Battle Coliseum dead already? Why?
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I'm surprised that no one metioned, but while the game is pretty OK it's main problem is that the fight it's only one round; if you are playing with a group of lots of people it gets annoying that you lose one round and you are off. XI has one round also, but there are 3 characters and a 'normal fight' the damage is way less...
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- Higashi Hurricane
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The biggest problem with NGBC isn't its simplicity. It's the roster. Before you go WTF?!, a lot of people playing NGBC are casual players, and they probably haven't heard of World Heroes, Last Blade or Kizuna Encounter. Thus, when they play the game, they'd stick to typical KOF, fatal Fury/Garou and Samurai Shodown characters. In fact, in 80% of my games, my opponent is usually using characters like Kyo, Iori, Geese, Kim, Mai, Haohmaru, Mr. Karate, Terry, Rock, and Mr. Big. Very rarely do I see people using Marco, Cyber Woo, Kisarah or Lee, unless they're regulars who're pretty good. In my arcade, I'm about the only person who uses the Jin brothers, Tung, Robert, and Akari.
Because of this reason, people stick with 'safe' characters, and if you beat them in VS matches, their 'safe' characters don't feel safe anymore, so they just abandon the game, because they're casual players anyway. There aren't very many competitive NGBC players, because the game's simplistic nature suits fanboys more than serious KOF or Samurai Shodown players. I'm not saying NGBC doesn't have complex combos or playing styles, it' just that very few people bother trying to learn.
Because of this reason, people stick with 'safe' characters, and if you beat them in VS matches, their 'safe' characters don't feel safe anymore, so they just abandon the game, because they're casual players anyway. There aren't very many competitive NGBC players, because the game's simplistic nature suits fanboys more than serious KOF or Samurai Shodown players. I'm not saying NGBC doesn't have complex combos or playing styles, it' just that very few people bother trying to learn.
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I just imported the game and plyed it a while. Funny thing, it made me remeber the feeling i had when i first played a game with a mixed roster in where i didn't knew half of the characters, including the main character.Tel wrote:The biggest problem with NGBC isn't its simplicity. It's the roster. Before you go WTF?!, a lot of people playing NGBC are casual players, and they probably haven't heard of World Heroes, Last Blade or Kizuna Encounter. Thus, when they play the game, they'd stick to typical KOF, fatal Fury/Garou and Samurai Shodown characters. In fact, in 80% of my games, my opponent is usually using characters like Kyo, Iori, Geese, Kim, Mai, Haohmaru, Mr. Karate, Terry, Rock, and Mr. Big. Very rarely do I see people using Marco, Cyber Woo, Kisarah or Lee, unless they're regulars who're pretty good. In my arcade, I'm about the only person who uses the Jin brothers, Tung, Robert, and Akari.
It was 12 years ago, the game was The King of fighters '94.
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I played ngbc in auckland nz it was right next door to kofxi. Practically only a handful of people were playing both of them, the rest were playing the other kofs (1buck for 3 games).
My one problem with the game was that it didnt cater to the kof audience as much as it should have. Im not talking about the bullshit where people think ngbc lacks combo depth(disproved by the combo vids) I mean that people think its similar to snk vs capcrom. The game would have brought in a wider audience if the jump system from kof was included.
I mean you play kof games and then try to switch over to Crapcom sfiker games with only one type of jump.... it just doesnt fly.
SNK kof players will stick up there nose (rightly so) if there jump system isnt included in the latest snk offerings.
Its just very limiting when I was using Lee and rock in vs mode and spending the whole matches wishing I could hop jump -__-
Otherwise its like having your guts ripped out while your still alive and having to go back to the awful years of sf2.
Its that bad.
My one problem with the game was that it didnt cater to the kof audience as much as it should have. Im not talking about the bullshit where people think ngbc lacks combo depth(disproved by the combo vids) I mean that people think its similar to snk vs capcrom. The game would have brought in a wider audience if the jump system from kof was included.
I mean you play kof games and then try to switch over to Crapcom sfiker games with only one type of jump.... it just doesnt fly.
SNK kof players will stick up there nose (rightly so) if there jump system isnt included in the latest snk offerings.
Its just very limiting when I was using Lee and rock in vs mode and spending the whole matches wishing I could hop jump -__-
Otherwise its like having your guts ripped out while your still alive and having to go back to the awful years of sf2.
Its that bad.

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- Higashi Hurricane
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I don't know about you, but when I started KOF'94, the first two teams I used were the Fatal Fury and Art of Fighting teams. I eventually learnt to use every team in the game, but at that time, I preferred to use Terry, Andy and Joe because I've played Fatal Fury before.Ragnarok wrote:I just imported the game and plyed it a while. Funny thing, it made me remeber the feeling i had when i first played a game with a mixed roster in where i didn't knew half of the characters, including the main character.
It was 12 years ago, the game was The King of fighters '94.
I normally random one character to just try out characters I normally wouldn't dream of picking (like Marco and Cyber Woo), and it's quite a pleasant surprise to know they actually handle quite well. Some people just aren't adventurous, I guess. And NGBC will never catch on if people don't recognize popular characters like the Jin brothers, Tung, King Lion and NEO-DIO. Kids these day don't know history, and it wasn't even 10 years ago!

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And I kind of disagree with the jump system hindering NGBC. Garou had hops, but no quick hops or super jumps. Samurai Shodown had only one normal jump. That didn't stop the games from being played, did they? There's a reason SNKP didn't want to put in the hops, because it's much harder to GCFS repeated hop-ins, unlike a jump where you can punish opponent if blocked. Secondly, the majority of NGBC's characters were from games where hops didn't exist, so putting something as simple seeming as hops could drastically affect the game balance. Letting several KOF/AOF/FF characters suffer from lack of hops is better than letting every character suffer for them being there.