wepner
Steel Johnson
Posts: 144
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Post by wepner on Jun 26, 2020 6:39:32 GMT
Dumb title but until I really figure out the ins and outs of move crafting I can at least take care of some things that always bothered me about some of the default moves.
I want to be able to use weaker submission moves late in the match without them getting the opponent to tap out.
The leg stomp arm hold, the chinlock and twisting chinlock, elbow leg lock should never really end a match unless it's some sort of gimmick chinlock master or something.
What moves are you guys changing the the ability to submit or critical?
I think changing a moves ability to critical from just finisher to submission or technical or whatever could really open a lot of unique movesets where every lariat, cutter, etc. could critical and I trust some of you guys have thought this through more than I have.
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Post by OrochiGeese on Jun 26, 2020 7:00:14 GMT
This is a great idea for a thread! 💡
First I want to say that my mind is totally blown by all of this.
I feel like Fire Pro has been fundamentally changed as to how we utilize it but also how we build movesets.
All I've really been doing the past week is making moves. I haven't edited any of my wrestlers. One reason is because making moves is so fun (both in the finished product and the process of overcoming the challenges of the mode). The other reason is because I haven't even started my Pokemon evolution as an edit maker as a result of Move Maker.
We're going to be able to create unique movesets now.
To give an example, I started making two custom moves for one edit: Kyle Walker. His finisher is the C2C Elbow and his primary special is the Apron to Inside AJ Styles Elbow. Up until this point, I could have BOTH of those moves potentially CRITICAL! in a match since they were different types. But not only did i just modify the animation of the moves to give them a little more visual impact, I also changed both of their CRITICAL! types to Striking. I plan to give him those moves and change him from "Finisher Only" to "Striking" so they each have a chance to win the match.
And that's just a very simple example of what can be done here.
Like you said, we're going to have so many options now to utilize late match holds that we could never use before because they could potentially end a match. That twisting chinlock is a great example. We could also make new spots based on strike moves. Like imagine a spot that is basically soccer ball kicks chained together. It won't actually cause a tap out but its a great way to punish the opponent without having to use priority slots or limit logic.
On that note I am so happy to announce that the need for "face down" and other weird Frankenstein-edit logic strategies has now been drastically reduced. Not eliminated, but necessary in far fewer cases.
I made an edit two weeks ago who has a back grate into the Rainmaker Through which leads to his finisher. That's a standing spinning chop which I have set at 100% so he always does it after the Through. However, that means I couldn't ever have him pick his opponent up late match or else he'll randomly use it. As a result he had to use a weird, unnatural combination of a ton of ground strikes, "inaction" command, and post moves. It got repetitive.
No longer. I can now make a version of the Rainmaker Through that includes that finisher chop animation. It will look exactly the same (if not better) than what he's done before but I no longer have to deal with having to put the chop at 100%. I'll count the move as a modified spinning chop with the same stats as the chop but with the Rainmaker Through as the start of it. This changes everything for so many edits of mine that use the Rainmaker Through.
I was REALLY hoping Spike would give us the ability to priority into standing attacks. I still hope they do. But they gave us the next best thing as we can now merge moves. It gives us SO many more options.
I'm excited but I'm also humbled and a little overwhelmed. Every edit of mine will have to get remade because there are so many options now. I can make custom finishers and finisher spots for everyone!
[/Geese Post 😁]
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Post by LankyLefty17 on Jun 26, 2020 15:10:23 GMT
Fun topic to discuss. First off, if you're on PC and willing to get a little dangerous, there is a mod that will allow you to easily flip the submit flag for any existing submission. This is very useful in that you don't have to flood your game with duplicate "B" non-submission moves that you dont want to see end a match. But if you're PS4 or dont want to use mods, I could see creating B or even C variations to better space out moves for late match. Expanding on what Geese is talking about, the ability to use move craft as an evolution of logic is something I have been playing around with as well. It always bummed me out that front grapple never had a ND damage state, making it very hard to regulate front grapples late in match. But down state does have ND. Aaaaand you can prio into it. So I've been noodling creating "front grapples" from down states, similar to the interesting (but busted) down state Blade Runner.
Here is John Logan's standard vanilla finisher:
And here is his custom "pickup" finisher:
Now I can prio (or even gate) into a front grapple finisher late in match without dealing with RNG nonsense. (If you watch the whole match disregard Logan losing after hitting both of those moves, thats just Doc Wyatt being a no selling asshole)
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Post by OrochiGeese on Jun 26, 2020 23:01:26 GMT
Fun topic to discuss. First off, if you're on PC and willing to get a little dangerous, there is a mod that will allow you to easily flip the submit flag for any existing submission. This is very useful in that you don't have to flood your game with duplicate "B" non-submission moves that you dont want to see end a match. But if you're PS4 or dont want to use mods, I could see creating B or even C variations to better space out moves for late match. That is very good advice. I need to download the mod pack suite now that Move Craft is finally out!! I have been making a lot of variations of moves but more for their look than their dizzy status. However, I've downloaded a TON of moves that were for their dizzy status and i probably don't need to do that! 😁 Expanding on what Geese is talking about, the ability to use move craft as an evolution of logic is something I have been playing around with as well. It always bummed me out that front grapple never had a ND damage state, making it very hard to regulate front grapples late in match. But down state does have ND. Aaaaand you can prio into it. So I've been noodling creating "front grapples" from down states, similar to the interesting (but busted) down state Blade Runner. Now I can prio (or even gate) into a front grapple finisher late in match without dealing with RNG nonsense. (If you watch the whole match disregard Logan losing after hitting both of those moves, thats just Doc Wyatt being a no selling asshole)
Absolutely groundbreaking idea 👏 This will definitely change how we go about things. The idea of using a down slot in ND and visually picking up an opponent for what appears to be a front or back grapple move is genius 💡 You know, I constantly forget that the damage states for the down moves don't mirror the front grapples ones. I always think that since there are 3 of each, that the damage states are the same. That leads to occasional "WTF" moments like when I see a "right slot" front grapple move come out a few seconds before a move that's only in the "middle slot" for down moves but it's not enough to jog me out of my ignorance about the situation!
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Post by IamAres on Jun 27, 2020 4:11:23 GMT
That's not a bad idea, Lanky. Although with conditionals, it's also possible to make it so a grapple doesn't come out until ND...or even later, if you want. Like, I have a few guys who have finishes that ONLY come out when the opponent's spirit is super low, too, which can potentially mean a whole other "life bar" to chew through before you see it, as well as a near-guarantee that it will finish when you do (basically unless that very move is the one that triggers their Ukemi boost). But that's getting into another topic a bit.
I've definitely had some ideas about how this could change ground fighting, especially in conjunction with mods. Like, we could have individual strikes that return to the mount, along with the strikes we have now (i.e. more guaranteed damage but you lose the mount), and submissions. Using movelists, you can have as many of each as you need, so you could really put together a moveset where you can strategize what you want to do at any point, and potentially ground-grapple the guy for a long time - especially if all his counters are escapes to other positions, or things like a clinch where they just buy themselves time and return to the same position. I don't know if we can get quite as deep as KOC, but we can probably get close.
And that's just for shooters - there are a lot of possibilities (and I've seen some already on the workshop) for more pro-wrestling-style holds and transitional moves on the ground, especially if, again, we make a few more that transition to other positions or return to the same one.
I also have some ideas for strike exchanges, but I wanna mess around a bit and see how feasible they are first.
First, though, I have to figure out why this Fujiwara armbar I'm working on won't submit people....
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Post by SonnyBone on Jul 2, 2020 22:08:02 GMT
Awesome thread. Following this.
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Post by Charged on Jul 3, 2020 19:54:23 GMT
It gives us tons of possibilities as mentioned you can make rest holds etc not end matches more reliably, you can craft whole sequences too and we can transition moves to get better setups. I feel it is something that will keep the game feeling fresh for a very long time.
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Post by Bananeninja on Jul 3, 2020 22:47:46 GMT
I didn't try this yet but wouldn't it possible to do almost completely one sided/squash matches by using moves with self-damage only and with the roles reversed in the animation ( I.e : the attacker being on the receiving end ) ?
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Post by OrochiGeese on Jul 4, 2020 1:14:29 GMT
Yeah, great idea!!! 💡 I think we could finally guarantee squashes and jobbers by giving them moves with self damage!! Even if they win their grapples, they'd still be hurting themselves using their chosen moves!
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Post by IamAres on Jul 4, 2020 6:45:34 GMT
Yeah, you could literally make, like, a "get punched" move and give it to a jobber. When they win a grapple, they still get punched. You could really go ham on the damage, too, and get the poor sap into large basically right away, making him much more likely to start taking signature moves pretty quickly.
I've actually been thinking about ideas for this, but I haven't wanted to say anything because it was someone else's (on Discord) idea first, and I didn't want to have people think I was trying to steal it. But you could pretty much fill a small/medium grapple set with, like, get punched, get clotheslined, get countered, etc. so even when they're "winning" grapples, they're just getting their asses kicked. Just make sure it's really generic stuff so it'll look right with anybody doing it.
You can leave their large grapples as their actual moves and have them stick to those once they're in large; that way, they can have (short) matches against each other or have that surprise win chance in battle royal/tag team situations.
But yeah, we could totally design "enhancement talent" to do exactly that - put your other dudes the hell over.
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Post by OrochiGeese on Jul 4, 2020 7:53:26 GMT
What's shocking...and I say this with utter glee... The RNG has just been checked in the havoc it can cause us in squash matches!!! 😁 Sure, it still has a high degree of control over what specific moves are chosen, but it can no longer frustrate us as to the visuals or damage of who is winning the match. Even if a jobber wins 90% of the grapples (and we've all seen matches where it seems like one wrestler has totally "checked out" cause the RNG refuses to allow them any moves attempted), they can still look like they're getting the beating of a lifetime. "Hey RNG, stop hitting yourself!" I'm way too giddy about this! 🤣 P.S. Don't tell the RNG I said this 🤐
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Post by starcrossd on Jul 5, 2020 21:25:45 GMT
Hey folks. Hope I'm not being presumptuous. Just got back into this game because of move craft, and rediscovered this place while I was at it. Great seeing so much buzz around this game. I'm chiming in on this thread in particular because I've done that "get punched" jobber thing, and it totally works, like an absolute charm. (I promise I didn't steal it from anyone). For the first time ever I saw a 3 minute roflstomping of a jobber in Fire Pro game. I did a small Steam collection here if you want a look. But just some more thoughts on kind of manipulating the rules while I'm here. I also want to try making some "fail" moves - particularly cross body fails for jobbers and small dudes (tries a cross body, opponent catches and slams them) or slam fails for giants (opponent tries and fails a slam, takes back damage). Plus jobber tag team moves - try a double suplex, fail, both get clotheslined. That sort of thing. You could give one guy in a jobber team the real move and one guy the fail version, so sometimes it would work and sometimes it wouldn't. And speaking of sometimes working and sometimes not - illegal pins, tights grabbing etc. Do two moves with the same animation, one of which counts as a regular pin and the other doesn't. Give them both to the same guy, and you could create the illusion that sometimes the ref sees the handful of tights and sometimes doesn't.
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wepner
Steel Johnson
Posts: 144
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Post by wepner on Jul 5, 2020 23:20:08 GMT
Welcome man! This is exactly the kind of thing I was hoping for when I made this thread! I can't wait to download them and see how it works in a match. Like the idea for the ref sometimes catching illegal moves as well! Great stuff!
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Post by SonnyBone on Jul 6, 2020 2:14:34 GMT
Oh... animations of the attacker trying to lift or slam the defender that results in the attacker hurting their back, taking actual physical and spiritual damage. Moves with almost 0 damage with no sell from the defender... like punching a guy and he just walks through it. My god.
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Post by Phil Parent on Jul 6, 2020 4:26:57 GMT
I love you guys and your discussion here. This is Fire Pro.
Great thinking, progressing the game. This is game development, pure and simple.
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