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The Forum Is Dead But Anime Fight Lives On; -
Topic Started: Jul 9 2008, 02:51 AM (3,330 Views)
Darkwield
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Wandering Player
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>_> o god
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Again, I apologize for being a bitch.
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Matar
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comp(noob)
Jul 14 2008, 02:11 AM
Baby remake it for... ME and OUR LOVE!<3

And my penis.
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<span style=Therren Cragan</span></span>
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Your Resident Homicidal Maniac

Okay, okay, okay, so just to clarify since this thing REALLY bubbled up again since my last post...

Heart is up to remake AF as long as we show her there would be enough reasons to make it worthwhile, but you cannot do so now as you're pressed for time and are currently working on Warrior Souls and have other things planned for your personal life or something to that effect. Well, considering that there is still a decent fanbase for AF I think that alone would make it worthwhile, but to top that off here are some other reasons:

We could start out very simple with the map, keeping it true to its original playstyle, so we can get people into it again and start pulling people to the forums for new ideas to use. On the plus side, that would also bring in more people to try out Warrior Souls, which THEORETICALLY (and I cant stress that enough, since it is your map after all) could end up being a sort of "sister" map. Starting out simple would make the programming less stressful and enable us to spread word faster.

AF as it stands now is very basic, and therefore leaves a TON of room for new ideas. Also, by taking it into our own hands, we can remove a lot of the problematic things about AF that most people don't really like (I.E. the bank maze) and replace them with something new later.

Again, AF is so simple at the moment that there is virtually anything we can do with it. All we have in terms of game modes are the standard team fights, FFA, and Capture the Flag (I'm not even sure about the last one either, been so damn long). It wouldn't be hard to broaden that at all, and whats more is that because it's such a simple, open slate there are many different styles of gameplay we could bring into it inspired by not only other Anime but games as well.

Lastly, since Warrior Souls is your main project, you could use AF as "scratch paper" so-to-speak to practice/perfect new triggers and effects that you could later include into Warrior Souls without having to worry as much about fixing the bugs in that, thereby making Warrior Souls a better quality map.

Thats about all I can think of at the moment.
I can not tell, is it just me or do we all look just like
Adolph fucking Hitler with this swoopy emo-boy dreamy haircut dangling in our faces, making us all indescribably indistinguishable from each other; or maybe I'm just another megalomaniac?
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Darkwield
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I like the bank maze : O
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Again, I apologize for being a bitch.
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garaa_of_sand
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nobody else does.


edit: does anybody else think my sig is to big?
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Darkwield
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O_O .......
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Again, I apologize for being a bitch.
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From the Ace of Hearts
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Actually I think if I actually agree to do this, it'll be out WAY before Warrior Souls 2.0 >_>

Warrior Souls 2.0 is a Month-Minimum effort project, in other words it'll take atleast a month. Anime fight could take at most a week if I don't slack off on it.

Either way, three things:

1. Anime Fight's glory is indeed it's simplicity, we cannot overcomplicate it. The base elements of Anime Fight have to stay, being of course:
Toming, Heroes are not heavily item-leaning, Stat-based techs, Arena playstyle.
Albeit within that realm there are plenty of ideas to fit in.

2. New Modes. Honestly this is kinda pre-taken-care-of because I'm going to use Warrior Souls' 1.24 as a base.
Which means ALOT of new modes:
FFA Elimination Duels.
Deaths to Lose Mode.
All Random Same Hero mode.
Pot/Tome/Item restriction/take aways.
Casino Cabamba(Yes, I'm leaving it. Luck based lolz)
More control too:
Tutorial/-help command, Name/Teamcolour change commands, creep level command, creep CLEAR command.
And so on. But there still needs to be more modes I think.

3. A list. Seriously. If I do it or not is one thing, but there needs to be a list of things TO DO. Obviously this goes without saying that there needs to be a datasheet of the current hero's mechanics and bases, but that can be done on my own.
Nerfs, Buffs, Remakes of hero. I want a list of them. The forum needs to get together, go through all the "New Hero" and "Balance" topics and see if there are any of either that should be implamented.
Effect changes, everyone knows techs like Kenshin's Ulti are not canonical at all(Kenshin's ulti I already have planned for it's new style/effect)
Balance Changes, everyone knows there are several imbalanced skills in anime fight. Such as Grave and his 10*str Cerebus Flare skill(I'm knocking the stat multiplier to 0.5*str per shot if I DO decide to remake the map) when he is a STR character. STR Characters have the lovely thing of: Getting Base Attribute: Damage, HP regen, and HP. When you add a damn powerful stat multiplier to that, it is very hard to balance(Thus how I got Alexander Varcorte in Warrior Souls' self-str rape).
Complete Rebuilds. Let's face it, some heroes just need a rebuild from the ground up. D, Shishio, and probabley Spike too(Where is his damn gun!?).
New Ideas. There have been plenty of boss suggestions, things to replace the maze and such, let's decide which ones to actually implement.

So I would suggest we Get To It. If all the moves were canonical, by god I would probabley be willing to make this ALOT more.

I'm making a topic called "Effect Changes", the topic will be about what animation a current-anime fight hero's technique SHOULD be using.
If you have a rebuild or rebalance of a hero, I suggest posting it asap.
I think I can work out to have an Anime Fight map within a month. It would just be twelve of the current cast, namely ones with interesting techs to use(Axel, Kenshin after rebuild, Saito after rebuild, etc).

Anyways, I guess it's pretty much official. I'm doomed. But I guess that's fine. I'll start work on it sometime soon.
First version will have atleast one tower, consisting of the twelve most interesting gameplay style heroes the forums agree on(My opinion>Yours Tee hee).
Those twelve are:
Rouruni Kenshin(HC Rebuild)
Saito Hajime(HC Rebuild)
Vampire Hunter D(HC Possible rebuild)
Axel(Rebalanced)
Eight remaining slots left, let the forumers decide...
And for god's sakes, someone rebalance Axel for me...
inb4tl;dr
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garaa_of_sand
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i was just wondering, does anybody save up the money to get seph's item?
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From the Ace of Hearts
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It counteracts my build, so I never do.

Most Sephs focus on int.
But even AGI sephs wouldn't get it I imagine.

In my opinion, I find sephiroth too tech-based to power up his melee ability.
Masamune really has no use for me.
inb4tl;dr
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Matar
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A game too simple is boring >_>. Liek, seriously. But bleh, whatever.

Honestly, I have always fancied the idea of Anime Fight being turned into an AoS. But, then again, im not very interested in Arean's anymore >_>. So, yeah.
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HeartCard
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Matar: You do realize you're going to be in the next version right?
Remember I was talking about implementing a "Forumer" tavern? I wasn't kidding.
HeartCard, Matar, Blue.Bear, Comp(Noob), and Kiri_no_Haku have all been pre-designed for the map:

P.S. : If I get in trouble from clicking the ling in your sig, I'll hurt you so badly matar.
inb4tl;dr
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garaa_of_sand
the master of your master
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no me? lol..

btw i think i just reached retarded: i actualy clicked matars link after reading HC's ps..
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Darkwield
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Axel doesn't need to be rebuilt.
Saito's crits just need to be toned down.
Kenshin is fine.

Grave needs redoing and so does D(obviously).
Sephiroth needs a buff.
Shishio is usable but he needs some way to counter ranged.
Itachi needs his overall flame range reduced-It's the abusable part.
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Again, I apologize for being a bitch.
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Matar
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Jul 15 2008, 12:13 PM
Matar: You do realize you're going to be in the next version right?
Remember I was talking about implementing a "Forumer" tavern? I wasn't kidding.
HeartCard, Matar, Blue.Bear, Comp(Noob), and Kiri_no_Haku have all been pre-designed for the map:

P.S. : If I get in trouble from clicking the ling in your sig, I'll hurt you so badly matar.

XD! That would be awsome. I think it was suggeted awhile back on the forum honestly, not sure.

And nah, that shit is just a scare tactic. And a flawed one at that.
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HeartCard
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Never said Axel needs to be rebuilt, I said Rebalanced.
I'm not saying he is imbalanced in terms of being overly powerful, I'm saying he could be rebalanced abit more such as the flame getting slightly less damage but lower cooldown, or summon chakrams getting a rope(like we talked about with sango, especially considering I never saw his chakrams fight on their own in the game @_@).

EX: Slight cast delay on Blink. Since in the game he was actually opening a portal if I remember correctly.
EX2: Fire Has a secound level to it like in the game. Perhaps using the spell costs half axel's current mana but doubles the damage.
EX3: Chakrams have a spell that makes it so they could be equipped for +150/300/450 base melee damage instead of the flying units of doom. This would prove useful late-game.

I'm just saying that, although certainly he's fun, he could have some more things to him. Certainly I rather like my EX3 idea(since poor chakrams get raped so badly late-game).

Anyways...
If you have a Good sound arguement, I'm open to hear it.
As it stands, you're saying things are fine without even considering what I had in store. Maybe you did look at Saito's new rebuild I made(and will implement unless you post in that topic and manage to show why he should stay his current self), and still decided that all that needs to change are the semi-useless crits.

Kenshin I agree is pretty much fine other than his ulti. It's nothing like the real technique that he uses.
Then again, His first tech could use a re-canonization also I suppose. But I don't so much mind on the first tech as I do on the ulti.
If I do this, I promise I won't allow it to stay as it's weird self.
The basic concept of the true technique is a massively powerful battou-jutsu, followed by a spin, followed by and all out slash from one side of the abdomen through the opposite side shoulder.
In kenshin's case, it does not go through but merely crushes as the blade passes along the surface...In essence atleast.
I propose a new ulti. A two hit one.
The skill's activator is single-target melee range. A 0.5 sec cast delay followed by a hit on the opponent. There is a 50% chance to stun for 2 secounds and deal X damage. After the first hit(Damage or not) Kenshin will do a full 360 spin and all units in a 300 aoe of him will drawn towards him.
Here we have two choices on which would be better but still canonical:
A. Kenshin then hits the target unit for Y+(W*Agi) damage.
B. Kenshin then hits all units in a 200 aoe for Y+(W*Agi) damage.

Btw:
1. The move takes about 2 secounds to perform if you include the cast delay, so after the move the target will still be stunned for 1.5 more secounds(could be upped to 2).
2. The 50% hit chance on first tech thing is because Shishio managed to block and parry it. And it seems that is what made kenshin use the secound skill in the first place.
So it could also be said that we could make it so the 2nd hit only applies if the first hit misses.

I'm aiming for more canonical techniques.
Also: I'm was going to slightly nerf all the techs so we have less One-Hit wonders vs str heroes(whom might I note are normally lacking in stat multipliers for this reason).

I was thinking the damage scale would apply like this:
STR: Least maximum damage range due to being tank-easy in most casts.
AGI: Medium damage range due to armor which will be applied for most of the skills in the game(The rate of dmg%reduce increase per point will be nerfed also).
INT: Highest damage range due to their main attribute helping in no way with major combat other than damage. STR gives dmg+tanking, Agi Gives dmg+speed+armor.

Figured it would be better to balance the heroes out like that.

Also: I say things like Also and btw more than I should. >_>
inb4tl;dr
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