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hideOriginal Post

Feb 09, 09 06:50AMVampire Knightmare


I'm a fan of both games, but Soul Calibur lacks the open-world exploration, and Dynasty Worriors gets boring after 5 minutes because all you're doing is pushing the X(or square) button.

I think that they should change the DW difficulty setting on the game so that when you choose easy mode, all you have to do is push X (square), just like normal. But as you go up in difficulty, you have to push other buttons based on which way your weapon is moving. It'll take a bit to explain and this forum doesn't seem to get much traffic, so I'll only explain it if someone responds to this XD

Thread Recap (last 10 posts from newest to oldest)

Feb 25, 09 10:20AMikemaster


i agree totaly

Feb 23, 09 07:57PMVampire Knightmare


Well maybe if you take a great deal of damage in a short amount of time, your armor takes a hit, and after 5 hits, it breaks. But you'd only lose the stat bonuses and special abilities it gave you, that's all. But an item that prevents armor destruction would be too useful.

Feb 23, 09 12:41PMikemaster


wow thats awesome.how about something like armor break.it decreases ur stats by a set amount and might make u look better.certain items can stop the stat decrease

Feb 22, 09 09:58PMVampire Knightmare


That gives me an idea: I'd like them to bring back the items from DW3-5 (the stuff that increases your stats) and the shops would be where you buy them, however, the items degrade after a while, and you have to get them repaired at a weaponsmith, which can also upgrade your weapon/fix it, and all that jazz.

I'd like the items to degrade based on what they're for, like the item that increases your defense, degrades when you block 100 attacks. The item that increases your HP degrades when you've been hit 100 times. The item that increases attack, degrades when you've attacked 100 times. And the Item that increases your musou degrades when you've used Musou 100 times. The number of times isn't important, but I'd like that system of degredation and repair, as it will entice the player to do side-missions which I'm about to explain.

Side-missions:
This is basically a "go here and do this" system for aquiring gold from your employer. You won't get gold for completeing a stage, you will if you do side-missions.

An example of a side mission is on Hu Lao Gate, you can defeat Lu Bu for 1000 gold, defeat all officers for 2000 gold, or break through Hu Lao gate and defeat Dong Zhuo in less than 15 minutes for 500 gold. again the amount stated is not important, it's the overall idea.

The side-mission idea is based losely on the system used in DW6.

In addition to being able to choose what weapon you're fighting with, I'd like an armor selection as well. They already have "costumes" why not give each one special abilities. I think they should all have 3 sets of armor. I'll give an example for Lu Bu.

Set 1 - It would look like his set from DW5
Ability - Defense +50% Attack -25%

Set 2 - It would look like his set from DW6
Ability - Attack +50% Defense -25%

Set 3 - It would be the "new look" for Lu Bu, I don't have a concept sketch sorry >_<
Ability - HP +20% Musou +20% Attack/Defense -10%

Of course these are the "ultimate armors" that you have to perform secret side-missions to aquire, there would be regular versions of these armors that have smaller, or no special abilites.

The armor abilites should not be limited to just the 4 basic character stats, I'll give another example to explain.

Ma Chao
The appearance of all armors would coincide with the previous example (meaning set 1 = DW5, set 2 = DW6, and set 3 is the "new look")

Set 1 Ability - Cannot be dismounted from horse except by arrows, Defense/Attack -10%
Set 2 Ability - Cannot be dismounted by arrows, HP/Musou -10%
Set 3 Ability - Musou +25%, Weapon Range +25%, Mounted Att/Def -12%

Once again I'd like to state that the amounts listed are not important.

Anyways these are a few more of my ideas, I'd like to hear some opinions.

Feb 18, 09 05:35AMikemaster


i like that idea.also how about town areas or shops so u can buy stuff 4 ur character.ill explain if u feel ive confused u

This message was edited by ikemaster on Feb 22 2009.

Feb 17, 09 07:16PMVampire Knightmare


That's a good idea, too.

I think I'd have a "weapon storage" menu where you can store 4 weapons you've gathered, so that when one breaks and you have to go back to get another one, you're not stuck with a piece of junk. (this idea came from DW3)

I wonder if there's some way I could get someone from Koei to look at this? I'm starting to think that I should bring this to their attention...

Feb 17, 09 11:06AMikemaster


niice idea i like it.how about pressing & holding rt whilst pressing another button so u get 3 musou attacks

Feb 16, 09 05:32PMVampire Knightmare


For the sake of time, I'll call this idea for a game "Soul Warriors."

In Soul Warriors, you'll basically have the same game as Dynasty Warriors 5 (meaning no renbu and stupid stuff like that), but with an added twist: The higher the difficulty you choose to play on, the more complicated the button combination is you have you push in order to finish someone's attack.

In Soul Warriors, all vertical attacks will be assigned to the Y button, all horzontal attacks will be assigned to the X button, all kick/punch attacks will be assigned to the B button, and all other attacks (such as energy beams, shockwaves, and full-body tackles) will be assigned to the A button.

EXAMPLE: I can only remember what Lu Bu's combo looks like off the top of my head. In order to do all 6 attacks from Lu Bu's combo, you would need to press:
X, X, Y, X, X, X.

"This looks too simple." Is probably what you're saying right now, but keep in mind that Lu Bu is supposed to be an awesome character that makes even noobies good players, so I think having a really simple moveset is good in this case, but it will not be the same for other characters such as Guan Yu or Zhang Fei simply because they do not have simple movements.

Another added effect this has, is that slower characters suddenly become the characters that people learn on. Fast characters will require faster imputs of the buttons, and will be harder to use, and slower characters will be easier to use, it balances out the characters more. Will will cause people to try out more of the characters than just sticking to a single combatant.

You may be wondering how I intend to impliment charge attacks, this is something I'm still working on, but a few of my ideas are as follows:

+Simultanious button pressing (i.e. In order to do Lu Bu's lift charge attack (the one that lifts enemies into the air) you'd press X, X+Y(at the same time))

+Having to press one of the shoulder buttons and the button associated with the movment of the attack. (i.e. as in the example given above, this time you would press X, Y+RB)

These are just some of my ideas, and I'm still working them over in my mind.

Musou attacks are something I'm still mulling over in my mind, but I think I'd set it up to work like my other idea of "Y=vertical, X=horizonatal ect" but it would start differently. I'll repost when I finnish thinking it over.

One idea I have will work as such:

Each character will have 4 different attack combos, a mostly-horizontal one (which will use the X button at least 50% of the time) a mostly-vertical one (same idea but with Y), a special combo (maybe musou attack, starting with A) and an unarmed attack (using only the B button)(this is a concept I'm working on and will explain later)

This is derived from DW6's attack styles, where you have 1 normal attack, 1 power attack, and 1 musou attack each assigned a different button. (however this idea was implimented badly, and became dull after 3 attacks)

I mentioned an unarmed attack earlier, and I will explain it now:

Another idea that is more about gameplay than user-control is if you get stunned, slammed down, or lose a weapon clash, you drop your weapon and have to spend time picking it up, or if it happens a number of times in quick sucession, your weapon breaks altogether and you're forced to go back to your main camp and pick up a different one (which will be weaker, but better than nothing). However, it would be unfair to make the player have to run across the map with no way to attack, so an unarmed attack is necessary. It would be weak, and unsuited for fighting generals and special units head-to-head, but it's good enough to defeat peons and infantry.

I'd also like to utilize a grab-attack system that can't be blocked, but I can't think of a way that this idea could work without being abused by the players...

I know this was a long post, but I think it's a good idea. I'll post more as I figure it out. Any feedback on my idea is welcome.

Feb 16, 09 11:43AMikemaster


sorry.do u think u could explain how the mixture of both games would work

Feb 16, 09 11:41AMVampire Knightmare


I meant, why would you post this? It doesn't have anything to do with what I was talking about.

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