I mean, the bug part I get, but the creativity part? I dunno, I thought IG’s character designs were very creative. Or are you saying that they could’ve been even better with more time to work on them? If I’m not mistaken, and maybe I am, weren’t the characters plotted out in advance and worked on over time? I mean, it’s not like they started from scratch on March 1st and said “okay, I we have until April 1st to create a character, design their look, story, move list and get everything working in the game and balanced.”
Maybe that’s what happened and I’m totally off here, but my assumption has always been that while they were probably rushed more than they needed to be, that they still had time at the beginning of the cycle to get a lot of things going, at least. How much they were able to do, well, we’ll probably never know, but I would be curious to know how much that one month per character time constraint actually effected development (beyond some bugginess).
I didn’t mind them, and I don’t know how much the more vocal people were speaking for everyone else, but yeah, the general consensus I saw seemed to be less than favorable to such frequent balance patches. I mean, if stuff is legit broken, that’s one thing, but I kinda feel like the overall balance stuff should be a once a year, grand rebalancing, kind of deal. Maybe that’s just me though.
Nah I disagree with this. I don’t know many fighting games that release multiple character packs after launch and I wouldn’t want to see them in KI. I’d rather be forced to concentrate on the new thing than get several things thrown at me at once. I get that not everyone is like that though, so you’re obviously speaking for some out there, no doubt.
But I definitely prefer the slow, but consistent trickle of content. More stages, more outfits, more story missions and all of that stuff, for sure. But after the initial release, I’d still like to have that new character tease followed by the trailer, followed by the breakdown stream and then the actual release. I’m not saying that because it’s what I’m used to or because that’s how it was done before or anything like that. I think it was a legitimately fun way to go about getting new content and building hype and anticipation for the next character; to really give them a spotlight and get people excited to try them out.
As someone that doesn’t really care about ranks because my skills are, shall we say, lacking a bit… This sounds fine by me.
I’d like to see Shadow Lab order characters by wins under each individual character tab and break them up by Tiers as opposed to having the top point getters at the top, but that’s really my only nitpick as it would pertain to rankings (which is entirely different form the rankings you’re talking about, of course).