Official Thread Killer Instinct thread - Anniversary Edition 28th Nov

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@Flynn , what's your opinion of KI these days, you used to ridicule the idea of it being remade didn't you.

I think it's coming along great. I talk with the leads on it frequently.

...and yeah, I was definitely wrong. I never thought we'd do it in a million years... I felt it wouldn't make any money, and even if we managed to make something good, it would be underrated/under-purchased/etc...

The genius is to make it free to play, and monetize based on characters. That way, you're making it accessible to *everyone*, and you're not just relying on the core fans to purchase. It's actually a really smart move. Make it affordable to everyone, and if anyone only wants to use one or two characters (like myself), we don't have to spend $30/$40/$50 or more... we can just spend $5-$10 and get what we want. I like the model.

So yeah, I'm loving it. Great idea... and the game is friggin' fun.
 
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They ran a tournament style and was beating in the semifinals. Again Saber wolf is for beginners, big time!

Thunder was hard but Jago was perfect.
 

As cool as the combo looks, I can foresee, if not already included, is the option to enable the match to end after the life bar is full drained.

Few people would wanted to watch the opponent continue to execute his/her multiple hits combo after the match have been decided (with life bar fully drained).
 
Meh who cares. I used to finish twisting people like a pretzel with KING in Tekken after their bar was already gone.

Hmm... the guy is beat but I'm not done until his leg is wrapped around his neck.
 
Few people would wanted to watch the opponent continue to execute his/her multiple hits combo after the match have been decided (with life bar fully drained).
I think only about 50% of people would want to watch that, if you know what I mean.
 
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One of Microsoft’s most ambiguous selling points for the Xbox One is its ever-present cloud. We haven’t seen many examples of its use outside of Forza Motorsport 5’s Driveatar, but Microsoft frequently assures us in press conferences and development videos that it will be awesome. In an interview with Killer Instinct’s producer Torin Rettig, he shared how the cloud is being used to help keep the game consistently balanced.

In short, the cloud allows developer Double Helix to immediately and easily implement changes in Killer Instinct’s code to make sure fights stay fair. “All of our variables that go into how a character behaves are going to exist basically in the cloud,” Rettig said. “Without having to content update or patch the game at all, we can just go in on the cloud and tweak these variables without the player having to know.” Rettig went into further detail on how it will work saying, "Our vision is for it all to be behind the scenes, so it won’t require any official title update download. Basically the game checks for the latest version of the gameplay’s parameters and automatically updates if it’s a new version. No download or confirmation dialogue necessary and the files themselves are so small you’d never notice the difference."

Making minor balance changes without going through Xbox Live’s servers is not an entirely new practice. Many of Electronic Arts’ sports titles like Madden and NHL have been using a method to make small tweaks without requiring large patch downloads for a few years. These Tuner Updates make minor balance changes to the game using small downloads, without the need for extensive patch downloading through Microsoft’s Xbox Live servers.

Large patches will still be necessary from time to time for Killer Instinct, as Double Helix plans to continually update the game and add new content. When adding or changing content or assets, you can expect the traditional downloadable update. Simple balancing, however, comes very fast and without the need to download. “Any of the normal fighting game balancing activities that we would need to do, we can basically figure out what we need to do, implement the change, and just release a change in the same day. It can be very, very fast,” Rettig said.

More @ link^^.

9957502695_a2f167e9f1_o.gif
 
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Not sure its a good thing. For a fighting game, its important to know exactly cause & effect, & consistency. Imagine, if one day, suddenly your combo cannot link anymore, or the damage active frames have changes & you get reversal, & you have no idea if its your fault of they 'balance' the game.

I rather that they release patches & explain in details the changes, if my character got nerf, or puff, if there are any changes to my move sets, as well as move sets of others, I wanted to know.

Sometimes, I think Double Helix is trying too hard. I can understand they wanted to make as best a game as possible, but they should also stay calm & not try to fill too much food on their tables.
 
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Or maybe you should back off the hate train and wait to see if it actually pans out before bemoaning that they are "trying to hard"
 
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Not sure its a good thing. For a fighting game, its important to know exactly cause & effect, & consistency. Imagine, if one day, suddenly your combo cannot link anymore, or the damage active frames have changes & you get reversal, & you have no idea if its your fault of they 'balance' the game.


I rather that they release patches & explain in details the changes, if my character got nerf, or puff, if there are any changes to my move sets, as well as move sets of others, I wanted to know.


Sometimes, I think Double Helix is trying too hard. I can understand they wanted to make as best a game as possible, but they should also stay calm & not try to fill too much food on their tables.

Then you didn't get very far after following the link. :p

With great power comes great responsibility, and Rettig is quick to add that they won’t be making frequent changes just because they can. The game can be tweaked without player knowledge, but that doesn’t mean it will be. Rettig says developer notes will always post alongside changes.
When fighting game communities discover a tactic, or a move that is overpowered or difficult to combat, oftentimes the community can figure out how to react over time, and that is part of the fun of the game. This is one of the reasons Rettig and the Killer Instinct team want to be careful about implementing balance changes. The other problem that could arise, is that the game could change too much too quickly, and that could turn fans off who aren’t playing as often as others. “We need to be very careful about doing knee-jerk kind of tweaks to the game,” Rettig said.

Relax. Keep Calm and Wait for the Combo Breaker. ;)
 
Then you didn't get very far after following the link. :p



Relax. Keep Calm and Wait for the Combo Breaker. ;)
Ok, my bad, I must missed out an important part of the article, as I only read what was posted here, & thought it was all of the article.

Good to know they understand the issue people may have. Lets hope the update is not so fluent, if not its hard to follow what have been tweated, maybe every 3 months or so.
 
Personally, downloading updates is trivial for myself and others with very fast internet, but for those that have slower internet, and experience slow XBL download speeds it would be highly beneficial. I remember earlier in the generation when I only had a 3mbps profile I would hop on to play a game when I only had 30 mins or so only to find out it needed a title update that would take 20+ mins; very frustrating.
 
Or maybe you should back off the hate train and wait to see if it actually pans out before bemoaning that they are "trying to hard"
On the contrary, I care about the game, hence I let my concerns be known. But having Zcythe clarified to me, that some part of the article are missing, my concern maybe uncalled for.

I do however make sure, any of my concerns are valid points, (whether people agree or not is another thing) and that others may have the same issues, & certainly I will not made any baseless accusation or negativity comments.

There are many nice things so far (more so than negatives or concerns) I seen of the game, but I do not think I need to state obvious things that people can see for themselves like the backgrounds are very well done, animation are pretty good, character looks badass, unlike some games that have 'comical characters, like Dan in Street fighter' etc.

Cheers.
 
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Not sure its a good thing. For a fighting game, its important to know exactly cause & effect, & consistency. Imagine, if one day, suddenly your combo cannot link anymore, or the damage active frames have changes & you get reversal, & you have no idea if its your fault of they 'balance' the game.

I rather that they release patches & explain in details the changes, if my character got nerf, or puff, if there are any changes to my move sets, as well as move sets of others, I wanted to know.

Sometimes, I think Double Helix is trying too hard. I can understand they wanted to make as best a game as possible, but they should also stay calm & not try to fill too much food on their tables.

If I had to guess, I'd assume by balancing via cloud, they're talking about adjusting damage outputs, to nerf or boost certain attacks.

Anything else would probably be done via regular patch.
 
For what it's worth... I played with Jago yesterday against Ken Lobb (using Orchid), and it was an utter disaster. Not only did he spank me like a little baby, but (trying violently and aggressively to break his combos and pull off some moves of my own) he left me with hands so soar I could barely get back to work.

Hurt so good. It rocked... I was lucky he was using the control pad, and not the fighter stick... he can pull off ultra's pretty damn consistently with that thing... it's pretty sweet to have a design director who actually plays games, and kicks ass at them.

The game is great. It's seriously a rock solid fighter. Double Helix has done a great job.
 
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Not sure its a good thing. For a fighting game, its important to know exactly cause & effect, & consistency. Imagine, if one day, suddenly your combo cannot link anymore, or the damage active frames have changes & you get reversal, & you have no idea if its your fault of they 'balance' the game.

I rather that they release patches & explain in details the changes, if my character got nerf, or puff, if there are any changes to my move sets, as well as move sets of others, I wanted to know.

Sometimes, I think Double Helix is trying too hard. I can understand they wanted to make as best a game as possible, but they should also stay calm & not try to fill too much food on their tables.

Make no mistake - just because the devs can now update the characters/balance/etc. virtually instantly, that doesn't mean for a moment that designing those changes or testing and verification of the changes is any less vigorous/important... but it does mean that if they released something which they had carefully crafted, and it ended up having an effect that wasn't desirable, they could revert back instantly, and take the change back into further testing...

So yes, it's absolutely a good thing... In fact, I'd like to see all games take approaches like this. Any balance tuning/tweaking shouldn't need TU's/certification... they should simply be config files stored in the cloud which can be adjusted and/or reverted near instantly.
 
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That was an interesting tidbit about the shortcuts on the controller.
 
Disappointed that Orchid is still not shown.

LOL Do you "listen" to the streams?

o_O


10/03'2o13

When will you show Orchid gameplay?

Answer = “Soon, by the end of the month. Is it October 25th yet? We want to have a big ol party when we show her. We are probably going to have Orchid at some of the Xbox One road show things.” They are still working on her at the moment. There will be an announcement.

 
Despite all the issues I enjoyed today's stream. We heard about Killer Instinct 1 arcade and we saw the Spawn looking Glacius. I also enjoyed the old announcer Chris Sutherland "mMMONSTer COMbo".

:tounge:
 
For what it's worth... I played with Jago yesterday against Ken Lobb (using Orchid), and it was an utter disaster. Not only did he spank me like a little baby, but (trying violently and aggressively to break his combos and pull off some moves of my own) he left me with hands so soar I could barely get back to work.

Hurt so good. It rocked... I was lucky he was using the control pad, and not the fighter stick... he can pull off ultra's pretty damn consistently with that thing... it's pretty sweet to have a design director who actually plays games, and kicks ass at them.

The game is great. It's seriously a rock solid fighter. Double Helix has done a great job.
You know that game is his baby.
 
Despite all the issues I enjoyed today's stream. We heard about Killer Instinct 1 arcade and we saw the Spawn looking Glacius. I also enjoyed the old announcer Chris Sutherland "mMMONSTer COMbo".

:tounge:

Do tell.