Thread: WWE 2K15
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Old 04-14-2014, 09:51 AM   #24
Kalyx triaD
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There's some stuff I've wanted for a few years now. I don't know what they have up their sleeve, but histories says it won't be what I'm thinking. Doesn't stop me from doing a wishlist, though.

Counter Triggers

- The return of two reversal buttons; the triggers preferably. You can keep the harsh timing introduced in 2k14, but PLEASE remove the window adjustment per character stat. For Cena and Undertaker I suppose that's just being realistic, but for a game it's maddening finding out your fave wrestler's reversal stat makes him chow for high flyers.

- The Left Trigger would be for Strikes, including high flying and diving attacks. The Right Trigger would be for any all grapple moves.

- There would be quick catch animations for the Counter Triggers, introducing both a visual cue and a recovery period for reversals. This way one can't spam it and it could be punished. This would promote a slight meta-game of timing on top of the returning mix-up from having two reversal buttons.

- Pressing them together would counter specials, which would always have a small window of opportunity.

High Flying Reversal

- The Left Trigger (STK RV) must be pressed at the point the opponent leaves the fucking turnbuckle/apron/thru-ropes. Essentially any time he goes airborne. For the love of god.

- You will halt in place if timed correctly, leading to reversal animation and follow-thru. If you mistime it the recovery will leave you eating the attack, of course.

Face/Heel Reaction System

- Basically; your meter now builds according to how you get the fans' attention. Faces need to generate cheers, Heels need to generate boos. Whether you're face or heel should be noted (and editable) on the wrestlers bio menu.

- This means doing actions that befit your archetype. Taunting the crowd (using what I'd like to call the Taunt Shot feature) or over a fallen opponent is a Heel action. Taunting your opponent to his face or before a big move is a Face action. Using weapons illegally or hurting the ref (who will stay his ass down for once), is Heel stuff. So on and so forth.

- Once your meter is full, the Signature, Wake-Up Taunt, Special system remains.

Hype Investment System

- A sister mechanic to the Face/Heel dynamic, where both types have ways of 'saving up' the audiences empathy for meter payoff later. This is partially inspired by SF4's Ultra system, and also WWE TV.

- The actions aren't exactly taunts, which directly fill meter, nor are they moves that do damage. They are things that add 'ghost meter' that becomes usable if you 'cash it in'.

- Face: After taking a moves that knocks you down, you can choose to sell the move to gain audience empathy. The longer you stay down selling the move, the more ghost meter you gain. However, you are prone to attack in this state (though it wouldn't negate your earned ghost meter). Once you filled enough ghost meter for a special, you need to cash it with a reversal during the Sell State. The fans will pop hard, and you can go to Signature right from there. You could potentially sell a beating the whole match and come back hard.

- Heel: After knocking down you opponent, you toy with his limp body, slapping his head and or yelling taunts at him. The crowd will hate you, building ghost meter. The opponent could actually counter this with either reversal trigger, making it risky. You may also get separated by the ref, who you can then argue with or push. In fact you can contest most of the ref's actions, from two-counts to taking your illegal weapon away. All this builds ghost meter until you cash it with a Strong Grapple after taunting your opponent. The fans are crushed, now you may finish your opponent.

Taunt Shots

- Now when you taunt you don't have to face your opponent, you can 'direct' your taunt at him or the fans or the ref. Taunts will have either Walk, Spin, or both as interactive actions. There are already taunts with some degree of walking or twirling, just imagine you directing that. Now you can really get in the fans face to pump up or diss. Pick Daniel Bryan and have a YES! contest with a fan.

Come-Back Creator

- Choose your own sequence of actions for your comeback. Each part has the opponent quickly stand up to receive the next action. And on Come-Backs in general; you can only counter them if you have a Special or full ghost meter stocked up.

- The creation options would be;

Starter (Standing/Running/Turnbuckle)
- Grapple (Standing)
- Action (Bouncing off ropes, getting on turnbuckle)
- - Running Grapple/Attack/High Flying Grapple/Attack
- Vain Action (opponent attempts a move only to miss, continuing the Come-Back)
Ender (Grapple or Attack)

- The three options in between can be set in any order. Up to five step sequences can be created.

Online Run-In

- If your friends allowed it in the pre-match options, you can join the game, pick your wrestler in secret, and run-in anytime you wish with 2 Specials stocked up.
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