General
Questions
1. We need you to
share more information with us about DLC and upcoming
characters!
Creation Parts
Set A has been released on February 19. Amy is planned for the
next DLC. We would like to release as quickly as possible in the
future. Amy’s development is at the final stages. We are
planning to release the remaining 3 DLCs by end of this Summer.
2. Please put the
controller setups on the character select screen for offline modes.
The internal
implementation and investigation is underway. We are doing our
best to implement it as quickly as possible.
3. Please balance
the difficulty of the Libra of Soul mode.
Partial
adjustment has been done on February 18. We will consider other
adjustments if necessary in the future.
4. The rate at
which Soul Points are earned is too slow. This is especially
detrimental for players who do not play online.
Partial
adjustment has already been done on February 18, Ver1.20. We will
consider other adjustments as necessary in the future.
5. Please bring
back modes and features that were included in previous entries
such as “Team Battle”, “Battle Theatre” and “Voice
Test”.
As a fan of the
series we understand your request. Nevertheless, at the moment we
would like to prioritize the improvement of other features.
6. Please give us
more singleplayer content as DLC. We want additional Soul Chronicle
episodes for already existing characters.
There are still
many unexplored storylines in the world of SOULCALIBUR and as
developers we are grateful to receive this request. But for now,
we would like to focus on developing the story mode for paid DLCs,
and consider this request in the future.
7. Please make the
game compatible with Nvidia Ansel.
Adding this
feature might take some time, but we are planning for its
implementation.
8. Please improve
the training mode. We would like to see more options regarding the
commands display and the replays. Additionally, it would be great to
have an infinite stage exclusive to this mode.
Partial
improvement has already been made with the Ver.1.20 Patch that
went live on February 18. Further improvements is yet to come.
Because it is the game mode almost everyone goes back frequently
to study or understand various characters and/or moves, it is a
priority for us to improve this mode. Although the infinite stage
might be difficult to implement at this moment, we will
investigate it.
Gameplay
Questions (Battle)
9. The amount of
changes brought by the Ver.1.10 and Ver.1.1 Updates is quite
extraordinary. Isn’t it detrimental for the game to make this many
change this frequently?
The changes
brought by the Ver.1.10 and Ver.1.11 were quite extraordinary even
for us. Frequent updates has the potential risk to disturb
users’ play experience. Next update timing related to battle
balance is announced in near future, but updates which were not
prepared by Ver.1.11 patch after DLC 4, improving problems caused
by update patches and some small fixes would mainly be prepared.
We will
thoroughly investigate users request and reflect to the game if it
makes sense.
10. When
fine-tuning the gameplay, were you favoring a balance that is more
geared for online play rather than offline play?
From Ver.1.11
onwards, we have added an update description for all the players
to easily understand the content of the updates in detail, but it
actually caused a lot of confusion and misunderstanding.
As our update
policy, updating based on either offline or online should not be a
good option. The idea of Ver.1.11 update is to adjust certain
moves that performance has been changed greatly between offline or
online.
Reference: As an
illustration for Siegfried, Grief Impact motion was delayed but
the move level was enhanced instead. Indeed, Grief Impact has not
worked well as a to open up an opponent’s guard if the opponent
could guard after seeing your moves, or in a position in which you
could guard by seeing your move, which limited the uses of Grief
Impact move. This update is to fill in those gaps and re-define
the roll of moves. Although the move could be guarded against
easily, it’s able to reduce the durability gauge greatly and
keep attacking.
11. What is
standard playing to prepare balance patches? It’s appreciated if
you could refer only tournament level.
High level
matches are considered to adjust the balance, but elements why
beginners or middle players are defeated unilaterally is monitored
as well. While balancing the gameplay we always consider multiple
types of players and point of views. We want all players to be
included and enjoy our fighting game.
12. We keep hearing
explanations such as “character concept” or “developer
intent” but more concretely how do you come up with character’s
fighting styles?
Each
character’s concept is defined in-game, in the Fighting Style
Handbook and the texts displayed in fighting style selection
screen of character creation or the parameter chart. We have taken
into consideration of not having overlapping personalities and
balances as to avoid characters that are too similar.
However, after
the game’s launch, we felt that we should not discourage players
exploring strategies within the community by being protective of
our initial vision by saying that “It’s different from
character concept” or “it’s different from dev team’s
idea”.
13. A change of
Ver.1.11 update for Siegfried is described that his fighting style
is based on defensive style. But is it wrong that you force users
that impression?
As mentioned
above, when developing them, we make sure that characters are not
just different from each other by a couple of minor parameters.
Additionally, characters are developed to match to multiple
players’ needs. Although an illustration for Siegfried, “his
fighting style is based on defensive style in middle range”
described in the patch note is to explain his fighting style to
players who don’t use him, it caused confusions or
misunderstandings. That’s not to deny offensive playing for him.
All characters
would be adjusted to feature each personality with coming update
patches.
Reference: For
Siegfried, new and strong move based on Base Hold starting from
Aggressive Onrush is enhanced but there are many scenes that
opponents are not able to stand up and are defeated one-sidedly
once they fall down. It could be a big issue that the following
strategy would be a main fighting style for Siegfried :
“defeating opponents with Base Hold while making them do
nothing”.
14. I think
reversal edge should be nerfed since some people are able to get
away with using it repeatedly.
We mainly
received this feedback from advanced players. In the previous
entries, players have to memorize moves to guard, but regardless
of the player level difference, more players are able to join the
battle with Reversal Edge.
This was our
purpose and we believe it is effective.
However, Reversal
Edge is an entry point, and seeing this move abused is not
something that we want to see. Updates such as charging Soul Gauge
easily without Reversal Edge or assuaging input mistakes during
Reversal Edge is considered at future updates.
15. Ring outs in
general are too easy in this game, especially even midway into the
stage. It's far too easy to ring out or be ringed out by chance,
whereas in previous entries it required a bit more planning
While SOULCALIBUR
VI has the biggest stage size in the series, the range attacks
that lead characters to be pushed away is longer than originally
expected. Rather than adjusting the character moves to limit ring
out, we are considering to make stages bigger in the future.
16. Why did you
nerf _____? / Why didn’t you nerf_____?
We still think
that the perception of various characters’ strength has not been
established yet. The perception also depends on each community or
the individual battle environment.
Balancing the
game with updates is not a simple act nerfing or buffing
characters. We will continue to do our best to release information
regarding these changes in a transparent way so that the community
can be on the same page.
There is also
possibility to readjust or restore updated points which has been
changed once if better conditions were found. As an illustration,
with Ver1.10 Siegfried’s Over Toss lost its ring out ability. We
are considering restoring this ability by updating common elements
such as “making more buffers to throw break” or “making
small fields bigger”.
17. Please fix the
following :
- Instances in
which players are unable to hit their opponents when they are
positioned too close to them.
- Instances in
which players are unable to counter attack after dodging their
opponents’ attacks.
The hit detection
in SOULCALIBUR games is designed to be accurate by taking into
account the hit motion, the length and form of weapons used, the
opponent’s body’s placement and form. That is why in some
instances, such as the opponent being out of reach or too close to
hit, players will not be able to hit their opponents. However, if
you are correctly predicting the opponent movements, and still
unable to hit your opponent this is not what we intended.
With the Ver.1.10
update, we have implemented a new system which can successfully
land a hit to opponent even if the attack doesn’t exactly strike
the hit box. We will continue to make adjustments to avoid these
unintended situations by using this system.
18. Improve the
input buffering system. Currently it is inconsistent where inputs
are held a long time after certain attacks and not allowed at all
after others. I think it also effects attempts to side step in
either direction while releasing the block button causing jump or
crouch instead.
The more we
narrow the window of input buff, the more the difficulty of the
command input will increase. The input buffering window of
SOULCALIBUR VI is a bit wider than in previous entries. Changing
the length of the input buff would strongly affect how the game
plays and is controlled. That is why we need to be extremely
careful with any changes that we make. The input buffering that
happens while being hit by opponents may be the cause of the
unintentional moves. We will keep investigating the matter.
Causing the player character to jump unintentionally is not caused
by the input buffering, as it is another matter problem that we
are keen on fixing.
19. Please provide
us the frame data for each character and make it available for
browsing in the Training Mode.
As Project Soul,
not releasing frame data is part of our policy. There reason for
this is twofold. The first reason is that the act of figuring out
frame data and sharing it within the community is fun and part of
the game experience. If we released the data officially we would
be undermining this experience many enjoy. The second reason is
that officially releasing the data would put off new comers to the
series by giving the vibe that the frame data must be studied
closely for the game to be enjoyable which is not what we are
aiming for.
Having said that,
we also are aware that the fighting game scene is becoming more
and more competitive each passing day and that many players would
enjoy an official release of the frame data. If we were to provide
the data, it should be done properly with all the necessary
information and explanation. We are not sure if we will be
releasing it, but we are open to the idea and are looking into it.
Question
Regarding Online
20. In Casual
Match, please give us the option to directly do a rematch without
having to return to the lobby menu when only 2 people are connected
to the lobby.
We are currently
looking into the feasibility of this improvement.
21. Please increase
the maximum number of possible rematches in Ranked Match.
The internal
implementation and investigation is underway. We are doing our
best to implement it as quickly as possible.
22. Please
change the Ranked Match system as to avoid making matches when the
rank difference between players is too great. If this is
unavoidable, at least make it so that it matches the players with a
great difference in rank only when there is no other opponent to be
matched against.
The matching
system has been improved and this issue solved by adding various
rank thresholds with the previous update (V.1.20). The chances of
finding someone at the player’s rank or close it becomes much
higher. But depending on the number of players online, there might
still be some cases in which searches for an opponent close to the
player’s rank fail and this results in being matched to an
opponent with a considerable rank gap.
We will
continuously investigate the matching adjustment while observing
the active users and rank distribution in the future.
23. Please improve
online matchmaking to not separate 'all regions' and 'near regions'
or just better explain the difference between the settings.
With the previous
update (V. 1.20), “all” has been changed to “others” in
the search filters. It was a source of misunderstanding since when
the filter was set to “all”, some players might mistakenly
think that this would allow them to match with all players.
Actually players who set their filter to “all/others” will
only be matched with other players who also picked
“all/others”. There will be no matching between a player who
selected “all/others” and another who selected “same”
area/language.
As the current
version contains only the display change, a “same”
area/language player and another “other” area/language player
will still not be matched. For this reason, the search filters
with the next update will be only “connection” for the
improvement of easier matching.
24. Please change
the current point attribution system in Ranked Match. Currently,
winning a match attributes points to the character that was used
during the match but not to any other characters that the player
might use. With this system it is not possible to know whether or
not a low level character is a novice or the alt-character of a
seasoned veteran.
We are searching
for a solution when an experienced player’s sub-character is
being matched as if that person was a new player. The solution
might be in having an additional indicator that takes account
mains and subs. We are looking for a solution to this problem
within the already established experience system.
25. In online play,
using a letter and a number to represent player rank in is pretty
bland. Please redesign the UI as to have a slick way displaying that
information (for example a cool-looking nameplate).
We are aware that
a lot of our fans would really like UI elements that goes well
with the series’ general aesthetics, so when the occasion arises
we will investigate the possibility of reworking the UI.
Questions
Regarding Character Creation
26. Would it be
possible to have the option to turn ON or OFF for the
equipment/clothes destruction feature?
Although we have
prioritized the joy brought by the destruction mechanic, we are
looking into various solutions of the parts destruction setting.
27. Please add more
creation items to the game.
Character
creation quickly became a series staple after its introduction.
Anyone can express their creativity openly as it is a tool that is
wonderfully easy to use. Therefore, we would like to add more
creation parts.
We have overshot
our goal and designed more creation parts than initially intended
in our DLC plans. Additionally, some creation parts will be added
as free DLC. We sincerely hope that you will be looking forward to
trying out these new parts.
28. Please make
Siegfried stronger. Although the explanation of the update Ver.1.11
mentioned “defensive”, it seems wrong to call it a diffensive
style only because Siegfried has less effective attacks for
punishment.
Siegfried is not
great at punishment itself, however we feel that Siegfried can
fight with less risk such as counter attacking the approaching
opponent with Aggressive Onrush, or triggering a combo while
dodging a vertical slash and a high attack of opponents by Rising
Splitter after taking steps left and right, etc. This can be an
example of the difference (defensive fighting style) compared to
Nightmare taking high-risk, high reward style.
The difference
between Nightmare and Siegfried will be more emphasized with
the future updates, so that Siegfried’s exellence can be
demonstrated more in battles.
29. Taki can
trigger 2 kinds of throws during Possesion. However, both grapple
breaks are triggered by the same input. Why?
Until Ver.1.11, a
throw from Possesion was structured in the way that “there is
only 1 kind of grapple breaks since the throw made between swift,
continuous attacks and difficult to avoid”. Since a throw during
Possesion is treated as a “special command throw”, Taki can
start moving first even if the throw is avoided.
In the next
update, it will become easier for all characters to grapple break.
With this change, Taki will lose its advantage which why we are
planning to divide the grapple break into 2 distinct ones.
30. Opponents are
blown away when using Soul Charge. Is it possible to pull them in so
that the close-distant characters can use it more easily?
In SOULCALIBUR
VI, the Soul Charge is designed to thrust away opponents. Counter
elements such as power increase, temporary pause of the battle
timer have been added on top of the the thrust. A fundamental
revision of the entire system is necessary if we are to change
this behavior. Soul Charge gives the player various ways to fight.
It could be used defensively to thrusting away the enemy or
offensively if activated on the edge of the stage. We will
continue to update the game to expand the various Soul Charge
tactics.
31. I would like to
control characters during warm up while searching for a RANKED MATCH
opponent.
Please make the
Standby setting ON in Arcade or Training if you like to control
characters during warm up.
32. Xianghua was
known to have a high ability to ring out opponents until Ver. 1.10.
Since her ring out ability is lowered, please make something else
stronger.
The ring out
ability of Xianghua was not greatly considered during SOULCALIBUR
VI development. However, we recognized that players had fun with
the ring out ability after the launch. Even for the other
characters, if we are forced to nerf a character upon the balance
adjustment, we would like to propose a new appeal by adding an
interesting element. We are currently considering to accommodate
in the next update.
33. How do you
decide the character line-up of the title?
Weapon usage is
SOULCALIBUR’s uniquness and identity among fighting game genre.
These weapons, variety of battle styles and composition are first
considered. Then they are finally decided considering the
characters for the story construction and their popularity among
users.
34. I would like to
return directly to the stage selection screen after battle.
We understand the
demand for immediate battles only with stage selection. We are
investigating in a constructive manner.
35. Can you
increase the number of stages?
We understand
that fans are strongly requesting the stages from previous entries
to be brought back in SOULCALIBUR VI. Each stage has its own
strategies and tactics, thus we understand that there is a strong
demand for more variety and fun. Within the team, we are
considering this request.
36. When Voldo’s
Scarecrow is triggered, a Lethal Hit during a specific stun combo,
Lethal Hit effects are shown but follow up attack is not possible.
Can you do something?
This is related
to the mechanism where “the cancellation of the restoration
state at the same stun duplication leading to a combo” under
this title’s stun combo system. As we don’t feel that the
current behavior is great, we are currently investigating for the
best solution.
37. I hear that the
principle of the adjustment is to fill in the gaps between online
and offline. In that case, will everything that “corresponds to
opponents’ actions once visually detected” such as the effect
triggering timing or the continuous attack speed be subject? What do
you think about the elements that wouldn’t make it in time for the
visual detection online?
In the fighting
game to input the next action by judging instantaneously the
battle situation progressing in real time, we realize that the
existence of the input lag difference depending on the environment
cannot be overlooked.
We understand the
importance of watching the opponent situation as long as possible,
and deciding your move. We will continue to adjust the various
attack effects and distinctive character animations
38. I enjoyed the
online battle with an in-game chat in “Player Match” of the
previous title. It is a pity not to have the in-game chat in this
title for the easier communication. Will it be added by update?
We really
hesitated on how to proceed with the online related elements
existed in the previous title including “Global Colosseo”. For
in-game chat having both a chat feature and emotes would be the
best of both words, but ended up only implementing the emotes
during the development. Since this is a very requested
feature, we are still considering it.
39. Are there any
plans for a future SOULCALIBUR World Tour?
We truly
appreciate your request for SOULCALIBUR World Tour. Actually
TEKKEN WORLD TOUR is arranged among various peoples, and held by
solving so many issues. For making SOULCALIBUR World Tour happen,
we need to arrange, discuss many things and it will take some
time. At this point we are not able to reply.
40. I understand
that Character Creation is an important element, however, attacks
are sometimes hard to see. Can you add an option to remove custom
characters from Ranked Match?
Separating the
player base with this option would increase the matching time and
possibly give way to being matched against an opponent of a much
higher rank because the number of opponents that fit would
decrease. We also consider Ranked Match as “a place to show the
characters created by you/others”. Therefore, we are not
planning on adding an option to remove custom characters from
Ranked Match at the moment. However, we are looking into a
solution to players using custom characters to gain unfair
advantages.
41. In Offline
battle, since there are only 2 kinds of regular colors, P1 and P2,
the player’s personality can’t be expressed. Can you add more
colors?
We are
investigating a way to express the player’s personality even
Offline. Weapon selection is available in Ver.1.20 but the color
addition is also under consideration.
42. When applying a
sticker rotation in Character Creation, it is not possible to apply
it to cover 360 degrees or the line remains on the joint. Is there
any possibility to cover all around?
We have done our
best during SOULCALIBUR VI’s development, though we will
continue making effort for improvement.
43. Is it possible
to see the character I created and shared online is downloaded and
used by how many people?
Thank you for a
very interesting opinion. We will consider the implementation when
an opportunity rises.
44. What kind of
information from the market is consulted in order to adjust battles?
We take in
various battle plays such as tournaments in different locations
and online battles between players and utilize them for adjustment
and improvement. When doing so, we don’t refer only to the
experienced players. We would like players with different skills
to continuously enjoy this title.
45. Appeal is
unintentionally triggered during battle.
We feel that we
must seek for a solution to the input reception and commands for
the problem where the Appeal is unintentionally triggered at the
attacking or guarding moment.
46. Maxi’s
Neutral Guard (Alkaid) has an ability of Guard Impact. However even
if I repel the opponent’s attack, I receive Reverse Impact and the
continuous attack is not guaranteed. Why?
The fact that the
opponent can trigger Reverse Impact when you repel the vertical
slash with Neutral Guard(Alkaid) is an expected behavior. It
doesn’t mean that Maxi’s attack is established upon successful
repelling. There is one more struggle against the opponent, and
the counter is only guaranteed when Maxi has the Soul Gauge.
47. Why don’t you
ask publicly character designs?
Thank you for a
very interesting opinion. We will consider the implementation when
an opportunity rises.
48. Can you let us
know the DLC release timing? Maybe just the season?
We plan to
release the remaining 3 DLCs including Amy by end of this summer.
49. Although
Reversal Edge is a common system, the triggering speed varies. Why
some are easier to dodge than others?
Reversal Edge is
constructed as a general system to “avoid all upper/mid/low
attacks after special blocking stance is triggered”. Other than
that, each character’s characteristics are strongly reflected.
As for the balance improvement, we will continue to adjust
Reversal Edge and other common battles systems but will keep these
character’s characteristics.
50. Who is the
strongest staff among the battle adjustment team?
Our battle
adjustment team will include well known “Oosaka” or Mr.
“Shining Decopon” but other team member also has deep
knowledge and skills. It is difficult to say who is the strongest.
We can’t share too much of the development team’s internal
information but our members sometimes research the market trends
through online battles. You might already have battled against
them!