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| Dynasty Warriors 8 + XL DLC; DLC is Downloadable Content | |
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| Tweet Topic Started: Fri Dec 21, 2012 10:21 am (358,412 Views) | |
| Mark Robin | Sat Mar 29, 2014 7:33 pm Post #6526 |
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Legend
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Garcia, I can see the idea, and I think I know what are you saying, but it'a hard to tell to have two ex weapons. Its because some of them might be more weapons, thus making more characters and dlc weapons. If you just referring to have a single character with two unique weapon, then I can see that... |
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| Stranger | Sun Mar 30, 2014 12:51 am Post #6527 |
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Officer
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...how about simply restricting what weapons characters can select? To about 5-10, for example. I know some would feel that it'd just be restricting freedom of choice but...character individuality means working with what a character can and can't do, you know? Of course that alone wouldn't be enough, the system in general needs tweaking. There should be some sorta individual gimmick each character has that applies to whatever weapon they use, that sorta thing. I get the feeling Koei's gonna eventually have characters be able to wield 4 weapons in battle, 1 assigned to each D-Pad button lol |
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| Tessen | Sun Mar 30, 2014 12:59 am Post #6528 |
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Commander
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I'm sorry but if you actually think that changing and improving gameplay changes for the better makes it an entirely new game that needs to be renamed you need to just set all of your game consoles on fire and find a different hobby. Sure charge attack system is fine. Video games often rely on two attack buttons. But Dynasty Warriors stops at square and then triangle. Theres no back and forth. They've just recently added in timed-pressed attacks. They used to have grapples but removed them. They basically only have one weapon that allows for very small air combos. Samurai Warriors added traingle to square moves. But thats just the same thing twice. |
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| GambitCajun | Sun Mar 30, 2014 1:19 am Post #6529 |
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The Child of the Moon, the Wolf Slaying Deer Warrior!
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And that would be great, if the games had less than five characters. With anymore than that you need to keep things simple, that's what the charge attack system does, you always know where every attack each character has is, you don't need to completely re-learn seventy-seven+ characters. They've started adding more unique commands to weapons any way, the Ring Blade and the Blade Bow have timed attacks, Yinping's staff can use stick rolls to enlarge certain attacks, Lingqi's Cross Pike can hit back on the control stick to call back thrown attacks, the entirety of Yu Jin's Trident and Fa Zeng's Silk Bolt, the Flame Blade can get better moves just by walking around, and then you get to weapons like the generic sword and Sabatons and Pike which have no gimmick to themselves but that's fine because their also effective by themselves. |
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| SnowMan | Sun Mar 30, 2014 5:11 am Post #6530 |
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"This is no good, no good at all."
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Yeah, this series isn't a fighting game. You kinda have to keep the combat simple because there are too many characters for it to be too complex. It's fine the way it is and the examples you mentioned support that. (On a side note, Yinping's duel maces have a specialty moveset? I never knew that, I need to try it out. Which attacks are the special ones?) Edited by SnowMan, Sun Mar 30, 2014 5:12 am.
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| GambitCajun | Sun Mar 30, 2014 5:54 am Post #6531 |
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The Child of the Moon, the Wolf Slaying Deer Warrior!
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C3, C5, and C6, roll the left stick repeatedly and you'll get more hits as she twirls the staff like a baton...don't you guys read the little info summaries of the weapons when you chose them? |
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| MĀJĒD | Sun Mar 30, 2014 11:45 am Post #6532 |
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Commander
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Will Koei improved a lot in creating unique marks for some of the new weapons. In fact I think from DW7 DLC weapons on words 90% of the weapons added have special things about them. If they continue with that and added more EX attacks then they can keep the weapons switch and everyone will be completely unique. |
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| RPGNoZero | Sun Mar 30, 2014 2:10 pm Post #6533 |
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Emperor's Retainer
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EDIT: sorry, accidentally posting before i finish the typing I think instead of the basic combo, Koei should improve more in the battlefield and enemy type. The button input itself is fine enough but most of them are TOO useful and a bit unneeded. Use things like base in DW6 (seriously, this is the only game that use bases in main game). Add more enemy type like in Strikeforce, make some of them only defeat-able by grabbing attack or musou, some are immune to musou attack. Add more variation like giant enemies and Siege Weapons THAT CAN'T BE DESTROYED IN 3 HITS. Yinping's weapon has special ability by twisting the analog stick but most people doesn't realize it. Why? Because the normal attack is powerful enough to win. I mean i have seen many people on various game forum talking about they don't play main games DW anymore, but still playing Empires. Why? because it has more than just mashing button to get 9999 KO. It has better AI and it can become dreadful the deeper enemy territory is, it has more strategic aspect into it. Seriously, DW7:Empires proves they can make good AI for DW games, but it become idiot again in Vanilla DW8. Sadly but it seems the AI become selling point of Empires along with CAW. Main games become movie-wannabe with "ADD 10+ NEW CHARACTERS EACH GAME RAWR". Also, please don't argue with "you clearly haven't played this game in Chaos mode" since Chaos mode is almost unplayable for beginner until after hours of gameplay and grinding. Normal mode in DW8 is too easy, then i try to start in hard mode but it's more like a drag than challenging since most of enemies simply just has more health and defense, which is one of the cheapest way to increase difficulity Edited by RPGNoZero, Sun Mar 30, 2014 2:32 pm.
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| Stranger | Sun Mar 30, 2014 3:33 pm Post #6534 |
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Officer
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I don't get the love for 7E, period. Enemies took slightly longer to KO and occaisionally I'd get locked inside a base (more often by my allies than the enemy...) but otherwise I played it the same way I played vanilla DW7 with no problems, and got bored of it very quickly because of this. The "strategy" aspects of the game, both in and outside of battle, didn't feel satisfying to me at all. Didn't feel like strategy to me either. DW6 map layout and stage mechanics + DW8's general pace of battle/combat is the way to go though, yeah. Haven't played Strikeforce but more enemy variety sounds good to me too, I agree with your general point that these sorta things would aid the game more than tweaking movesets and stuff would at this point. |
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| Zhen Da | Sun Mar 30, 2014 9:11 pm Post #6535 |
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No Polearm for Hua Xiong
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I have a question and it might seem rather silly but what day do we normally get DLC updates? is it Tuesday or Thursday? |
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| Mr. Kamikaze | Sun Mar 30, 2014 9:41 pm Post #6536 |
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God of War
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For the west i believe its Tuesdays |
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| Zhen Da | Sun Mar 30, 2014 9:53 pm Post #6537 |
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No Polearm for Hua Xiong
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I should of worded that better, what I meant was what day do we get information on the Japanese DLC? such as when did we get the Stone Pillar announced? |
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| garnix | Sun Mar 30, 2014 10:47 pm Post #6538 |
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Legend
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Japanese website actually updates on Thursdays morning GMT. So in the night between Wednesday and Thursday if you are US resident. Here the link to the website : http://www.gamecity.ne.jp/smusou7m/dlc/ |
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| Zhen Da | Sun Mar 30, 2014 10:58 pm Post #6539 |
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No Polearm for Hua Xiong
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thanks, I wasn't sure when it happened I wonder if they will reveal another weapon this coming week |
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| garnix | Sun Mar 30, 2014 11:03 pm Post #6540 |
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Legend
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They probably won't. If I remember correctly, in DW8, weapons came once every two weeks. So I think next weapon announcement will be on April 10. But don't take it as a fact. We never know with Koei ^^ |
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| Erminaz | Sun Mar 30, 2014 11:11 pm Post #6541 |
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Emperor's Retainer
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YAAAAAS Meng Huo getting his giant club thing back I don't care if it's slow and innefective, it still sits above those claws. |
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| BlackKite | Mon Mar 31, 2014 3:12 am Post #6542 |
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長宗我部菜々
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We don't even know yet how many new weapon DLCs they'll be adding to XL. For reference, this was the list of vanilla weapon DLCs' release dates 焔刃剣 Blaze Sword - 2013.05.09 螺旋弩 Rotating Crossbow - 2013.05.16 飛蹴甲 Sabatons - 2013.06.13 峨嵋刺 Emei Piercers - 2013.06.20 刃弩 Bladed Crossbow - 2013.07.11 双扇 Twin Fans - 2013.07.25 If yet another weapon is indeed coming, it could be revealed in one week after or two. If there's nothing this Thursday, then probably next week's. But don't hold your breath on that |
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| garnix | Mon Mar 31, 2014 6:32 am Post #6543 |
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Legend
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Hopefully you will provide us with a full list of April DLC soon. I really miss this monthly schedules... |
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| BlackKite | Mon Mar 31, 2014 6:46 am Post #6544 |
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長宗我部菜々
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Yeah about that, for some reason the official site's DLC page no longer gives previews for the remainder of the month, and rather only next week's batch.. ![]() The monthly previews are now instead being sent as press release from Koei to game news sites, so we have to rely on sites like Gamer.ne.jp or 4Gamer.net and wait until they get the press release and publish the news. It seems like these press releases are also being distributed on Thursdays when they do come that week. |
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| FKA | Mon Mar 31, 2014 6:59 am Post #6545 |
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OCTOPUSSY
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So using rockfall to block of a supply route to one of the bases isn't strategy? Transforming a base into a supply base so the former problem doesn't happen on your side (enemies have used this to get out of sticky situations too) isn't strategy? Implementing pitfalls and ambushes isn't strategy? Girl bye. 7E offered more strategic elements on the battlefield than any other Warriors game to date.
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| Stranger | Mon Mar 31, 2014 12:06 pm Post #6546 |
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Officer
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I rarely needed to use any of the strategems ever though, to the point where I usually just forget that they are even in the game. Fair enough that it offers those possibilities but what's the point when - as far as I could tell - playing 'normally' was just as effective? That's what I meant when I said it didn't feel like strategy to me, because I could go through it with little-to-no strategy at all. Maybe I was playing it incorrectly but that sorta thing shouldn't even be able to happen imo |
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| garnix | Mon Mar 31, 2014 12:11 pm Post #6547 |
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Legend
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Did you play on Chaos difficulty ? If you didn't, please do, and you will notice that stratagems may save your life sometimes, or your commander's life. |
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| FKA | Mon Mar 31, 2014 12:17 pm Post #6548 |
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OCTOPUSSY
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It wasn't though. If you tried to go the 1 vs 1000 route you essentially took the long way out, because even on Normal if your overall troop numbers (and in extension the percentage of bases you had at the start of the battle) were on par with the enemy's (which was most of the time) they'd still give you an actual challenge. Did you play on easy or....? Because none of my 20+ playthroughs only had me winning battles solely through mowing down enemies in my path to the main camp. Also 'maybe'? Honey there was no maybe you weren't playing it correctly full stop. If all you were going to do was rush the horde like the main title and XL then you should have just kept to those games. Even playing as an Officer had some strategic aspects. But if all you did was play as a Mercenary which is probably the only thing I can think of where you could probably use the 'no strategy' approach then... What even is the point?
Edited by FKA, Mon Mar 31, 2014 12:31 pm.
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| KineticBackHand | Mon Mar 31, 2014 5:57 pm Post #6549 |
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Cold Day In Hell
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Question, how many months ahead was Japan's DLC for DW8 when compared to the western market's DLC for DW8?? Also, going off that knowledge when could we realistically expect the new weapons DLC to land stateside?? I'm hoping since Koei is also supporting a PS4 release that we may get the new DLC sooner when compared to the past. |
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| Tessen | Mon Mar 31, 2014 6:25 pm Post #6550 |
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Commander
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Have you played a Sengoku Basara game? ... Like... ever in your life? Any of them? Those characters are so uniquely different and they all follow the same button patterns. They've "started" is basically what I'm getting at. They know its an issue and they aren't really doing much about it. They're doing very small little things with each new character/weapon they add... but... what about the other 70+ characters left over without unique features in their moves? This is a new entry to the series from 7, were previously all of the weapons except maybe the circle blade had no unique features. If you ask me, they knew they needed to make each moveset more unique but they decided to just take all the movesets over from 7 instead of upgrading them all from 8. Most game companies would take that step to upgrade the combat from one installment to the next but this /is/ KOEI were talking about. But it also doesn't help that fans like you settle for basically nothing and relate easyness and sameness to "features". We need more variety especially with the weapon switch system because literally every character in this series is /actually exactly the same/ except for two EX attacks and 3 musous? Without these special features weapons can only be measured for their usefulness by attack speed and range. To a certain extent, damage stats mean nothing after being high enough level and/or adding the right upgrades to your weapons. That makes weapons like the flute or rapier pathetically useless later on. |
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