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Direktur Marvel Tokon: Fighting Souls Meminta Maaf atas Peluncuran PC yang Kasar dan Memaparkan Perubahan Keseimbangan yang Akan Datang

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Direktur Marvel Tokon: Fighting Souls Meminta Maaf atas Peluncuran PC yang Kasar dan Memaparkan Perubahan Keseimbangan yang Akan Datang

The director of Marvel Tokon: Fighting Souls issued a statement apologizing for the game’s rough launch on PC and outlined upcoming balance adjustments based on the dev team’s findings.

Kazuto Sekine, director of Marvel Tokon: Fighting Souls, published this statement on Monday, September 14, both in a short post on social media as well as a longer, in-depth blog post on the game’s Steam page.

To start, Sekine apologized for Tokon’s glaring issues on PC when it first released, which were so rough that even massive fighting game streamer Maximilian Dood uninstalled the game during a live broadcast.

“Seeing the game’s content so positively received, with players enjoying the experience and feeling inspired to keep playing, has been a tremendous source of joy for the entire development team,” Sekine began.

“However, we also recognize that the launch period was impacted by stability issues on PC, and we sincerely apologize for the frustration this has caused our players. It was never our intention for players to be unable to enjoy the game as we envisioned, and we are currently making progress on improvements to the PC version so that everyone can enjoy the game to the fullest.”

He went on to outline a couple of areas the development team believes “need to be addressed,” which included reassessing input responses and concerns of overly-frequent assists and tags.

“We have observed that particular inputs, such as attacks from aerial dashes or Free Flight, would sometimes not register correctly or even at all,” he explained. “To address these issues, we intend to adjust the current input windows to ensure a smoother and more responsive gameplay experience.

“In the current state, there is a 6-frame input buffer when holding a button. However, we intend to adjust the way inputs are handled so that, in certain cases, the action will be performed even when the button is not held.”

When it comes to frequent assists and tags, Sekine admitted that the game was originally balanced with the goal of players constantly tagging their characters in and out of battle. In fact, he revealed that the current state of the game has exceeded their expectations in this regard, though they acknowledged concerns from the community that this might be happening too frequently.

Namely, this means the team is working on increasing the cooldown time for certain assists and switches to “allow us to maintain rushdown capabilities while also creating more time for phases of neutral play.” Sekine said the team is looking into implementing these changes in updates “as soon as possible.”

Changes to overall character balance, however, will be minimal. Sekine and the Tokon team believe that it’s too soon to make sweeping changes, as they are currently in a “discovery phase." Sekine said that it is “still too early to start modifying character traits,” especially since the changes to assists and tags will also impact gameplay.

This is the latest statement from the Tokon team after producer Takeshi Yamanaka apologized for the game’s rough PC launch and admitted that it would be “extremely challenging” to regain players’ trust.

“Unfortunately, in the PC version of the game, there have been in-game issues experienced by many players, which we really apologise to the player base for all of these problems,” he said in an August interview with VGC.

Despite these difficulties, Tokon was well-received critically, with IGN scoring the game a nine out of 10. After Steam reviews stumbled, Arc System Works was quick to push an update that solved many issues for PC players, and has been regularly communicating with the fighting game community in the weeks since then, as evidenced by this latest blog post.

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