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This should be posted everywhere for Devs to read
Posted: 05 February 2010 05:55 PM   [ Ignore ]
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ALL THE CREDIT GOES TO “Boy In Space” NOT ME!!!

I totally agree with this and I feel like others would to

Just thought I might post this for Kalina to read:

If VV (or anyone else) ends up making an MUA3 or an XML3 I really hope they read the fan’s feedback, which can be found almost all over the forums. I really hope they take in the constructive criticism, suggestions, feedback into consideration.

• Fusions were great and amazing in MUA2 but they placed too many boundaries when adding new characters. Xtremes were just a bunch of boring colored radials. So I believe a hybrid type move would be perfect, an “Xtreme” special that is as fun and interactive as a Fusion and still giving the individuality to the heros. This also allows more freedom towards the roster.

• Please enhance the melee attacks for the heroes. There is no fun when fighting with regular melee, only time I use it is if my powers are completely drained. Add more combos make melee more complex (very important). And maybe instead of a chargeable punch attack, you might want to consider going back to the roots of XML and make it a series of 3 strong hits (which would increase the number of combos).

• Increase the level cap from 60 (which was way too short) to 99 (or at least something more then 60) believe it or not this adds more replayability. By my 2nd play through my heroes are practically maxed out.

• We need more RPG elements, like I said before look to the roots of the game. XML had many RPG elements, like allowing us to lvl up our hero’s ATK, DEF, etc.

• I really enjoyed MUA2’s addition of the red milestones when lvling up powers. Adding extra details to the moves like “increase area off effect” or “adds knockback”. I thought these were great great additions to the powers. BUT I was a little disappointed to see that the look of the power itself never changed. I think it would be great to see the look of the power itself to look stronger and look more intense as you level up your powers. For example Storm’s Lightning Strike in the beginning would be more thin and as you level up the strike would become thicker and look more intense. Like Storm’s Lighting Strike in XML at first it was one simple strike and it eventually began to chain, and once maxed out the power becomes red and intense chaining to every enemy on screen. This really gives you the feel of powers actually becoming stronger.

• So many boosts to only allow us to use three at a time and for the whole team. You should allow us to use boosts for heroes specifically instead of just the team as a whole.

• Bring back comic book missions. Character specific missions, always a lot of fun.

• Some sort of VERSUS mode is always a plus.

•ALT. COSTUMES please give us more. Believe it or not alt costumes are really desired especially to us fans. Something about seeing our favorite characters in our favorite costumes of theirs that make it really enjoyable. Never downgrade anything from a previous game if XML2 and MUA1 gave us 4 alt costumes it sad to see a sequel only give us two to choose from.

• The “Barbie Factor”, marvel women are known for being incredibly beautiful so what happened when it came to the design of Black Widow, She-Hulk, Storm etc. You might want to use these as a reference the next time you design the following female characters:
http://www.comicvine.com/storm/29-1444/earth-616-storm/108-20/storm/105-999842/?offset=10

http://www.comicvine.com/black-widow/29-3200/all-images/108-216971/16_black_widow__deadly_origin_1_greg_land_variant_/105-921136/?offset=70

http://www.comicvine.com/she-hulk/29-1449/all-images/108-209373/60294-she-hulk/105-75874/?offset=780

• And I’m going to say it but if Jean were to appear in the next game just keep here original Telekinesis power.
Nuff’ said.

 
 
Posted: 05 February 2010 05:58 PM   [ Ignore ]   [ # 1 ]
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Lots of great points!

 
 
Posted: 05 February 2010 06:06 PM   [ Ignore ]   [ # 2 ]
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All good points. But here’s a few of my own either for MUA3 or XML3 smile


*Unpopular/Weird Characters

Add them. At least one please! They characters help build diversity and uniqueness in the roster. Moon Knight is this kind of character in MUA1. He was A GREAT ADDITION. Make sure you bring one of these characters to MUA3. Moon Knight returning would be fine, but I would be happier then a drunken duck if Howard the Duck was in smile. Also, Sleepwalker, Deathlok, and Darkhawk would be sweet also.

*Add a Young character

Be it a Young Avenger or Runaway, have one of them. Adds to roster diversity. My personal choice would be Patriot or Wiccan from the V.A.

*Don’t reject character types

Magic, Cosmic, Mythic. DO not reject them! Put them in!

*Make sure you present a comic story well

Make sure you fit in every story point you can when you cover a story based on a comic.

*Roster diversity

Don’t add just X-Men, Avengers, or Winter Guards. Add in characters from all walks of the Marvel Universe. Roster diversity is the most important thing in the game IMO.

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Posted: 05 February 2010 09:41 PM   [ Ignore ]   [ # 3 ]
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Also-

Add uniquely powered characters! This is one of the best parts of the game.

In an XML game:
Kitty Pryde (phasing), Emma Frost (changing character class), Dust (dust form), Multiple Man (duplication), etc.

These characters all have followings and would add WORLDS to the game. They also have practical solutions to the feared glitches that were the reason for leaving them out of previous games.

IE- Kitty Pryde
Also, note that 513/623 people on that thread wanted Kitty playable in one of these games.

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Posted: 06 February 2010 03:59 PM   [ Ignore ]   [ # 4 ]
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I have to say I like everything listed here except the “barbie factor” which is not only sexist but I personally LVOED the way Storm looked in this game.

if they had the image version you showed, no atrtack towards your personal preference, but i myself woulf have been sorely dissapointed

 
 
Posted: 10 February 2010 01:56 PM   [ Ignore ]   [ # 5 ]
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I think these are all great points (except the barbie factor).  I would just like to add move varied environments and enemies.  In MUA1 we had Murderworld, Mephisto’s Realm, Atlantis, etc. and each area had several different enemy types - flying, leaping, ranged, melee, giant, etc.  In MUA2 we have indoor generic urban environments and outdoor generic urban environments.  Other than the boss fights we only fought generic soldiers and robots, neither of which was particularly memorable.  It’s nice to have lots of heroes and powers, but when you’re doing the same thing over and over again an the same types of locations it gets repetitive quickly.

 
 
Posted: 10 February 2010 03:42 PM   [ Ignore ]   [ # 6 ]
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Captain Carrot - 10 February 2010 01:56 PM

I think these are all great points (except the barbie factor).  I would just like to add move varied environments and enemies.  In MUA1 we had Murderworld, Mephisto’s Realm, Atlantis, etc. and each area had several different enemy types - flying, leaping, ranged, melee, giant, etc.  In MUA2 we have indoor generic urban environments and outdoor generic urban environments.  Other than the boss fights we only fought generic soldiers and robots, neither of which was particularly memorable.  It’s nice to have lots of heroes and powers, but when you’re doing the same thing over and over again an the same types of locations it gets repetitive quickly.

I prefer the enemies/settings in MUA2 to those in MUA.  MUA2 has a more ‘real-world’ feel to it because the foes are mostly soldiers and robots.  It was like the first XML in that regard.  In XML, you mostly fight soldiers and Sentinels, and the battles take place in realistic settings (factories, snowy bases, naval ships, etc.) rather than places like the Shi’ar Empire and the Savage Land.  I really liked the realistic ‘feel’ of XML, and I like MUA2 foes/settings for the same reason.

Another great feature they brought back from XML was the upgrade slots for powers (i.e., when you reach a certain slot the power gains a new effect, not just increased damage).

 
 
Posted: 10 February 2010 07:36 PM   [ Ignore ]   [ # 7 ]
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fanboy0202 - 10 February 2010 03:42 PM
Captain Carrot - 10 February 2010 01:56 PM

I think these are all great points (except the barbie factor).  I would just like to add move varied environments and enemies.  In MUA1 we had Murderworld, Mephisto’s Realm, Atlantis, etc. and each area had several different enemy types - flying, leaping, ranged, melee, giant, etc.  In MUA2 we have indoor generic urban environments and outdoor generic urban environments.  Other than the boss fights we only fought generic soldiers and robots, neither of which was particularly memorable.  It’s nice to have lots of heroes and powers, but when you’re doing the same thing over and over again an the same types of locations it gets repetitive quickly.

I prefer the enemies/settings in MUA2 to those in MUA.  MUA2 has a more ‘real-world’ feel to it because the foes are mostly soldiers and robots.  It was like the first XML in that regard.  In XML, you mostly fight soldiers and Sentinels, and the battles take place in realistic settings (factories, snowy bases, naval ships, etc.) rather than places like the Shi’ar Empire and the Savage Land.  I really liked the realistic ‘feel’ of XML, and I like MUA2 foes/settings for the same reason.

Another great feature they brought back from XML was the upgrade slots for powers (i.e., when you reach a certain slot the power gains a new effect, not just increased damage).

Let me guess when your playing MUA2 your first thought was what enemy type are we going to fight next? wink Not much of a difference in enemy types so you couldnt really not be able to guess the next enemy type was going to be all through the game. At least MUA1 had more variety in enemy types than MUA2 does and made it more interesting with every new place you went to.

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