 200-70 hits (below enemy defense, rifles to laser rifles) and 35-10 (above enemy defense, rifles to laser rifles). However, the amount of 1-hit KO weapons is far higher than previous games. Notice a trend? Dark Souls has between 5-1 hits, depending on the weapon and how well optimized it is. In most cases, 2-3 is all you need, however, that's because the damage curve is so brutal (dependent on damage / defense ratio) that it would be 500-1 if you expanded it out to all weapons. However, you can always augment or backstab. DS basically works like ACVD damage scales except effective damage is close to OHKO and ineffective damage is 0. More hits per kill = trades, accuracy and damage racing matter more. Fewer hits per kill = reaction time, precision, and peak damage matters more. The logical extreme between these are JRPGs where damage vs healing is all that really matters, avoiding hits with reaction time is almost nonexistent, and on the other end, brutal FPS games where everyone can be killed with one hit/headshot. All AC and DS games fit somewhere on that spectrum. For the sake of this, accuracy is the % of hits when throwing out max output of your shots, basically holding triggers down. Precision is the capability to easily make a single shot hit for full damage (or how little set-up is required to do that). Machine guns are precise but not accurate, shotguns are accurate but not precise. Weapons in DS are very imprecise, requiring lots of setup and timing to get a solid hit. A lot of weapons in AC are very precise, such as machine guns, which only require having the enemy in front of you to do some damage. AC4 had both options, so controlling that mode so your weapons matched (keeping PA down, or keeping your PA up) was 90% of the game. AC5 had both options, so controlling that mode (having weapons matched to the enemy's defense) was 90% of that game. Dark souls doesn't have two modes. The widest difference between weapons (5 vs 1 hits) comes down to backstabs, but it doesn't change the dynamic of how much trigger-holding there is. 5 hits is still so few that every single one matters. So if they made AC using dark souls mechanics, and did not do either of the following: 1. Allow lock on status to track the enemy and change your movement 2. Have a hit-per-kill ratio below 20-5 for most matches I think it would be good. Outside of that, major changes would probably be a more PvE scenario with enforced multiplayer (something ACVD already does) and explorable environment (away from a Bonus things I would like: 1. Vertical boosting movement 2. No invincibiliy frames when dodging 3. A reduced or similar number of OHKO weapons to ACVD and a hits-per-kill ratio closer to 40-10. 4. Restricted turning (not just how fast you can move the mouse/controller).
  4. Probably won't be another AC game, to be honest, but a dark souls style mech game under a different name, a spiritual successor.
  5. http://forums.ppsspp.org/showthread.php?tid=2705&pid=111802#pid111802 Apparently the crashing problems from the PPSSPP emulators is fixed, as is Tenchu.
  6. http://www.eurogamer.net/articles/2015-09-18-bloodbornes-two-dlc-packs-have-been-combined-in-the-substantial-the-old-hunters With the Bloodborne DLC release date announced for Nov. 24th, this bit of news slipped past my radar. Apparently they are no longer doing 2 DLC packs, but releasing them together and planning no further DLC. Right now the A and B teams at From are working on DS3 and the Bloodborne DLC, and if AC6 was going to be done, it would be completed with the Bloodborne Team or not at all. It's almost certain that this means the following: 1. They want to make another game alongside DS3. 2. They have changed their minds about it in the last few months. If it's an internally developed game, it's going to be either the "Sci Fi Dark Souls" that Miyazaki suggested in the last interview, AC6, or A Tenchu reboot, in order of likelihood. Alternatively, they were picked up for a contract to develop another game with another studio and needed to free up manpower, a la Monster Hunter Diary. I think we have had plenty of far-reaching speculation, but the timing is a bit odd. Miyazaki announces that he wants to do AC6 but needs publisher approval, asks for community response to speak up. Then it's revealed that the Bloodborne DLC team is going to work on the next game. A few months pass as the DLC is developed. Then the second Bloodborne DLC is canceled and the team freed up for another game? It would fall in line with the management team making the decision to actually pursue AC6 following the initial community response. I think we're going to see either a hybrid AC+Chromehounds+DS game come out and announced next year, something like a souls series game with guns and team play that will take over the reigns for the series from here on. Or, dear god, perhaps a legit AC6, as this news would advance the timetable up to the next game significantly. In either case, we'll likely hear either rumors after the DLC is out (especially if it prompts more staff interviews), or some announcement. If announced, it will fall likely in line with the major conventions: Jan 2016: PAX South (Unlikely) March 2016: GDC June 2016: E3 (Most likely) August 2016: Gamescon, Pax September 2016: TGS
  7. Changes: 1. Updated challenge information between Rank 19 (Hela) and Rank 15 (Gold Falcon). 2. Updated challenge information between Rank 8 (Reiko) and rank 22 (Niro). As to recap, I would like to make the following change to the Arena: to: This would make the "14 day grace period" and "14 days to fight after being challenged" occupy the same time slot instead of being successive. So the maximum days between challenges is reduced from 28 days to 14 days, but the grace period still exists. I will now vet objections. If you object to this rule change, speak up in the next 7 days, after which, if there are no further objections, I will enact this change. I think this is a good solution to many of your concerns about the length of the grace period that addresses them without making the less active members (who may only get on once or twice a week or less) suffer from a reduced period to respond to challenges.
  8. I don't update the thread every single day, and it's been a very busy week for me. Updated, with the following: 6/2/15: Fighting_Street has dropped out due to no longer having a PS3. He expresses his thanks for the Arena. All rankers below him advanced by 1 rank and he has been placed in unranked for the time being, though if he decides to pull entirely his information will be removed upon his request. 6/2/15: Beliroz has beaten Jedi 2-0-0. This invalidates Rank 22's challenge against him. 6/5/15: Zenith has challenged PDN for Rank 9. 6/5/15: Zenith has lost to PDN. 6/7/15: Floyd has been added to this Arena as rank 24. 6/9/15: Updated challenge information between Floyd (Rank 24) and Jedi (Rank 7)
  9. Updated, there was a period with the site down where the updates weren't recorded here. For the full list of updates, look at the thread at Armored Core Legacy, located here: http://armoredcorelegacy.com/board/index.php?/topic/1797-the-acvd-arena/ I will continue to update this thread regularly now from this point on.
  10. Updated with challenge information between Rank 20 and 17, and challenge information between 9 and 6. Updated with match results from ranks 6 and 12.
  11. the Xbox server is a lot less active, but there are still players there. Most activity goes on in chat rooms, messages, and invites, in my experience, so getting some friends on the forums here or at Armored core Legacy (I don't mean to shill for another forum, but there are a few Xbox VD players active there that don't post here) is fairly important to having active matches.
  12. I've been quite busy this week with work so ACVD has taken a back seat, but I've updated the Arena again with rank challenge information between 1 and 2. Added Rank 18 and 19, updated challenge information from Ranks 16 and 5. I'll do more work on the descriptions later. Generally, the more matches you have and the more information you provide to the public (me) about your matches, the more detailed your description will be.
  13. Added Ranks 14 and 15, updated challenge information for the battle between ranks 11 and 12.
  14. Added Rankers 11 and 12. If you want to fight them but don't want to join the Arena, ask them to fight outside of the Arena. Updated Challenge information between Ranks 11 and 12. Updated challenge information between Ranks 3 and 4, added Ranker 13. Challenge between Ranks 3 and 4 ended up with Rank 4 winning, swapping their ranks, in a 3-win-1-loss victory.
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