@ShadoWawker yeah, a better report option would be nice.
Posts made by MadMuffin8263
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RE: Allow reporting under the “profile:history” screen
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So many view, but people do not like to respond
I personally love to post on the forums and look at different post because people have wonderful idea and give back good feedback. I do not have a lot of time to be on forums. I typically try to get on as soon as i get a great idea to improve the overall quality of the game regardless if i play on Xbox or PC. I do not understand why people do not want to reply on forums and give their two cents. No idea is a stupid idea. I am sure the developers want Bleeding Edge to succeed. I have seen the insane levels of detail and how much quality Ninja Theory puts into the games the company creates. This is simply to everyone who are on the forums, please try to reply to post and give feedback or simply post your idea regardless if it gets views or not.
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RE: New mode: Boss Battle/Raids
@ShadoWawker Who said i am changing the game to from PvP. This idea is give a little spice the game. This could be a special event to players once every year or twice every six months. Everyone who picked up this game wants to beat the shit out each other, that is not the problem. The problem which could and most likely will happen is players will get bored and want something to grab their attention. This could grab players attention and keep them interested in the game. All Bleeding Edge fans want the game to success. Be a bit more positive and constructive and continue to queue up from game, bro.
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AI mode and tutorials
AI mode:
I think AI mode would be a great additions for new players to practice and to hone their skills. Instead of having everyone practice in Dojo to get better at the game, Ai mode will give actual hands on experience to the playstyle and format of the game.There should be tutorials for each character in the game. The tutorial shows a players the basics and general idea of how to play the game, but does not prepare players for the different playstyles of each characters. With character tutorials, players will get a better understand of how the character works and will be more comfortable in game. Learning a character on the spot during the heat of battle is not healthy for the game.
There should also be tutorials explaining the important of each game mode and the fundamentals of the game and different strategies. Explain why you should group with your teammates, diving deep into how collecting power cells greatly improves your chances of winning, talk about different team compositions and team synergy, and give provide players with more knowledge of getting better at Bleeding Edge. This will help new players and younger gamers understand Bleeding Edge and will cause them to be more comfortable playing this game. Doing this will increase the knowledge of every player and decrease the power/skill gap among the community. I feel like a lot of players are simply learning on the spot and are continuously not learning from their mistakes. They simply need the knowledge and practice to be better.
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RE: ZERO DAMAGE
Can you translate? Is that an ability of a character which deal terrible damage output?
Nevermind, he is a character. I personally do not see him a damage dealer because I think the developers want him to focus on healing/buffing his teammates and crowd controlling. So i think that is why he deals little to no damage, thinking of mercy from overwatch. -
New Map(s): Rooftops
On this map, everyone is literally playing on the roof tops and players have to constantly jump from building to building. Players can drive along piece of planks and electrical wires to get across from building to jump. There could be sections to where to players have to manual jump across and if they do not, they fall off and die. Now, that i am thinking of this, there could be a new mode as well: Pigeon Protection. It will be like the standard objective capture; however, one team has to project a pigeon's nest from being destroyed by the enemy team. Players will have defend multiple nests.
I thought of this mode to try to fit with the theme of the maps. I do think a rooftop map(s) who be fun and uplifting. It would also provide more background information of the city Daemon is standing on home.
I feel more maps should be created based on the characters in the game. It would help players understand more about the characters and expand the world of Bleeding Edge.
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New modes: Tournament, Deathmatch, Execution, DodgeRocket, Spiral Mixing Bowl, I.S.H.M, Delivery, C.T.F, Competitive K.T.H, P.T.T, DeathRace
Tournament: Players will be place in a bracket and have to fight each other one on one until there is a victory.
Deathmatch: (4-10) Players will be placed in an arena where they have to search for people to kill. Each kill is one point and the player who has the most points wins the game.
Execution: (4-10) Players will around trying to kill each other, but everyone dies in one hit. All players will have to kill each other will a melee attack. Each time a player gets kill, the player gets one point. The points stack up, but if you died the points reset. Players have a total of 3 minutes to have the most points by the end.
DodgeRocket: (4-10) Players will be place on teams and have to dodge Gimzo's rockets. The rocket will active chases players until it kills them. The player who survives Gimzo's rocket at the end wins a point for his team or if all the players on your team are alive and the enemy team is dead you get a point. Maeve's energy ball can also be used for variety.
Spiral Mix Bowl: (4-10) Players will actively spin like El Bastardo and try to knock each other off a platform.
Infinite Super Hyper Madness: Players will have skills and abilities lowers to an crazy degree. Players will constantly spam abilities trying to kill each others
Special Delivery: Players will have to work together to deliver a special package to a checkpoint. Enemy players will actively try to stop the progress of the delivery.
Capture the Flag: Players will have to work together in order to capture the enemy team flag and bring it to your side to get points.
Competitive: Players will be able to rank up from different tiers. Players will receive a border or emblem to flex or show there rank. Players should be able to have the option to hide their rank.
King of The Hill: Players will focus on capturing a single objective of the game. The team with the most points win.
Push The Thick: (4-10) Players will be randomly place as team Buttercup or Makutu and each player will have to push each other off a map to score points to determine who is the thickest XD The team with the most points wins.
DeathRace: I left a comment on someone else post about deathrace. Basically, Players will be in mounts from racing each other to a finish line. Players will have to work together to get to the end or kill each other before you reach the end. This can be team based or solo mode.
Welp, this is all I got for now. Please leave a comment about new game mode suggestions.
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New mode: Boss Battle/Raids
In this mode will be PVE. Players will have to work together and kill the boss. Players have to journey on a map together and kill enemies. There will be waves of enemies until you finally reach the boss. The boss will drop points or some in currency when the player can use to buy rare/exclusive content. The content can be cosmetics and emotes and can only be achieve through boss battles.
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RE: New mode! Death race and A second chance!
Death Race: all (4-8)players will be in mount form. All players shall race to the finish line to win or player survives without being killed win. There should be hazards everywhere and players could attack each others with weapons and guns. This come to a single player mode or a team based mode.
I think second chance is a wonderful idea. I feel the one-on-one combat at the end should not determine the overall victory rather it is a separate victory. If the score of more than 50%, yes, there should be a second chance, but it not count to victory for the losing team. If the team who lost is able to win the second chance, the game is seen as a draw. If you lose the second chance, well, you lost twice lol XD.
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I do not feel consistency
Original when I played the beta of Bleeding Beta, i enjoy it because it was a beta and the game was new. I was excited for the upcoming changes when the game released. After the game has been official released, I have mixed feelings. The format and style of the game suits me perfectly expect I do not like the execution when it comes to combat. The combat is simple and much more fast pace compared to the beta. The problem I have with the combat is there is not enough consistency when playing Bleeding Edge. I do not see enough consistency from damage output, escaping and kiting, killing enemies, teamwork, and power balance.
When I played the game, I get frustrated and annoyed how i get teammates who are elite professional players and having to play against players who have no idea how to play or having terrible teammates who thinks this is a solo carry game and die all the time and never group. There are many team fights which occur, everyone is fighting and doing well then all of a sudden everyone leaves without any logical reasoning. I understand people will focus on objectives, troll, throws, or have no idea what to do. I am trying to focus on the fact that there are players who believe Bleeding Edge is a solo carry game which can ruin and cost people games with that mentality.
I do not like how players do die quickly. I often feel many of my enemies should have died a lot sooner, but they only escape or get saved my teammates. It feels very frustrating and annoying for all 4 players to focus on target and the target constantly gets miracles. When you main a character, you understand how much damage you are able to deal to your enemies, but a lot the damage can get mitigated by healing or you simply get overpowered by another character. One game i will be damaging all my enemies like a god and the next game somehow my characters damage is now existence. It is not that I am a terrible players because with the new updates and changes, the game feels a lot smoother and face pace with drastically improved my combats and objective controlling. I do not feel the overall consistence damage output when playing the game.
I feel there are too many dashes on players. I feel limiting the amount of dashes would be nice because players will die a lot faster and there will not be a lot of stalling. If you want to stall the game, you can make stall characters. I am not coming from a Tank player perspective, I am coming from the perspective of why does almost every character dashing every 5 seconds. Yes, I know there is a recharge on the dash, still does not excuse people are dashing too much. I feel every character should just simply have there own escape mechanic and almost everyone character being able to dash ruins gameplay and feel unnecessary.
Team comps or character balance needs work or players simply need to get better at the game. I know every character has weakness and strengths, so when team comps players want to compliment each other. When done correct, you are an unstoppable force when can be different to deal with. I feel players do not understand team composition and some characters are a little too good at what they do. I do not want to keep playing one-sided every time I want to play Bleeding Edge.
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RE: Combos
I agree there should be more depth to the combo system. I do love this game and want to see it do well. It does have the potential to bigger than what it is. I feel like there should be a variety of combos with each character because it does get stale really quickly and I always feel like I wish I could do more with my combos. Light and heavy hit would be a great addition to the combat system. I would like the light and heavy attacks to be two separate buttons, I personally do not like it when games combine light and heavy as the same buttons, it makes the game feel less engaging. The combos do not have to be 20-40hits long. I want something simply, different combos ranging between 1-7 hits. L=light. M=medium L+M=H=heavy "-"= repeating/mashing
For this I am going to make a movelist for a character in the game because it will be easier to me to get the idea and point across.
Examples/Ideas for Nidhogger
LLLL: his stand 4combo in certain game
MMM: he kicks his opponent twice and the final hit, he slaps the player his guitar
HH-: he jumps in air and slams his guitar on the opponent and he continues to hit them by mashing
LLLHML: it's a combine of previous mixed in
HHML: air jumps into guitar slam then spits on his opponent then bitch slaps the player XD
LLMM: first two hit of standard combo then he grabs his opponent and gives them a death roar into the ear.You can add status effects after certain combos to make them more impactful to the game. You can give the combos and effects which can lead into guaranteed ultimates or compliment them. In my examples, after Nidhogger's LLMM combo. When he does the death roar into the ear it can silence the opponent for 1sec and he could combo that silence with his ultimate, so that single enemy will be silenced for 3seconds. This is an example for a melee Character. If I were to give an example for a range character, we need to talk about them first.
A range characters currently hold only button as their main source of damage output except for Cass, she has melee attacks. The ranged character act more as gunners, so I understand why these characters do not have combos. Should we give the ability to act as gunners and flashy combo extends. If we were to give them combos, I feel the combos should benefit survive and/or damage output. Giving them combos make require a new control scheme for these characters. I will make a movelist for Gizmo because I feel she will be the easiest.
R=rapid fire(the rapid fire is the character shooting normal in game).
L=light. M=medium.
L+M=H=heavy "-"= repeating/mashing.Examples/Ideas for Gizmo
LLLHR: she swings her gun in front of her shooting bullets in a cone. The final swing is 360° and she can keep going, but get dizzy after 3secs.
LLH: she swing her gun, but she kicks her opponent and puts the player in hit stun. When Gizmo presses R, the opponent will be launched into the air by her bullets as long as she holds R. The player will not remain in the air forever because after 3secs the airborne opponent will fall to the ground.
MHM: first attack, the gun is rammed into the opponent, second attack, both players are locked in place, and the third attack, Gizmo's gun explodes causing the opponent to fly away.
H: she into an assault stance. By pressing R, Gizmo unleashes a barrage of bullets at insane speed; however, this is not Auto aim. The player has to manually aim and Gizmo moves slower in this stance, but deals more damage.Okay.........This was a lot to unload. Developers and anyone on this forum please leave your input. I want this game to succeed, I REALLY DO!!!! WE ALL DO!!! Your opinion matters to me, Ninja Theory, and EVERYONE who wants this game to do well. PLEASE!!!! VOICE YOUR OPINIONS!!!! This game is certainly a caterpillar right now and if we work together it can turn into a butterfly. We are here because we want to have fun and enjoy this game.
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RE: Daemon Contest Point While Invis
Indeed this should not be a thing. I often thought it was a bug how my capture points were taken while no one was around. I was going to report the issues, but Damon randomly started attacking. At first it was funny, but I realized this is a big issue. I feel this causes too much frustration and could potentially lead to some toxicity in the match. Yes!, it is fun capturing points while invisible; however, in the grand of things, this is a problem. I do not know how big of a problem this is and I do feel like something should be done about it.
Solutions.
Damon can remain invisible, but is revealed on the mini-map.
Damon can remain invisible while the capture is neutral.
Damon can remain invisible while capturing the point, but is revealed someone gets too close.
Damon remains "invisible" on the point, but players can see a transparent online of his character.
Damon cannot capture point while invisible. -
Please improve the parry mechanic
I feel like the parry mechanic is pointless. I do understand the idea the parry mechanic. It is used to stop basic attack combos and to surprise your opponent. It can be rather frustrating during the heat of battle to pull of a parry and when you do actual get a parry, it feels lack luster and pointless. Why parry when you can simply escape the combo with a dash. The dash do charge up relatively quick, so there is not much to worry about having a dash to escape from a combo. Most of the time, players are not even concerned about parrying since the player believes dashing solves a lot of the problems. I feel if you land a successful parry the enemy should not be able to escape unless the enemy uses an ability or the enemy loses some stamina.
Other ideas/potential solutions. The parry mechanic can be upgraded in shop like character abilities. It will be able to apply different effects such as movement speed, healing down, poison, or damage up.
Stored parry. Parries will be stored to a maximum of 3 and will recharge over time. The parry can be used as an activate at any moment during basic attack combos only. It will interrupt the opponent and the player will be able to get a free combo unless the player activate his/her own parry. I feel this version should cost stamina.
Class parry. Each class/roles parry will have different results. If the DPS is able to parry, the enemy will be left in hit stun and the next attack will deal extra damage. If the Healer is able to parry, the player and/or allies will be healed or shield. If the Tank is able to parry, enemies are slowed and have reduced defenses.
I know that every character cannot parry. I am trying my best to think of ways to improve upon the parry mechanic. I personally feel like it needs to be improved because I do not feel like it is important and I want the mechanic to be important and impact to the game.
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RE: game too quiet
I agree. It is rather disappearing when it comes to the music. The music itself is not bad, I simply feel we need music to fight the atmosphere of the game. While I am playing this game, I tend to forget music is playing in the background in the first place. I feel the music should be more upbeat and heavy. When I look at these characters, I imagine a lot of excitement and a rush of madness, so when the music is bland and generic.... It's causes me to lose interest over time in the music and game itself.
The game is also too quiet because there is not enough player interaction. If possible create more pings communications and try to make players want to use voice chat. If you are looking for pings communications, I recommend try taking a look at SMITE's or Overwatch's system. Also, I would like to be able to interact with my character more often in game. I would like to be able to choice or input voices lines such as funny jokes, bad ass lines, or have the character tell me something about itself. I would feel more in touched with the game on somewhat of a personal.