@@NicerChile yep... Very rare for online game... Most Devs don't communicate with their community at all 🤣 also I just don't agree... The game is literally in alpha... What the f do you want
YOOOO!!! #LoRMentioned. LoR has a special place in my heart and I still lurk in the community to see what everyone's up to. Super happy to see you checking out our journey on 2XKO as well!
@@JulezProductions Lurk?! Pike Confirmed???! But for real though 😂, loved your involvement with the community back in LoR, excited to see you guys on 2xko too.
Thanks for shouting out the controller/peripheral issues, made me actually go an submit an official ticket so I know it's recorded. It's great how engaged you guys are with the community
I'll use this chance to say, purely as a simple observer at this point, watching people who have figured things out in this game is a real treat. There was a series of rapid fire interactions in a game between Sajam and ApologyMan against SonicFox where Apologyman caught out an assist and was comboing it up the screen so Sajam jumped in to lock down the point character while his partner managed to finish off the assist character then fall down to apply pressure and tag in with a mix up and it was one of the hypest interactions I've seen in a while. This is exactly the kind of stuff I want to see this game to be capable of.
Damn I definetely didn’t expect a company as big as this to be listening and responding to the player base. Good job guys. Definitely picking this game up.
You can expect more, as most of RIOT's devs communicate quite often with their community. You could say they're definitely one of the more community sided companies out there.
@@amos7367 I can't believe LoL and 2XKO are developed by the same company. I have been playing league for over 10 years now, peaked gm and I can easily say that LoL has tons of bugs and problems and devs won't fix them until they are seen in pro league, and they don't even listen to what community says about their game because they are already making tons of money with minimal work.
TFTs head Mortdog streams every weekend, posts patch note videos every 2 weeks too explaining why they're making the changes they've made. Riot has an incredible amount of Devs willing to put the time into the community
Under Night In Birth 2 is definitely a good reference for general character trials beyond just combo routes as well as specification for when this combo is good
congratz with joining the internet, it's called "dev blogs" you can find it for any game you like and see what is going on in the dev team and what is the progress
From the controls perspective I have found it really nice to be able to play on keyboard with how inputs are focusing on double taps as opposed to motions
Love your dedication to listening to the community but also your commitment to your design vision. I think it really hits the sweet spot that so many game devs struggle to achieve. After 4 years of dreaming about it, its wild to think I finally got to touch the game and boy did it not disappoint. I am SO excited to see what you guys cook up next. GIVE ME MORE CHAMPS PLS ❤
@@RichiePajooh-r8i Because arcade sticks are fun. If it was all about advantage and the best controller, everyone would just use leverless controllers for every game. Sometimes you just want the feel of playing with an arcade stick even if it isn't 'necessary'. Hell, I built my own arcade cabinet, and people had a blast playing lethal league on it, and that game was definitely not built to be played on arcade stick.
I hope you do videos like this throughout the game's entire lifespan. It's seriously the best thing to give players in times where devs can feel too distant and hard to understand.
I'm loving Riot's approach to 2XKO's development & sharing a game this early to gather feedback is nothing short of epic. The fact that the Alpha is as feature rich as it is, is low key insane.
I got like 20 twitter tabs with the most mind bending setups, okis and combos videos that I'm inspired by A single tab has been consintently given me like a dozen hours labbing each to replicate, it's insane This game is DEEP, and it keeps getting deeper every day I open twitter I never enjoyed learning a game more in my life, this is pure bliss
@@andstriker I will say, at least from my perspective, Twitter stuff is not indictive of the quality of a fighting game. Every game has lab monsters that post stuff on Twitter, even for complete jank fests of games.
@@andstriker I think he is trying to say that a game with forced 5050s, ToD, gimmick set ups, no footsies and a total of 2 seconds of neutral per round isn't a real fighting game experience. It's just gambling with extra steps, I'm pretty sure he is saying this from referencing fraudulent as a descriptive word. Basically you're pretending to be good but all you're doing is putting people into a blender with full screen, plus on block, advancing normals and that in his eyes isn't skillful because anyone can flip a coin.
The supers lack impact. Like the attacks feel great but the supers, outside of illaoi and braum, feel generic and kind of stale. Good job on everything else! Thank you for this game!
From what i can gather, both Braum and Illaoi were developed later than the rest of the roster, so it does make sense that the general quality of those characters seems to be higher
Honestly my only complaints so far with the alpha lab are all things that are going to be fixed with the release anyway, or things you already addressed in this video. Stuff like a more fleshed-out tutorial will be super helpful when it's added in later on. My biggest complaint is just that there's a lack of diversity of character archetypes on the roster because I'm a filthy zoner player and would love to see some more projectile-focused gameplans, but also some dedicated grapplers and puppet characters would really help to feel like the matches aren't all either rushdown/mixup or big beefy boys bashin' butts. But again, obviously a thing that will be fixed when the full roster is available. Keep it up!
I'm unfamiliar with most tag fighters but I imagine a puppet character would be a bit overwhelming since you're gonna have to control one extra guy on screen, but Azir would be sick.
Since my region was not allowed to participate, I would like to suggest expanding the list of eligible regions or, even better, launching an open alpha lab where anyone can join. Thank you!
You guys have been transparent all thru development and I appreciate that. The alpha isn't even over, and surveys haven't even been submitted and we are getting transparency. Love to see it
Thank you for the invitation to join Alpha Lab. The game is gorgeous and the gameplay is very satisfying. When something is built with care and along with the community the probility of success is much higher. Happy to see your attention to all the details. Can't wait to see new champions and stages! PS: Using PS5 controller on PC with no issues so far.
Really want to say that the tutorial despite how bare bones is so insane to have in a beta launch like this. I really appreciate all the content. I am so happy to have access and to play and lab the combos. Insane quality for an alpha but would love to see what comes next!
Very pleased to see so much communication with the community AND an alpha test this early! So refreshing after many big releases have had, at most, a console-only beta. Also v pleased to see so many trusted names in the FGC working on the game. I usually don't care about Riot products, but I've been enjoying the Alpha and look forward to the things to come.
This is a great video, thanks for taking the time to share. Wish I could have played it. Tried so hard and early. Been with riot for 10+ Those cabinets in the back are so amazing.
Great video! Thank you riot for listening to player feedback and even though I haven’t gotten into alpha lab I am happy to see so many people from other games giving this a try. Keep up the great work.
This level of transparency, shortly after the alpha being made available, is amazing! I can't tell you how many times we've had to wait for developers to look into one glaring issue, only for a solution to be presented years later.
Yeah hopefully they meant that getting upgraded to new lobbies was just for now Otherwise it kinda made me think of the Strive floor system and I got nauseas Please give us proper ranked (preferably with character specific or team specific ranked like Street Fighter 6)
I'm pretty casual but I've been playing 2XKO a ton after getting into the FGC from SF6's release! Big fan of being able to play with a friend, it's given me so much more fun than I could have hoped. You guys are doing amazing!
Fighting-game veteran here. I personally would like the ability to set custom "anti-macros". Stuff like L + M to dash instead of only having the option to change it to a single specific unused button (I would like to have Marvel-style dash inputs), changing the throw/burst macros to other buttons, or even merging the special buttons (i.e. specials are now mapped to back, down-back, down, down-forward, forward, and double-tap or hold instead of two separate Special buttons) would be really nice as many fighting games lack options for setting the player's preference from other games to be the standard for this game. I would also like the option of using motion inputs instead of S1 and S2 to do specials. It would feel super nice to have that option to free up space on the stick for things like macros if the player chooses.
Nah mate, this game is supposed to evolve the fighting game genre not go back to how older games are. Control scheme is probably the "biggest" change from traditional fighting games and I am all for it.
I agree with this. I’m not very good at playing fighting games with more than 4 buttons. Allowing more customization that suit various play-styles like making Dash a two-button input is highly desirable
Great communication! Its refreshing to see devs actually be receptive of feedback from people who know what theyre talking about (not just whiners saying stuff that has no real effect on experience) and then iterating on how they plan to possibly change it. I have faith in the team and in the game. Cook it for as long as it needs. Theres plenty of other fighting games to hold us down in meantime!
As a FILTHY CASUALwho almost exclusively used PULSE all weekend and got my butt handed to me by people who were insane at the game. I would say the combos are not too long as long as the combos are really cool and fun. I think that's good. Combos DO NOT need to be nerfed in this game. STICK WITH THE VISION FOR THE GAME IT IS GOOD. great job with this one guys seriously
10:40 Conk, I'm so glad you've said this! One thing I was worried about was that the team was gonna be solely focused on addressing every single issue they could that the players had problems with, and I honestly think the vision of the game as it is is amazing and you guys should continue with the overall goal of making the game you think is the sickest while taking player feedback strongly into consideration.
I have no doubt this game will be incredible based on how passionate and communicative the 2xko team is. Keep it up everyone, thanks for a fun alpha lab :)
I haven’t played much but the game feels really good. I think combos are long for how much damage it does. This also extends to block strings for some of the characters. I have so much faith in this game to be long term and hugely competitive based on how the whole team has been speaking to the team.
Blockstring length is a product of not grasping the defensive mechanics well, parry and pushblock end things very fast, but if you aren't aware/don't know how to use them properly, then tag games blocks things feel infinite
Okay, I may be critical of the game... But wow addressing the questions and topics DIRECTLY without any fluff. Big respect. I gotta slip this in though - why on earth can one combo include like THREE+ OTGs that combo, what were you thinkin' lads?! Nothing feels more horrible than losing the safety of 'The enemy combo is over am safe on the ground, now I tech/guess to return to neutral.'
So i think the "Combos being too long" bit is actually people being not being able to describe their frustration woth getting hit. The combo length os objectively short compared to every other versus game but you could address it with burst recovery speed changes.
Letting the burst stack up to 2 would be a great way to remedy it I think. It'll also help further emphasize the thing where they like, parry? Is it parry? You know where the burst goes red and it cancels. Imagine having both of your bursts predicted. 😂 I'd honestly accept defeat.
2 burst per round but 1 each character. If your point used a burst, it can't use it again. You have to tag to use burst again. and yeah, lessen the hitstop. It's one of the reasons the combos are "long"
@Theguy-py4oi No way. Getting hit is part of the game but when you have grabs with brutal timing windows and command throws that lead to 80 pct combos. It's not balanced by any metric. DNF Duel and MK1 (at launch) like this and their player base evaporated.
@@Tw1dg1t mk1 was a joke that killed any community it had on thanksgiving. and brother have you ever played a real versus game. i understand that it sucks for newer players to have a learning curve like this but its fucked to treat players like they are too shit to learn. especially when we have a burst that lets us tag out. id say increase burst recovery speed but the combo length and pace of the game is prefect.
@Theguy-py4oi versus games with comparable damage and combo lengths also have 3 characters and less oppressive offense. Downplay all you want but the casual scene will die if the game stays like this.
Hey guys, that's actually AMAZING, it's so rare to see devs being so open to the community like this. Obviously you're putting so much love into the game, the final product will be fire, no doubt about it.
And that's with them already having cut it down from previous builds lmao. It's an unfortunate consequence of having such a good combo system, but it seems like they're dedicated to finding that sweet spot so i'm not too worried
@@Kelpie9423 As an Ahri player, her combos are too long in my opinion. Even a "basic" bread and butter combo lasts like half a minute, not including supers which can push that even further
I’ve been playing the Alpha for a couple of days, labbing combos, playing duos with friends, and even competing in a semi-competitive setting, and I gotta say, I’ve been having a blast!
But I do have some gripes with the game. I’m hoping that there will be a survey after the Alpha ends so the community can give some feedback and help tune the game! But this is one of the few fighting games I’m genuinely excited for! Looking forward to the full release!
game is absolutely amazing been playing fighting games since childhood and league through my teenage years this is a dream come true i love this game worth the 5 year wait ready for the official launch beyond ready for this games pro scene
Maybe the defensive mechanic could be tied to another dedicated resources that refresh every round. That way people will have access to defensive mechanic on the first round.
I had such a great time with Alpha Lab. So many of those criticisms are not worrisome and I’m sure the team will fix what needs to be fixed. Incredible game.
I'm not in the alpha lab and I'm probably just gonna wait to see if any of the upcoming characters really speak to me before jumping in but to see the game looking this good and you being as open as you are in Alpha is incredible.
The highlight of this video was the dev team has a vision way too often do fighting games lose that by trying to pander to everyone and it ends up for no one and everyone is a little disappointed I cannot wait for this to fully come out the alpha lab has been amazing.
All I hope for is for more regions to be elligible next time. I was really excited until I realized argentina didn't make it to the list, despite being neighbours with Brazil. Still, game is looking great. It's nice to hear you're being active with the feedback.
Awesome seeing how well you’re communicating with the community! Some piece of feedback: if you go the route of ‘comeback mechanics’, please don’t overdo it. The game should feel like 1) you should always win if you’re better than your opponent, cause this is a competitive game, and 2) the game doesn’t force you into an all-defensive mode as soon as the opponent triggers their comeback mechanic.
As a pure spectator my issue is not clearly knowing who is playing what character. The player names are so small, everyone is playing the same characters (understandably) in a mirror match so trying to see who the streamer is playing as is difficult. Maybe colorizing the player/character name, and maybe even the character portrait would make it better to instantly recognize it.
I’ve been playing 2x for almost a week at this point and sure things are incredibly imbalanced but this is by far the most amount of fun I’ve had in a minute playing any game not just fighting games the game is absolutely brilliant I’ve sunk all of my free time lately into this game, and I hope if there’s another closed play-test I’ll be accepted into that one too
With regards to the tutorial, Them's Fighting Herds has the best tutorial in any fighting game I've ever seen, so I'd love to see some of that energy in 2XKO's tutorial on release
At first I wasn't sure I'd enjoy this game because of the lack of motion inputs. But I'm really enjoying it so far. Clearly this game has resonated with the FGC and it's clear that you're listening to the feedback. I've even warmed up to the name "2XKO"! 😅 Honestly, I can't wait for the full release next year.
Man, the way they talk about lobbies makes it sound like that will be the only option for matchmaking in the final game.... which really kills a lot of the enthusiasm for 2xko. There's a reason the fight hub things in SF6 and T8 are always dead after all.
The game feels great so far. I’ve been having so much fun finding new things. A couple of suggestions: Jump startup frames and landing lag feel a little bit too long to me personally. It makes it feel a little sluggish in a scramble. And maybe make combos more consistent when the first move hits at max range? Unless that’s intentional. There are definitely ways around it.
The game has been a ton of fun. It's scratching an itch not many other fighting games can, with the ability to play with a friend. I'm also impressed with how deep each character is, and how unique each one feels. Really impressive alpha. I haven't even played the game solo yet, I just find it too fun to play with others. I'll eventually learn a second character. Probably. Only when my partner insists they play Braum instead of me though... For a game that will be free to play, it's definitely a 10/10. Can't wait to see more updates, and hopefully another alpha/beta sometime later this year!
Thank you. The current state of the game is already a ton of fun, and it gives me a ton of faith in the direction 2XKO is going. As someone trying to onboard people, please let individual players turn off the autocombo function of Pulse fuse. It just disrupts gameplay unless your inputs are perfectly clean.
Thanks for responding quickly. Could you please include story mode content, boss battles, and anything that would keep the casuals immersed into the lore.
I really really hope they'll add that in the official release, I always loved the story mode in all the fighting games I've tried since I'm super casual, specially MK and SF.
Not expecting this at release but really hoping (maybe even expecting!) they will add this sort of content eventually. I imagine they could do something pretty decent. They need to somehow let people learn about the lore/story more in the game
UGH I cant help it.... I seriously want to play this game! I'm obsessed with league of legends as well as fighting games...I've been watching this game ever since it came to light. i cant believe I missed the alpha lab sign up :(((((((
I think 3-4 meters spent in a combo would be fair if it leads to a touch of death, but anything less than that gets not fun. That said, my favorite thing about games like marvel and hopefully this in the future is the stylish super long combos you can pull, so I also really don't want this to turn into a streetfighter where combos are 4 hits that are all 1 frame links. Want to make sure we can still have the swag and style that tag fighters are known for.
riven has to be there, its perfect for this kind of games. The problem is trying to put characters like bard for example, i have no idea how someone can design bard for this game
Im in the camp of I like long combos, however i only like it if theres very little/no loops. I love seeing innovations on combo extensions that involve creative use rather than rotating 1-2 moves over and over.
Welcome to the FGC Riot Games, I’m so happy that you are taking this project very seriously. I'm very happy to see such a responsive and communicative development team. The game's already great in terms of gameplay, and for an Alpha it's more than a success, congrats for that!
Got finally the lab invite, so far I’m terrible at it. Had a blast ( only went to training so far). Some combos seem real long.. but I can’t even pull off combos regardless XD. I hope you bring Kindred!!! PLEASE!!!! Also, will you be putting your 2xko leveless controller for sale? I’m more of a casual player in fighting games, but I’m excited to play more!
I think customizing the private room is a must, I wanna live in a cozy virtual room. Also can we have community votes on next characters. keep up the good work!
The tutorial should feature Ashe buying a Thornmail
@@dunemayberger2210 Being back Mobi boots and then show them buying a Sunfire cape
This type of transparency and engagement is so refreshing.
It's so refreshing to see the community engagement from the 2XKO devs. I really hope this can be maintained and continued !
whats refreshing? their ability to not actually answer any of the questions and mention what they plan to do.
@@NicerChile yep... Very rare for online game... Most Devs don't communicate with their community at all 🤣 also I just don't agree... The game is literally in alpha... What the f do you want
Riot as a whole has been doing this alot more frequently for all their games the last 2 or 3 years expect it to continue
@@Sir_Lobo yep, true
@@christopherlansky "alpha" its been 8 years the word "alpha" means nothing and is just massive copium
holy shit JulezJP happy to see you again, its awesome to have you as a community lead for this game I used to love your engagement back then in LoR
YOOOO!!! #LoRMentioned. LoR has a special place in my heart and I still lurk in the community to see what everyone's up to. Super happy to see you checking out our journey on 2XKO as well!
LETS GO LOR! WE STAY WINNING
@@JulezProductions had you in my lobby earlier, ggs
@@JulezProductions Lurk?! Pike Confirmed???!
But for real though 😂, loved your involvement with the community back in LoR, excited to see you guys on 2xko too.
@@spypolly2752 YOOO! GGS my friend.
You guys forgot to send me an invite :(
@@coodoo17 this
@@coodoo17 it’s been two day’s waiting on mine lmao let’s try to be more patient I guess
I just got mine like 30min ago 🫠
same 😢
@@abeach_ so lucky!
Thanks for shouting out the controller/peripheral issues, made me actually go an submit an official ticket so I know it's recorded. It's great how engaged you guys are with the community
I'll use this chance to say, purely as a simple observer at this point, watching people who have figured things out in this game is a real treat. There was a series of rapid fire interactions in a game between Sajam and ApologyMan against SonicFox where Apologyman caught out an assist and was comboing it up the screen so Sajam jumped in to lock down the point character while his partner managed to finish off the assist character then fall down to apply pressure and tag in with a mix up and it was one of the hypest interactions I've seen in a while. This is exactly the kind of stuff I want to see this game to be capable of.
i was thinking the same when i saw that, THAT WAS CRAZY teamwork i love it
Damn I definetely didn’t expect a company as big as this to be listening and responding to the player base. Good job guys. Definitely picking this game up.
It Is exactly this that let us, LoL players, love the company
You can expect more, as most of RIOT's devs communicate quite often with their community. You could say they're definitely one of the more community sided companies out there.
@@amos7367 I can't believe LoL and 2XKO are developed by the same company. I have been playing league for over 10 years now, peaked gm and I can easily say that LoL has tons of bugs and problems and devs won't fix them until they are seen in pro league, and they don't even listen to what community says about their game because they are already making tons of money with minimal work.
i mean the lead of the league balance team posts 1-2 hour videos every patch explaining changes + reasoning behind them
TFTs head Mortdog streams every weekend, posts patch note videos every 2 weeks too explaining why they're making the changes they've made. Riot has an incredible amount of Devs willing to put the time into the community
As a lab monster, this is one of the most satisfying fighting games i've played in a long long while
@@WombatStyle as a cookie monster, I wish combos were a little shorter
@@ObeliskEye As an agreeable monster I agree actually
@@WombatStyle as a TagFighter monster i disagree, they are almost perfect (only Ahris combos are annoying)
@@shotygamingonyt long combos are a cancer, I want short high execution high damage combos
@@riveteye93 You're not getting high execution combos with this game. It doesn't even have motion inputs.
Under Night In Birth 2 is definitely a good reference for general character trials beyond just combo routes as well as specification for when this combo is good
I was thinking about that game when he said "combo trials"
I love how the dev team is communicating everything
congratz with joining the internet, it's called "dev blogs" you can find it for any game you like and see what is going on in the dev team and what is the progress
From the controls perspective I have found it really nice to be able to play on keyboard with how inputs are focusing on double taps as opposed to motions
Love your dedication to listening to the community but also your commitment to your design vision. I think it really hits the sweet spot that so many game devs struggle to achieve. After 4 years of dreaming about it, its wild to think I finally got to touch the game and boy did it not disappoint. I am SO excited to see what you guys cook up next. GIVE ME MORE CHAMPS PLS ❤
Yeah but the real question, we gonna be able to buy one of those arcade machines?
Those machines look amazing.
Facts lol
why have a stick for a game that doesn’t have classic qcf or charge inputs???? it’s stupid imo.
@@RichiePajooh-r8i Because arcade sticks are fun. If it was all about advantage and the best controller, everyone would just use leverless controllers for every game. Sometimes you just want the feel of playing with an arcade stick even if it isn't 'necessary'. Hell, I built my own arcade cabinet, and people had a blast playing lethal league on it, and that game was definitely not built to be played on arcade stick.
@@SILVERF0X13 lmao nobody tell that guy what people used to play pacman or contra in the arcades
I hope you do videos like this throughout the game's entire lifespan. It's seriously the best thing to give players in times where devs can feel too distant and hard to understand.
As long as there's no connectivity issues and is compatible with all peripherals than the button layout shouldn't be a problem
love to hear updates!
I'm loving Riot's approach to 2XKO's development & sharing a game this early to gather feedback is nothing short of epic. The fact that the Alpha is as feature rich as it is, is low key insane.
I got like 20 twitter tabs with the most mind bending setups, okis and combos videos that I'm inspired by
A single tab has been consintently given me like a dozen hours labbing each to replicate, it's insane
This game is DEEP, and it keeps getting deeper every day I open twitter
I never enjoyed learning a game more in my life, this is pure bliss
A game full of trashy gimmicks is not deep, it's fraudulent
@@Sammysapphira🫵😂
@@Sammysapphira Elaborate instead of just making a snobby remark
@@andstriker I will say, at least from my perspective, Twitter stuff is not indictive of the quality of a fighting game. Every game has lab monsters that post stuff on Twitter, even for complete jank fests of games.
@@andstriker I think he is trying to say that a game with forced 5050s, ToD, gimmick set ups, no footsies and a total of 2 seconds of neutral per round isn't a real fighting game experience. It's just gambling with extra steps, I'm pretty sure he is saying this from referencing fraudulent as a descriptive word. Basically you're pretending to be good but all you're doing is putting people into a blender with full screen, plus on block, advancing normals and that in his eyes isn't skillful because anyone can flip a coin.
The supers lack impact. Like the attacks feel great but the supers, outside of illaoi and braum, feel generic and kind of stale. Good job on everything else! Thank you for this game!
Agree
From what i can gather, both Braum and Illaoi were developed later than the rest of the roster, so it does make sense that the general quality of those characters seems to be higher
The game has a lot of missing animations, obv that’s not their priority right now, supers are def gonna change for release
Honestly my only complaints so far with the alpha lab are all things that are going to be fixed with the release anyway, or things you already addressed in this video. Stuff like a more fleshed-out tutorial will be super helpful when it's added in later on. My biggest complaint is just that there's a lack of diversity of character archetypes on the roster because I'm a filthy zoner player and would love to see some more projectile-focused gameplans, but also some dedicated grapplers and puppet characters would really help to feel like the matches aren't all either rushdown/mixup or big beefy boys bashin' butts. But again, obviously a thing that will be fixed when the full roster is available. Keep it up!
we know jinx will be in!
@@demiurge2501 jinx isn't real don't believe big arcane
@@ArctosValentine none of these characters are real lmao
yeah we don't really have a big-normals disjoint zoner either, some sort of hybrid between the two like strive testament would be awesome
I'm unfamiliar with most tag fighters but I imagine a puppet character would be a bit overwhelming since you're gonna have to control one extra guy on screen, but Azir would be sick.
Labbing this game is soo fun its crazy, you made one of the best fighting games ever imo also combo trials would be fire
Since my region was not allowed to participate, I would like to suggest expanding the list of eligible regions or, even better, launching an open alpha lab where anyone can join. Thank you!
Most likely the beta will be open
You guys have been transparent all thru development and I appreciate that. The alpha isn't even over, and surveys haven't even been submitted and we are getting transparency. Love to see it
Thank you for the invitation to join Alpha Lab. The game is gorgeous and the gameplay is very satisfying. When something is built with care and along with the community the probility of success is much higher. Happy to see your attention to all the details. Can't wait to see new champions and stages!
PS: Using PS5 controller on PC with no issues so far.
Really want to say that the tutorial despite how bare bones is so insane to have in a beta launch like this. I really appreciate all the content.
I am so happy to have access and to play and lab the combos.
Insane quality for an alpha but would love to see what comes next!
Yes please add a combo trial and strat trails for new gamers!
I use a hitbox and i gotta say the unique button layout is amazing, it lets me build and learn new muscle memory, it makes the game unique.
Very pleased to see so much communication with the community AND an alpha test this early! So refreshing after many big releases have had, at most, a console-only beta. Also v pleased to see so many trusted names in the FGC working on the game. I usually don't care about Riot products, but I've been enjoying the Alpha and look forward to the things to come.
Alpha lab has been a blast! Very fun game! Thank you for maintaining communication with the players
This is a great video, thanks for taking the time to share. Wish I could have played it. Tried so hard and early. Been with riot for 10+ Those cabinets in the back are so amazing.
Great video! Thank you riot for listening to player feedback and even though I haven’t gotten into alpha lab I am happy to see so many people from other games giving this a try. Keep up the great work.
This level of transparency, shortly after the alpha being made available, is amazing!
I can't tell you how many times we've had to wait for developers to look into one glaring issue, only for a solution to be presented years later.
I hope there is matchmaking like league or street fighter and its not all just a lobby
street fighter 6 has lobby, battle hub and matchmaking queue.
Yeah hopefully they meant that getting upgraded to new lobbies was just for now
Otherwise it kinda made me think of the Strive floor system and I got nauseas
Please give us proper ranked (preferably with character specific or team specific ranked like Street Fighter 6)
I'm pretty casual but I've been playing 2XKO a ton after getting into the FGC from SF6's release! Big fan of being able to play with a friend, it's given me so much more fun than I could have hoped. You guys are doing amazing!
Really loving the game so far and can't wait for the full release. This kind of communication will grow a dedicated community for sure.
Fighting-game veteran here. I personally would like the ability to set custom "anti-macros". Stuff like L + M to dash instead of only having the option to change it to a single specific unused button (I would like to have Marvel-style dash inputs), changing the throw/burst macros to other buttons, or even merging the special buttons (i.e. specials are now mapped to back, down-back, down, down-forward, forward, and double-tap or hold instead of two separate Special buttons) would be really nice as many fighting games lack options for setting the player's preference from other games to be the standard for this game.
I would also like the option of using motion inputs instead of S1 and S2 to do specials. It would feel super nice to have that option to free up space on the stick for things like macros if the player chooses.
Thats a very good point, i hope they do that
Nah mate, this game is supposed to evolve the fighting game genre not go back to how older games are. Control scheme is probably the "biggest" change from traditional fighting games and I am all for it.
@@gjergjipocari8227 but thats devolving im pretty sure
@@gjergjipocari8227 That's why it's called an "option". You like the new controls more? Good, keep using them.
I agree with this. I’m not very good at playing fighting games with more than 4 buttons. Allowing more customization that suit various play-styles like making Dash a two-button input is highly desirable
Great communication! Its refreshing to see devs actually be receptive of feedback from people who know what theyre talking about (not just whiners saying stuff that has no real effect on experience) and then iterating on how they plan to possibly change it.
I have faith in the team and in the game. Cook it for as long as it needs. Theres plenty of other fighting games to hold us down in meantime!
As a FILTHY CASUALwho almost exclusively used PULSE all weekend and got my butt handed to me by people who were insane at the game. I would say the combos are not too long as long as the combos are really cool and fun. I think that's good. Combos DO NOT need to be nerfed in this game. STICK WITH THE VISION FOR THE GAME IT IS GOOD. great job with this one guys seriously
10:40 Conk, I'm so glad you've said this! One thing I was worried about was that the team was gonna be solely focused on addressing every single issue they could that the players had problems with, and I honestly think the vision of the game as it is is amazing and you guys should continue with the overall goal of making the game you think is the sickest while taking player feedback strongly into consideration.
Loving the direction this game is going. This team seems very dedicated
I have no doubt this game will be incredible based on how passionate and communicative the 2xko team is. Keep it up everyone, thanks for a fun alpha lab :)
I haven’t played much but the game feels really good. I think combos are long for how much damage it does. This also extends to block strings for some of the characters.
I have so much faith in this game to be long term and hugely competitive based on how the whole team has been speaking to the team.
Blockstring length is a product of not grasping the defensive mechanics well, parry and pushblock end things very fast, but if you aren't aware/don't know how to use them properly, then tag games blocks things feel infinite
Okay, I may be critical of the game... But wow addressing the questions and topics DIRECTLY without any fluff. Big respect.
I gotta slip this in though - why on earth can one combo include like THREE+ OTGs that combo, what were you thinkin' lads?! Nothing feels more horrible than losing the safety of 'The enemy combo is over am safe on the ground, now I tech/guess to return to neutral.'
Really hoping this game release _early_ 2025. I've never watched so much fighting game content in my life.
So i think the "Combos being too long" bit is actually people being not being able to describe their frustration woth getting hit. The combo length os objectively short compared to every other versus game but you could address it with burst recovery speed changes.
Letting the burst stack up to 2 would be a great way to remedy it I think. It'll also help further emphasize the thing where they like, parry? Is it parry? You know where the burst goes red and it cancels. Imagine having both of your bursts predicted. 😂 I'd honestly accept defeat.
2 burst per round but 1 each character. If your point used a burst, it can't use it again. You have to tag to use burst again.
and yeah, lessen the hitstop. It's one of the reasons the combos are "long"
@Theguy-py4oi No way. Getting hit is part of the game but when you have grabs with brutal timing windows and command throws that lead to 80 pct combos.
It's not balanced by any metric. DNF Duel and MK1 (at launch) like this and their player base evaporated.
@@Tw1dg1t mk1 was a joke that killed any community it had on thanksgiving. and brother have you ever played a real versus game. i understand that it sucks for newer players to have a learning curve like this but its fucked to treat players like they are too shit to learn. especially when we have a burst that lets us tag out. id say increase burst recovery speed but the combo length and pace of the game is prefect.
@Theguy-py4oi versus games with comparable damage and combo lengths also have 3 characters and less oppressive offense. Downplay all you want but the casual scene will die if the game stays like this.
Hey guys, that's actually AMAZING, it's so rare to see devs being so open to the community like this. Obviously you're putting so much love into the game, the final product will be fire, no doubt about it.
please keep this level of communication up throughout the games release you will be loved for it 🙏🏾
Had a bunch of fun playing in the lab! Super excited to see how you continue to develop this game :)
Glad to hear that you want to find the sweet spot in terms of combo length because right now there are some that are just way too long imo
And that's with them already having cut it down from previous builds lmao. It's an unfortunate consequence of having such a good combo system, but it seems like they're dedicated to finding that sweet spot so i'm not too worried
What do you consider too long of a combo, in seconds?
As an avid fighterZ player, the combos are half the amount of an average Broly combo in that game
the combos are not that long generally. I'm not sure what you're getting hit by to where you feel this way.
@@Kelpie9423 As an Ahri player, her combos are too long in my opinion. Even a "basic" bread and butter combo lasts like half a minute, not including supers which can push that even further
Please let this level of communication and speed of response become an industry standard going forward!
I hope my local arcades have some of those 2XKO cabs 😍
I’ve been playing the Alpha for a couple of days, labbing combos, playing duos with friends, and even competing in a semi-competitive setting, and I gotta say, I’ve been having a blast!
But I do have some gripes with the game. I’m hoping that there will be a survey after the Alpha ends so the community can give some feedback and help tune the game! But this is one of the few fighting games I’m genuinely excited for! Looking forward to the full release!
game is absolutely amazing been playing fighting games since childhood and league through my teenage years this is a dream come true i love this game worth the 5 year wait ready for the official launch beyond ready for this games pro scene
Maybe the defensive mechanic could be tied to another dedicated resources that refresh every round. That way people will have access to defensive mechanic on the first round.
I had such a great time with Alpha Lab. So many of those criticisms are not worrisome and I’m sure the team will fix what needs to be fixed. Incredible game.
I'm not in the alpha lab and I'm probably just gonna wait to see if any of the upcoming characters really speak to me before jumping in but to see the game looking this good and you being as open as you are in Alpha is incredible.
Thank you devs for everything!! Its been fun playing both 1v1 and 2v2 sets. Great game so far.
The highlight of this video was the dev team has a vision way too often do fighting games lose that by trying to pander to everyone and it ends up for no one and everyone is a little disappointed
I cannot wait for this to fully come out the alpha lab has been amazing.
Definitely needed this cause I feel so lost playing any other style outside of pulse and even then my mix ups feel short
All I hope for is for more regions to be elligible next time. I was really excited until I realized argentina didn't make it to the list, despite being neighbours with Brazil. Still, game is looking great. It's nice to hear you're being active with the feedback.
Awesome seeing how well you’re communicating with the community! Some piece of feedback: if you go the route of ‘comeback mechanics’, please don’t overdo it. The game should feel like 1) you should always win if you’re better than your opponent, cause this is a competitive game, and 2) the game doesn’t force you into an all-defensive mode as soon as the opponent triggers their comeback mechanic.
Amazing work, the team is so good at what they do that i want them to make as many characters as posible
Cool to see more keys going through. Hoping for more regions next time. I never wanted Ireland to be mistakenly included under UK more than this alpha
So far really enjoying the alpha glad you guys are very engaged!!
Thanks for going through with that final wave!
As a pure spectator my issue is not clearly knowing who is playing what character. The player names are so small, everyone is playing the same characters (understandably) in a mirror match so trying to see who the streamer is playing as is difficult. Maybe colorizing the player/character name, and maybe even the character portrait would make it better to instantly recognize it.
I’m really happy how this development is going. I’m gonna be so sad when the alpha is over
I’ve been playing 2x for almost a week at this point and sure things are incredibly imbalanced but this is by far the most amount of fun I’ve had in a minute playing any game not just fighting games the game is absolutely brilliant I’ve sunk all of my free time lately into this game, and I hope if there’s another closed play-test I’ll be accepted into that one too
awesome to see feedback from devs
I'm having soooo much fun in duos with friends. Keep up the awesome work!
With regards to the tutorial, Them's Fighting Herds has the best tutorial in any fighting game I've ever seen, so I'd love to see some of that energy in 2XKO's tutorial on release
I really like when game devs actually really care for their games
At first I wasn't sure I'd enjoy this game because of the lack of motion inputs. But I'm really enjoying it so far. Clearly this game has resonated with the FGC and it's clear that you're listening to the feedback.
I've even warmed up to the name "2XKO"! 😅
Honestly, I can't wait for the full release next year.
the yordles should just be 1 playable character where each move is done by a different yordle.
Man, the way they talk about lobbies makes it sound like that will be the only option for matchmaking in the final game.... which really kills a lot of the enthusiasm for 2xko. There's a reason the fight hub things in SF6 and T8 are always dead after all.
The game feels great so far. I’ve been having so much fun finding new things.
A couple of suggestions: Jump startup frames and landing lag feel a little bit too long to me personally. It makes it feel a little sluggish in a scramble.
And maybe make combos more consistent when the first move hits at max range? Unless that’s intentional. There are definitely ways around it.
I really love the passion that the team shows.
those were really good questions and pretty satisfying answers ^_^ game looks cool I hope for the best!
Its amazing that the devs are so in touch with the community
The fgc needs this
Dont take it for granted people ❤
Excited for this game to come out in public! Any chance it comes out in beta for OCE?
A reply to the community? Dig the engagement!
Will there be a casual and ranked queue mode on launch? I like the hub but I would prefer to just queue from a menu most of the time
The game has been a ton of fun. It's scratching an itch not many other fighting games can, with the ability to play with a friend. I'm also impressed with how deep each character is, and how unique each one feels.
Really impressive alpha. I haven't even played the game solo yet, I just find it too fun to play with others. I'll eventually learn a second character. Probably. Only when my partner insists they play Braum instead of me though...
For a game that will be free to play, it's definitely a 10/10. Can't wait to see more updates, and hopefully another alpha/beta sometime later this year!
Been having such an incredible time playing Tuco 🥺 everything I ever wanted I can’t wait for more
2v2 is a feature i didnt know i needed in fighting games
IM BRAUM👨🏻🦲and IM DARIUS🧑🏻and WE'RE THE GRAPPLER BROTHERS
GrappLr mentioned!
Woe, meterless midscreen ToD upon ye
@@TexasSnyper papaya
Break their ranks! Break their ranks! Eugh! Break their ranks! Eugh!
Thank you. The current state of the game is already a ton of fun, and it gives me a ton of faith in the direction 2XKO is going.
As someone trying to onboard people, please let individual players turn off the autocombo function of Pulse fuse. It just disrupts gameplay unless your inputs are perfectly clean.
Can’t wait to try the game! Hope the alpha lab has been good help!
Thanks for responding quickly. Could you please include story mode content, boss battles, and anything that would keep the casuals immersed into the lore.
I really really hope they'll add that in the official release, I always loved the story mode in all the fighting games I've tried since I'm super casual, specially MK and SF.
@@kayanims in the… beta???? That crap prob not even made
Not expecting this at release but really hoping (maybe even expecting!) they will add this sort of content eventually. I imagine they could do something pretty decent. They need to somehow let people learn about the lore/story more in the game
@@El-Burrito It'd be a wasted opportunity if they won't do it ngl.
@@El-Burrito I am sure they will do it since League has huge lore.
UGH I cant help it.... I seriously want to play this game! I'm obsessed with league of legends as well as fighting games...I've been watching this game ever since it came to light. i cant believe I missed the alpha lab sign up :(((((((
glad to hear how it's going since I couldn't see for myself since no invite :(
When are we getting our zoners? Jinx seems to be a fireball zoner so we need at a Normals zoner and a traps zoner please!
I think 3-4 meters spent in a combo would be fair if it leads to a touch of death, but anything less than that gets not fun. That said, my favorite thing about games like marvel and hopefully this in the future is the stylish super long combos you can pull, so I also really don't want this to turn into a streetfighter where combos are 4 hits that are all 1 frame links. Want to make sure we can still have the swag and style that tag fighters are known for.
I want Riven so much
riven has to be there, its perfect for this kind of games. The problem is trying to put characters like bard for example, i have no idea how someone can design bard for this game
2XKO Alpha exists
Me: LET ME IN! LET ME IIIIIIIINNNNNN!!!
Im in the camp of I like long combos, however i only like it if theres very little/no loops. I love seeing innovations on combo extensions that involve creative use rather than rotating 1-2 moves over and over.
Welcome to the FGC Riot Games, I’m so happy that you are taking this project very seriously. I'm very happy to see such a responsive and communicative development team. The game's already great in terms of gameplay, and for an Alpha it's more than a success, congrats for that!
Got finally the lab invite, so far I’m terrible at it. Had a blast ( only went to training so far). Some combos seem real long.. but I can’t even pull off combos regardless XD. I hope you bring Kindred!!! PLEASE!!!!
Also, will you be putting your 2xko leveless controller for sale?
I’m more of a casual player in fighting games, but I’m excited to play more!
I think customizing the private room is a must, I wanna live in a cozy virtual room. Also can we have community votes on next characters. keep up the good work!