Obsidian Ronin wrote:
Things I would like to see in the next Rumble Roses (if there is one)
1) First and foremost, Title Tracks, and visible rankings. The way you get and defend titles now is ridiculous. You just go and fight, and hopefully you've qualified the conditions to get a title shot, and if not, you have to fight some more until you do. This was one of the few games where I had to break down and read the faq to find out how to do anything.
This needs to be done a.s.a.p. I'm tired of this company lazing around with how the player is rewarded and it needs to end.
Obsidian Ronin wrote:
2) Other people have brought this up, but I will again: redo the entire move scheme. Really you only need 3 interaction buttons: block, attack, and throw. Maybe tag. Everything else is just extra unnecessary crap that serves to make the interface more confusing through their rarity and inconsistency of use. Also, there needs to be some consistency in moves. Add all the specials you want, but some things should be universal, such as back suplexes and triangle chokes. Counters should be done differently for throws and punches, to prevent people from holding guard and mashing between the two in hopes of getting lucky.
The buttons don't need to be really streamlined anymore than they already are. You have run, attack, throw, block, special, hmove, and context sensitive (pin/grab items/etc). This is universally acceptable and intuitive. No reason to dumb it down even more so (or worse, modify it so it plays like Smackdown)
Obsidian Ronin wrote:
3) Get rid of the cutscenes during supers. The console is powerful enough that we no longer need to switch to another mode of display during supers, and they can be shown in real time. This would add a new layer of strategy to the game, such as allowing supers to be interrupted in multiplayer matches, or having some supers be able to hit multiple people as they go through the ring.
You can already do this by turning off the camera angle option. However, I agree with the idea of supers being able to interact with other players mid match as that could offer a few new elements (perhaps instigate a ragdoll or set of canned animations for when moves are 'botched' due to interference?)
Obsidian Ronin wrote:
4) Humiliations should go entirely. Failing that, there should be some logic to what is and isn't a Humiliating move. See #2: all H giving moves should have similar commands, or they should all do something similar that other moves don't do, like rip clothes, give stun, something. As it is, H moves seem to be pretty random. Whether or not a move counts as an H move seems to have less to do with how humiliating it looks and more to just dumb luck. A figure 4 where one character has the opponent's legs wrapped up in a pretzel and she looks to be humping her leg as she thrusts her crotch while applying the hold isn't humiliating at all, but getting a punch reversed and put in an arm lock gives you humiliation.
While I don't mind the HMoves, they are a crutch that this game does lean on heavily. Also, the way HMeter is charged does need to be addressed, and if we are going to continue having this 'feature' in the game, then they need to balance characters to the point where everyone has an even amount of moves that build HMeter.
Obsidian Ronin wrote:
5) No normal move, grab, or switch should be a stun in and of itself. Period. The reason for this should be obvious. Add a stamina meter or whatever, but the situation should never occur where one character just runs out and punches the other character 3 seconds into the match and they're irrevocably stunned.
Stuns are fine, as we see them in every other wrestling game ever made. However, the problem is that THIS game disallows you to reverse/counter WHILE stunned (while you could in the first title). Fix this and every possible infinite/exploit would be exstinguished.
Obsidian Ronin wrote:
6) Ring Outs. This is probably the easiest problem in the whole game to fix. Go outside the ring if you want to. Just implement a 10 count DQ like they do in real professional wrestling. To be honest I don't know why this wasn't in the first one, as the first time I was thrown outside the ring, I was hustling to get back in because I thought that that was just how all wrestling games were. Another option is to make RO's increasingly detrimental to the player. If you're out in the audience too long, members will start groping you, taking life and giving your opponent free H gauge. The longer you're out in the crowd, the more unruly audience members will become.
While Ring Outs would be neat, RR has always been about fighting with no stupid rules that hamper the flow of a match (such as DQ's, Rope Breaks, Ring Outs, etc). However, to fix this all we would need would be cage matches (not the ones that encompass the ring, but a cage that literall presses up against the ropes). This would give people a mode that enforces the "don't run like a girl" mantra for competitive match play.
Obsidian Ronin wrote:
7) Tag system: get rid of teleporting insta tags. This gets back to number 3: the console is powerful enough to show these kinds of things without going into special display modes. You want to drag someone over to your corner, fine, but you shouldn't be able to tag someone from halfway across the ring.
Truth. Make tags applicable ONLY if you're close enough. The idea that you could tag from across the ring was an obvious attempt at letting players who were NOT wrestling fans (re: most of RR's base audience) get into the title without having to memorize countless player positions.
Obsidian Ronin wrote:
8) Targeting characters. This is surprisingly smooth, as the game seems to automatically target the person closest to you. I've played other games such as WCW Thunder and WCW vs NWO where targeting people was garbage, so much so that I quit playing wrestling games. That said, I think that the system could be improved by having a default targeting system, where the character targets the nearest opponent, and then assigning each corner to a shoulder button. If character D is in the lower right corner, I'd target them with RT. All my moves would now be done with respect to character D's position. This is even if character B is right next to me on the opposite side.
Targeting characters is a double sided coin, as if it's not done perfectly the "targeting system" will actually hamper any multiplayer game more than it will help.
Obsidian Ronin wrote:
9) Better tutorial/practice mode. Stuff I have learned has been from the CPU, reading FAQ's, and seeing what got carried over from the first RR. If I didn't have the first RR I would be really lost.
I've been touting this since Day 1 (this is why I had the PS2 codebreaker titles developed) as almost every combat based title has a practice mode to some extent, and a wrestling game should be no different. Users should be able to pick modes of play (normal, tag, cage, street fight, etc) and the options should change according to context.
Obsidian Ronin wrote:
10) Better online mode. I like the game, but I'm not going to sit in a room and wait for hours or even minutes for someone to come play me. And this isn't just because I'm an impatient lazy *** either. I may only have an hour or two a day to blow on playing a game. Why should I spend 40 minutes of that waiting for someone who may or may not be online to come into my room? The way the online section looks now, there no way of telling if all the rooms are just full, or if no one is online. Furthermore, there's no way to tell if a match is about to start, about to end, or what. Someone could be in a match, win, and start up another match while you're looking for them online. Then when you get free you look for them again, and they aren't there because they've started another match. Do it like SCIV, where you have spectator mode, or at least game lobbies where you know there is a line to wait in. Show rooms, even if they are full, so that we know that there are actually people online, and that it's worth it to wait.
When the game was first released this wasn't even an issue. The problem you seem to be having is that you picked up a 2 year old title, and all the players who still play stay together and the rest of the community is *** bent on taking photos and/or unlocking everything. I do believe that there should be a better implimentation of lobbies or parties however, and you should be able to keep a room open even after a match is over (thus keeping you from having to recreate a room everytime you want to play, even if it's with people you just had a game with).
However, the most imporant addition to this game would be a true create a character mode. It would add a real longevity and a shitload more depth to the title as a whole, if you always had something/someone new to fight against when you went online instead of the standard SF-esque roster (no, the existing CAW mode doesn't count, it's horrible and is only there so they could use it as a selling point)
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