Kayane

Kayane @ Japan · @Kayane

16th Feb 2019 from TwitLonger

SoulCalibur VI Conference at EVO Japan - Summary


Hello everyone !

I was at the Soul Calibur VI panel organized by Project Soul team with the presence of SCVI producer Okubo-San ; Game Director Takahashi-san, Art Director Yoshie-san, and battle developer Oosaka-san.

Here are the main subjects and responses that I could gather. I did my best but it was hard because it was a mix of Japanese and English , Okubo-san had to reply and translate in both languages. So there are surely things missing. Don’t hesitate to complete if you heard more things at the panel.


- Button changes will be possible at the character select screen but not in next patch

- Soul points are difficult to earn for those not playing online, so they will make it easier to earn offline

- Team Battle, Exhibition Theater, voice test : not much time to spend on this, they have to make with the ressources they have but they are focusing on next DLCs

- About more single player content as DLC : they’ll think about it if more requests

- NVIDIA Ansel compatibility : they want to do it, they are planning it

- About improving training mode options : they want to improve the record option and maybe add other things to improve training mode

- About an infinite stage exclusive to this mode : difficult to make

- About the changes that are brought in patches : big change for the project soul team, unexpected things and characters unbalanced. But now more balanced and Oosaka did commentary on stream and could watch the balance of the game at the moment and he was happy to see great fights.

- They will try to do more balance and wonder if it will be ready on time for next dlc patch

- Talking about tuning the gameplay balance depending on online play : they share the informations on what they intended to do, but there were some difficult part and misinterpret parts and this is one of them, they want to state they don’t look only at online or only offline, both are important. With these two environments, like Siegfried 1B could have different property : difficult to react online but more possible in offline. So with the 1B, they changed frames at the starter but added more damages. (I don’t know Siegfried movelist specifically but I’m pretty sure Heaton was really aware about what was said on this part, maybe he can add more details, or Shen Yuan)

- High level matches are part of the balance but they also look at the average players.

- About Reversal edge : they studied how RE is used on different scenes, they think the request is from tournament players to change it. The reason they implement this, it’s mostly for non fighting games players to avoid them to study every character attacks. They explained that since the beginning of the game, that if the opponent is offensive, it’s a way to respond without knowing where to put the exact guard.

- So for the future, they want to adjust the RE, soul gauge, and the mistakes when pressing buttons too early or too late on RE

- About ring out being too easy in the game : they have made balance for characters ring out combos and moves but they are still thinking on how to make ring outs less easy to do, so they’re thinking to make rings wider. If there is anything unexpected or more than what they thought, they would make adjustments.

- About nerf changes decisions : they want to see more variety of the characters in tournaments, also characters strengths are different depending on players perspectives, countries, experiences etc. Some players may feel some characters have gotten stronger or weak characters being weaker, they are not considering balance depending on weak or strong but more focus about the depth of the game itself. Every time they patch, they want to make it clear what they intended to do. They want to give more fun to the characters and make them all unique.

- They said they can change again things they’ve already changed, not coming back to previous version, but to change again with adjustments. (Talking about Sieg ?)

- Instances with which players are unable to hit their opponent, whiff : it’s not a good thing when someone predicts a move but the punishment whiffs, so they changed hitbox to make less whiffs.

- Input buffering system : they added a few frames to intend to make it easier to play the game itself. And it had impact on how it feels in battle, they are considering with the Team to change this. There seems to have many problems when guarding, or being hit and doing inintentional moves (translation is so so) , they are looking at it on how it should be improved. About the jumps : it’s a different topic, they continue to look carefully.

- Frame data in training mode : two reasons to why it’s not here. They think it’s fun when the community shares about it, also maybe it would give the impression to the new players they have to learn all these numbers to be good. But they understand that the competitive scene wants to have the frame data, it does take a lot of time to prepare all the frame data because it has to be all correct. They continue to think about it, and it might happen in future.

- Casual match in online : possibility to rematch without going back to lobby : as a reality, this change would take time to code.

- Increasing the rematch in ranked matches : it would be difficult for the players to put an end and also there can be cheaters.

- They will change the matching system based on player rankings in next patch. They will change step by step

- Online improvement for the region separation : the description of all regions and same regions isnt good. Actually by selecting all regions, the « same region » is not selected. It’s really confusing. Gonna be changed (pictures of the changes are taken)

- They plan to remove region and language filters from the match making settings in a future update but not at the next one. Because it’s as confusing as the previous case.

- About current point attribution system in rank to differentiate low level character or low level player : if they do the changes, there will still be players unsatisfied.

- About redesign the online play level with cool names instead of numbers and letters : they are thinking and considering about it.

- Characters creations : is it possible to turn on or off the equipment destruction feature ? : on one hand, they’d like to give fun by breaking opponent armor, so it’s really difficult to satisfy every user, but they’re thinking about doing something on it.

- Character creations items : thinking to add more items but hard because they have to fix all the pairings. More items to come

- They don’t have answer about the SoulCalibur VI world tour

If you were at the conference and want to add more details, don’t hesitate ! For sure I couldn’t read and understand everything. Also I didn’t listen all the Q & A.

Thank you for reading and sharing !

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