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NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)
This is a discussion on NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions) within the EA Sports UFC forums.
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06-02-2016, 11:29 AM | #33 | ||||||||||||||||||||||||||||||||||||||||||||
MVP
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Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)
1) Both strike are hitting at the same time. Wins those strike which has more final dmg. Strike w higher final damage crushes (intercept, stopped) opponent's strike. Which SA i recieve then? - More final dmg = more SA = more hit stun = more "struggling" animation that illustrates this hit stun (more stumble).
In UFC you can make ANALOG strike crushing: when one strike #1 landed on other #2 strike's startup (starting strike), system is counting FINAL DAMAGE of both strikes and if #1 strike final damage is >0.8 of strike #2 final damage - starting strike #2 will be stopped, if <0.8 - starting strike #2 will not be stopped but a bit weakened by misleading, <0.3 - no effect at all (ex, no effect by Jab on Superman punch). So, the final dmg determines which strike will crush another strike. Roundhouse kick on Low stamina: slower startup and recovery, the same Hit phase, lower dmg Interrupting Hook on High stamina: normal fast startup, high dmg. Resulting damage Hook > weakened Kick = Fighter w Kick is struggled. Quick Jab wiill be too weak to crush Roundhouse kick (<0.3 for ex) so no Momentum conflict. Hook is enough powerful strike to revert Kick's momentum. Btw, we can create a system when crushing (interrupting) feature ALSO depends on how close oponent's strike is to its execution end: - less final damage difference between 2 strikes (both has identical momentum = more length of his opponent's strike execution phase vulnerable to be crushed (Hook beats Hook even when landed on its nearly completed exe phase b/c they both have equal momentum). - More final damage difference between 2 strikes (different momentum) = less line segment of his exe phase vulnerable to be crushed (my Hook may crush opponent powerful Kick even if has more dmg but only if landed on Kick's early exe phase while Kick has low/weak momentum weak amplitude). This system (final damage advanatge plus right moment to land on his exe phase) is more deep and difficult than Crushing based ONLY on final damage advantage. 2) About LUCKY STRIKE: Lucky strike - one strike that cause KO regardless of current opponent's health status. This exist irl, so it must to be in the game. But it must to be very rare and requires some conditions for increasing % probability of this Lucky strike: - counter window - powerful enough strike (not jab) - high my stamina - low opponent stamina (so he is not ready to resist the incoming strike) - Momentum (strike landed on opponent's execution phase)
Phobia likes this.
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Full PATCH and Live tuners LIST for EA UFC 5 EA UFC 3 integral META Guide Fighting games PSYCHOLOGY Guide All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads") Last edited by SUGATA; 06-02-2016 at 11:48 AM. |
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06-02-2016, 11:40 AM | #34 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MVP
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Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)
But here is the last example: http://www.operationsports.com/forum...e-section.html
Then i wrote that Mistimed Parry cancel Block was not implemented by patch 1.05, so devs fixed this in 1.06. But i posted much more ideas and how to fix and i hope they will get devs attention. Here is the LIST of some of my ideas/how to fix solutions: http://www.operationsports.com/forum...rchid=12296229
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Full PATCH and Live tuners LIST for EA UFC 5 EA UFC 3 integral META Guide Fighting games PSYCHOLOGY Guide All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads") Last edited by SUGATA; 06-02-2016 at 11:46 AM. |
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06-02-2016, 11:50 AM | #35 | ||||||||||||||||||||||||
Former EA Sports UFC Gameplay Developer
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Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)
He may very well have said it, but my hunch is the angry trolls took the quote out of context to try and make him look bad. We know people don't want random events ending a fight. We know people want one punch KO's. The two aren't mutually exclusive. As has been posted many times by Solid_Altair, EA MMA figured this out the best out of any game so far. We can always take or adapt their system. Don't ask why we didn't already do that because I don't want to get into it. |
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06-02-2016, 11:58 AM | #36 | ||||||||||||||||||||||||
MVP
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Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)
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06-02-2016, 12:17 PM | #37 | ||||||||||||||||||||||||
(aka Alberto)
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Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)
http://www.operationsports.com/forum...ian-hayes.html He just confirmed that they were in the game and explained the circumstances when they occur. |
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06-02-2016, 12:52 PM | #38 | ||||||||||||||||||||||||
Rookie
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Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)
You mentioned glancing blows doing less damage and blows being deflected by movement, so the physics system in the game must be fairly accurate, if so what about introducing such precision regarding where your blow actually lands? (jaw, chin e.t.c.). For example, if your strike isn’t intercepted, is thrown at full stamina, is thrown at optimum distance and lands on the chin it should cause a knock out or at very least a stun, would it make sense to introduce something like that into the next game? Or is it something you fear causals wouldn’t take to? Also you say a hit reaction can stop a strike, but what exactly causes a hit reactions apart from accumulated damage based on the combo multiplier, whether you interrupt a strike during its start up frames and the result of a probability event? Are there any other factors that cause hit stuns? |
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06-02-2016, 01:16 PM | #39 | ||||||||||||||||||||||||||||||||||||||||||||||||
Hall Of Fame
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Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)
LOL starting with your last sentence GPD, I'm guessing its safe to assume we won't see 1 punch ko's back in this iteration of UFC 2? I'm assuming by your post this won't make a come back until UFC 3 if it does. |
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06-03-2016, 09:27 AM | #40 |
MVP
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Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)
DISCUSSION ABOUT 3) CRUSHING (Stopping power):
I want to discuss how better to implement Crushing (Stopping power) in EA UFC3. We have 3 variants: 2P perform Strike with Execution 30F. 1P blocked this strike and gain SA +10F, it means that his next move will be 10F earlier than 2P. 2P then immediately while on -10F (strike disadvantage) launch Strike (Spinning kick) with 30F execution, instead of going to defense and Block incoming punish (b/c he is a "button spinning kick masher" he dont pay attention to his SA status, not hit checking). > 1P launching his Punish attack strike while he is +10F (strike advantage). Lets discuss how is BETTER to be for gameplay in this situation when 2 strikes are coming to each other (Stopping power, intercepting): > 1P can launch fast Jab with 10F exe > then he land its hit before 2P exit from his -10F SA and be possible to block or begin his move = so 10F Jab is GUARANTEED in 10F advantage. 1P can launch powerful Jumping Kick with 40F exe > both strikes are landed at the same time > wins those who have more dmg i.e. 1P jumping kick > huge Hit stun (stumble, FBHR) in +20F > my Hook 20F is guaranteed punish (reaward). > Now we are close to Strike intercepting when strike land on another strike execution (startup) phase – and here is the question which is better: 1 variant: (no effect on crushing from dmg or execution phase sector) 1P can launch slower but w more dmg Hook with 20F exe > then he landed its hit on 10th frame of 30frames execution of 2P Strike = so 1P Hook crushes (stops/intercepts) 2P Kick and causes Major counter (much dmg bonus) > more Hit stun (b/c more final dmg = more Hits stun = more SA) for ex +8F on Counter hit for Hook > 1P continue his attacks while he has SA, 2P is forced to go to Defense block instead of striking on negative SA (we solve button mashing in the game). 2 variant: (effect on crushing from dmg) 1P can launch slower but w more dmg Hook with 20F exe > then he landed its hit on 10th frame of 30frames execution of 2P Strike = IF 1P Hook dmg is not much weaker than 2P Kick (for ex >0.8 of 2P dmg) = it crushes 2P strike IF 1P Hook dmg is much weaker than 2P Kick (0.3-0.8 of 2P dmg) = 2P strike will not be stopped but a bit weakened by misleading, 1P Hook still cause dmg and hit stun. 2P Kick landed w weaker damage and causing weaker hit stun. IF 1P Hook (if this is a Jab for ex) is too weaker than 2P Kick (<0.3 of 2P dmg) = no effect at all, 2P Kick crushes my Hook-Jab as if there was not 1P strike (“button masher party”). 3 variant: (effect on crushing from dmg and on what 2P execution sector was 1P strike landed) System when crushing (interrupting) feature ALSO depends on how close oponent's strike is to its execution end: - less final damage difference between 2 strikes (both has identical momentum = more length of his opponent's strike execution phase vulnerable to be crushed (Hook beats Hook even when landed on its nearly completed exe phase b/c they both have equal momentum). - More final damage difference between 2 strikes (different momentum) = less line segment of his exe phase vulnerable to be crushed (my Hook may crush opponent powerful Kick even if has more dmg but only if landed on Kick's early exe phase while Kick has low/weak momentum weak amplitude). This system (final damage advanatge plus right moment to land on his exe phase) is more deep and difficult than Crushing based ONLY on final damage advantage. This system is analog determined vulnerable to crushing sector of exe phase. We can do it simpler: for every strike his first 50% of execution phase is vulnerable to crushing, last 50% is not. For example 30F Kick execution, if 1P strike landed on 1-15th its frames then crashing, on 16-30th frames then no crash. This more difficult system will increase WTF situations when our strikes we thought would to crush but did not. RESUME: I think THE BEST Variant is Variant #1. Because this is more clear, more predictable, more easy to balance and tune, more stable punish to button mashers and “spin kick spammers”. And still this #1 variant will be realistic enough because strikes final dmg and execution _dynamically changing/depending_ on many real life factors like Stamina 1P and 2P, health, physics vector (how clearly the strike landed), ratings, etc. What are your thoughts?
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Full PATCH and Live tuners LIST for EA UFC 5 EA UFC 3 integral META Guide Fighting games PSYCHOLOGY Guide All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads") Last edited by SUGATA; 06-03-2016 at 09:43 AM. |
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