SOULCALIBUR VI

SOULCALIBUR VI

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Don Bone Feb 16, 2019 @ 12:03am
Announcements on EVO Japan SoulCalibur VI Panel
Feel free to update stuffs later if there are any new announcements. I'll add them to this post later when I can.

1- General info

https://twitter.com/jovywithyou/status/1096652919812706304

2- Matchmaking Fixes coming on the next patch

https://twitter.com/MaiMai_art_/status/1096666529402314752

@MaiMai_art is also currently at the event & actively updating on the announcements on her twitter. Look up her posts for live updates.

More will be coming later, after finals.

EDIT: Here's another update by Kayane. Seems to be more or less the same thing, but with added explanation on some parts.

http://www.twitlonger.com/show/n_1sqqe24
Last edited by Don Bone; Feb 16, 2019 @ 9:57am
Originally posted by Burnout6010:
Here is the stuff they talked about:
1. Will be an announcement around the top 8
2. Control settings will be added to character select screen (eventually, not next update)
3. Libra of souls will be made easier
4. Soul points will be easier to get online
5. No team battle, exhibition, voice test, etc. coming
6. DLC characters will have soul chronicles
7. Considering NVidia Angel support
8. Considering improvement should to training mode, especially around command recording, but won't be for awhile.
8.1. Infinite stages are not in because of Unreal Engine 4.
9. Next balance patch will probably come with DLC4 (next character). They will be considering opinions from all players.
10. Balancing for online was confirmed (again), but the key is achieving a balance good for both environments.
11. High-level play is considered when balancing, but also looking at how novice/medium players lose matches.
12 was a little hard to summarise, but were about ensuring characters fit their design while also allowing players to develop their own styles.
13. Siegfried's description was changed to a 'defensive' character to further differentiate him from Nightmare.
14. They have heard opinions that RE is too strong. they introduced RE to make the game more accessible and they feel it has done that. They may fix input problems and make it easier to get meter without using RE but no signs of changing RE itself.
15. [About ring outs being too strong] the rings are actually larger in SC6 than in previous games, but with the combo possibilities and pushback, ring outs became easier than before. They are keeping an eye on it and may make character specific changes or, preferably, may alter stages themselves.
16. They want to see decent variation in the tournament scene. They feel opinions on who is too strong/weak can vary too much based on player, country, etc. But they consider balance more based on making the game more interesting to play, not just about weakening strong characters or vice versa. In future updates, they will try to avoid more nerfs. If they do 'have to' weaken something, they will add something to compensate and they are not above walking back changes if necessary. There is a chance flapjacks RO will come back, but maybe the break window will be lengthened or the move will be weakened in some other way.
17. Are working on fixing the whiffs.
18. Input buffer is a bit wide. this is intended to avoid links and similar control difficulties. Again for accessibility.
19. [Request for frame data] No. two reasons. 1) researching frame data and sharing it is a part of the players' enjoyment and they don't want to take that away from them. 2.) including the frame data in the game may be too much for new users and turn them away.
Frame data takes time to prepare and is difficult.
20. Infinite rematch in casual match (2-people lobbies) is something they want to do, but it would require a lot of changes and take time to debug.
21. For increasing ranked rematches, no because it'd hard for players to know when to end and also easy for players to cooperate and boost RP.
22. Fixing the matchmaking. They're trying but also said the priority is to make a match happen
23. Regions and Language filters will be removed in a future update (not the next one). Next update will have the 'all' text changed to 'other' to clarify things.
24. RP will probably be kept character specific, no universal RP, but they are considering ways of reflecting a player's main's RP on their alts.
25. Considering improving the look of the rank badges.
26. Armour destruction on CaS will be kept in. No option to turn it off is planned.
27. More creation parts will be added, but even importing old items is not a simple case of copy-and-paste from previous games. A lot of work, debugging is necessary to get things working right.

There was also Q&A session after this presentation, however we don't have info about it at this time. (Apparently it may be available to view online at a later date??)
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Showing 1-14 of 14 comments
The author of this thread has indicated that this post answers the original topic.
Burnout6010 Feb 16, 2019 @ 1:59am 
Here is the stuff they talked about:
1. Will be an announcement around the top 8
2. Control settings will be added to character select screen (eventually, not next update)
3. Libra of souls will be made easier
4. Soul points will be easier to get online
5. No team battle, exhibition, voice test, etc. coming
6. DLC characters will have soul chronicles
7. Considering NVidia Angel support
8. Considering improvement should to training mode, especially around command recording, but won't be for awhile.
8.1. Infinite stages are not in because of Unreal Engine 4.
9. Next balance patch will probably come with DLC4 (next character). They will be considering opinions from all players.
10. Balancing for online was confirmed (again), but the key is achieving a balance good for both environments.
11. High-level play is considered when balancing, but also looking at how novice/medium players lose matches.
12 was a little hard to summarise, but were about ensuring characters fit their design while also allowing players to develop their own styles.
13. Siegfried's description was changed to a 'defensive' character to further differentiate him from Nightmare.
14. They have heard opinions that RE is too strong. they introduced RE to make the game more accessible and they feel it has done that. They may fix input problems and make it easier to get meter without using RE but no signs of changing RE itself.
15. [About ring outs being too strong] the rings are actually larger in SC6 than in previous games, but with the combo possibilities and pushback, ring outs became easier than before. They are keeping an eye on it and may make character specific changes or, preferably, may alter stages themselves.
16. They want to see decent variation in the tournament scene. They feel opinions on who is too strong/weak can vary too much based on player, country, etc. But they consider balance more based on making the game more interesting to play, not just about weakening strong characters or vice versa. In future updates, they will try to avoid more nerfs. If they do 'have to' weaken something, they will add something to compensate and they are not above walking back changes if necessary. There is a chance flapjacks RO will come back, but maybe the break window will be lengthened or the move will be weakened in some other way.
17. Are working on fixing the whiffs.
18. Input buffer is a bit wide. this is intended to avoid links and similar control difficulties. Again for accessibility.
19. [Request for frame data] No. two reasons. 1) researching frame data and sharing it is a part of the players' enjoyment and they don't want to take that away from them. 2.) including the frame data in the game may be too much for new users and turn them away.
Frame data takes time to prepare and is difficult.
20. Infinite rematch in casual match (2-people lobbies) is something they want to do, but it would require a lot of changes and take time to debug.
21. For increasing ranked rematches, no because it'd hard for players to know when to end and also easy for players to cooperate and boost RP.
22. Fixing the matchmaking. They're trying but also said the priority is to make a match happen
23. Regions and Language filters will be removed in a future update (not the next one). Next update will have the 'all' text changed to 'other' to clarify things.
24. RP will probably be kept character specific, no universal RP, but they are considering ways of reflecting a player's main's RP on their alts.
25. Considering improving the look of the rank badges.
26. Armour destruction on CaS will be kept in. No option to turn it off is planned.
27. More creation parts will be added, but even importing old items is not a simple case of copy-and-paste from previous games. A lot of work, debugging is necessary to get things working right.

There was also Q&A session after this presentation, however we don't have info about it at this time. (Apparently it may be available to view online at a later date??)
klimat13 Feb 16, 2019 @ 6:27am 
Thanks for the summary!
Originally posted by Burnout6010:
8.1. Infinite stages are not in because of Unreal Engine 4.
I call shenanigans. T7 is also on UE4 and has unlimited stages no problem.
Burnout6010 Feb 16, 2019 @ 6:50am 
Originally posted by klimat13:
Thanks for the summary!
Originally posted by Burnout6010:
8.1. Infinite stages are not in because of Unreal Engine 4.
I call shenanigans. T7 is also on UE4 and has unlimited stages no problem.
Yeah, I have no idea what that is about. It probably means the Tekken 7 team used some kind of trick to fake it, which the SC team doesn't know of somehow.
Anntsi Feb 16, 2019 @ 7:04am 
Originally posted by Burnout6010:
Originally posted by klimat13:
Thanks for the summary!

I call shenanigans. T7 is also on UE4 and has unlimited stages no problem.
Yeah, I have no idea what that is about. It probably means the Tekken 7 team used some kind of trick to fake it, which the SC team doesn't know of somehow.

Tekken's infinite stages aren't infinite, true. They're just big enough that there's no way to reach the limits in a real match. In practice mode you can reach the limit, get a warning and get teleported back to the center.

Maybe soulcalibur would have issues because of all the wild flying/teleporting moves that can travel a long distance fast, or infinite round times that could make infinite stages less viable.
Last edited by Anntsi; Feb 16, 2019 @ 7:06am
Kuriishi Feb 16, 2019 @ 7:09am 
Originally posted by Burnout6010:
Here is the stuff they talked about: [stuff]
Ooh, that's promising info. Faith has been restored a bit. Especially chuffed with DLC Characters getting story mode stuff. This is one thing that annoyed me with Tekken 7. Does that mean they'll retroactively patch in 2B's?
Burnout6010 Feb 16, 2019 @ 7:29am 
Originally posted by Core Values | Kurisu_胸:
Originally posted by Burnout6010:
Here is the stuff they talked about: [stuff]
Ooh, that's promising info. Faith has been restored a bit. Especially chuffed with DLC Characters getting story mode stuff. This is one thing that annoyed me with Tekken 7. Does that mean they'll retroactively patch in 2B's?
I'd hope so but at the same time my guess would be "no", especially since 2B's a guest.
There was no information about a stage for Amy too which makes me a bit salty
Last edited by Burnout6010; Feb 16, 2019 @ 7:30am
Kuriishi Feb 16, 2019 @ 7:40am 
Originally posted by Burnout6010:
I'd hope so but at the same time my guess would be "no", especially since 2B's a guest.
There was no information about a stage for Amy too which makes me a bit salty
Ah, no story would be disappointing. Yoda, Starkiller and Darth Vader all got stories in SCIV. Can't remember if Ezio had one in V (through trauma, I have erased all memory of that game)

I don't like this trend of teasing a story to hype up the character in the trailer and then not adding anything so there's no payoff. Tekken 7 is really guilty of this especially. They had a 5 minute promotional trailer for Negan from the walking dead! We all know that there's no story though, none of the other 6 Characters they added had one included.

It's kinda weird how they deserve kudos for adding something you would normally expect xD. But hey, kudos regardless.

Tekken 7 didn't have stages for its legacy Characters either which is disappointing so whilst a stage would be nice (especially in SCVI's case coz there aren't many) I could see that coming. If you're wondering why I keep bringing up T7, it's coz both are Bandai Namco fighting games that have been managed similarly
Don Bone Feb 16, 2019 @ 9:57am 
Here's another update by Kayane. Seems to be more or less the same thing, but with added explanation on some parts.

http://www.twitlonger.com/show/n_1sqqe24
burnhell Feb 16, 2019 @ 1:11pm 
"5. No team battle, exhibition, voice test, etc. coming"

How dare you, I demand Team Battle now!
Aya Feb 16, 2019 @ 9:12pm 
Sucks that Inferno will remain broken. I still think the best solution to hackers is a rework.
Last edited by Aya; Feb 16, 2019 @ 9:12pm
Sifer2 Feb 16, 2019 @ 9:42pm 
Why does Libra of Souls need to be easier? If they want to change anything there they should just let you do the missions that let you upgrade the towns sooner so you can buy better stuff.
Sardaukar Feb 17, 2019 @ 3:50am 
"19. [Request for frame data] No. two reasons. 1) researching frame data and sharing it is a part of the players' enjoyment and they don't want to take that away from them. 2.) including the frame data in the game may be too much for new users and turn them away."

this answer is ♥♥♥♥♥♥♥♥.

since discovering data is no more than using a ♥♥♥♥♥♥♥ bot to tell you how many frames occurred. so much for community.

its just 1 guy who runs a bot then puts the results online and yay rejoice frame data... such excitement much community... ill never buy this answer.


"Frame data takes time to prepare and is difficult."

yeah this is the real answer.
Aya Feb 17, 2019 @ 8:50am 
Originally posted by Sown-Laughter:
Originally posted by Aya Shameimaru:
Sucks that Inferno will remain broken. I still think the best solution to hackers is a rework.

Easy, turn Inferno code into a key; and when inserted online to load; crash the exe.
or the nicer version ; kick the cheater back to menu.
then it wont matter if they use family share accounts on steam to repeatedly cheat \ avoid ban.
Such a fix would only be temporary. Bandai Namco Studios would need to rewrite the code every update.

Reworking him for use in online matches and Character Creation is a much more permanent solution
Aya Feb 18, 2019 @ 12:50pm 
On the topic of Ansel support, i think we could use some more clarity on what modes it's usable on, cuz i'll be disappointed if replays of online matches can't use Ansel.
Originally posted by Sown-Laughter:
Originally posted by Aya Shameimaru:
Such a fix would only be temporary. Bandai Namco Studios would need to rewrite the code every update.

Reworking him for use in online matches and Character Creation is a much more permanent solution

hmm hackers are persistent but we have 2B oh . shes dlc lol ..
idk remove him from the game, and replace him with Edgemaster.
TBF, my idea regarding an Inferno rework is essentially that. Except the mimic character would be using Inferno's model and grunting noises. It still seems like the path of least effort if we are to make Inferno playable in online matches.
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Date Posted: Feb 16, 2019 @ 12:03am
Posts: 14