Things I hate about this game

Discussion in 'Console' started by Garian, Jun 5, 2003.

  1. Event_Horizon

    Event_Horizon Well-Known Member

    Which Tekken you talking about? I didn't notice hardly any until T4. Maybe I was more used to Tekken before, but I always thought I noticed more instances in the VFs (2 to 4) where attacks seem to have more range than they look.
     
  2. ONISTOMPA

    ONISTOMPA Well-Known Member

    [ QUOTE ]
    Garian said:

    The only thing is that Tekken has the worse collision detection I have ever seen on a constant bases.

    [/ QUOTE ]

    Yeah, which Tekken are you talking about ? I don't remember TTT having hit detection issues. Tekken 4 has a couple issues but collision detection isn't one of them, or atleast not as flagrant as VF4.
     
  3. EmpNovA

    EmpNovA Well-Known Member

    I think he is not referring to the ititial contact of collision detection, but of the follow through animations that follow. Some Tekken sites have documented that some moves will 'clip' through a character.

    What occurs is, a character will contact another (Paul's charging fist is a good example in TTT), but the limb that is performing that attack will 'pass through' the opponent, even though it of course should not have.

    I find that this is barely noticable, you really need to pay attention to find significant collision detection issues or clipping in Tekken games (even #4 is pretty good with coll. detection.). Not to mention that this doesn't really affect the gameplay dramatically, the faults are mostly cosmetic.

    Collision detection being perfect in VF would require the programming of each individual move to have a specific reaction for each character, depending on height, wheight, distance, stance (open,close, and character specific stances.), and counter/interuption animations.

    I don't mind collision detection being off in most games (Metal Gear Solid 2 anyone?), as long as it doesn't become a large problem......
     
  4. tzgorr1

    tzgorr1 Well-Known Member

    One thing about TTT that really bugs me is how the camera sometimes just flips out on you.

    This doesn't happen often unless both characters are sidestepping alot (which my friends and I usually do) - or it also happens when one person sidesteps while the other does a lunging attack or a forward jump.
    The camers rotate really fast and put you on the other side.

    This really sucks when it happens in the middle of a juggle.
    Like say Jin sidesteps and does the toothfairy, while the opponent jumps towards him. Jin gets the juggle starter and lifts the opponent, but the camera just flips out right then. So i'm trying to juggle with Jin when I find myself on the other side, so when I'm trying to press F, it suddenly becomes B and ruins my whole juggle.

    I would say this happens to me about once very 12 rounds or so...not alot, but often enough to bug you.
     
  5. Event_Horizon

    Event_Horizon Well-Known Member

    That never happened to me, probably don't side step very much. Although I do a lot of side steps changing Lei's stances.

    I think this happens quite a bit in VF 4 like after a throw or reversal, like how the camera pans out and then back to a side when the animation is over. I miss a lot of ground attacks because of it and I get pissed. This didn't seem to happen when I first started playing, I don't know if now I think about it too much and don't follow my gut feeling or because I do a lot more reversals nowadays ( I only use Vanessa and Aoi). Its gotten even worse with Aoi because of her Inashi. Have they improved the camera at all in Evo?
     
  6. CreeD

    CreeD Well-Known Member

    The camera doesn't seem to have changed, and I know what you mean about the throw thing. Sometimes I'll do pai's FC throw, and get lucky because the opponent fails to TR, and go "yaaay free 10 pt ground attack!" .. then I get her evading chop (db+P instead of df+P) and get all irritated.

    A neat example of "exotic" hit detection, and one I've capped for a combo vid: Do lion's b,df+P against an opponent in closed stance. Dash forward and cut loose with a deep f,f+K,K followup. If they TR towards your rear leg, and you do a dash and sidekick... lion's magical 90-degree-coverage sidekick will sometimes smack them for a backstagger, even though they are technically ending the TR facing you. I think it's because they've rolled past lion's right side, and by dashing forward they go from being officially sideways to officially backwards in relation to you.

    It might be a neat/lucky way to get a backstagger even against wary opponents who won't TR after crumples.
     
  7. Garian

    Garian Active Member

    I see to many glitches in Tekken 4, and I have seen some in TTT, but I will never forget the bullshit I have seen in Tekken 4. I am too serious. I have seen limbs go through people, people get hit from behind, but I will be honest, this happend when certain people I saw play. In tekken 4 it was Lei vs Bruce or Lei vs Xiau. And Paul can be Collision Hell.
     
  8. Event_Horizon

    Event_Horizon Well-Known Member

    Yea, I really dislike T4. The collision detection along with the fact [1] is duck made me hate that game. Oh well, I haven't noticed any problems with TTT that effect the gameplay so I'm happy.

    Since they didn't fix VF4's camera in Evo, did they fix any of the collision detection at all? Those 2 things are really starting to piss me off
     
  9. MAXIMUM

    MAXIMUM Well-Known Member

    It would be cool to see how a fighter with proper limb collision and realistic IK actually played. By realistic IK I mean fighters dynamically reacting to hits on specific areas of the body, rather than the simple attack_animation == damage_animation we see in todays fighters.

    I guess the challenge would be making it look good ( IK looks crap in allot of strange cases) and balancing it.
     

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