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Re-thinking Move Levels For EA Sports UFC 4

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Old 09-01-2018, 05:45 PM   #65
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Re: Re-thinking Move Levels For EA Sports UFC 4

I also hope they find a way to make conor mcgregor less over powered
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Old 05-05-2019, 04:14 AM   #66
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Re: Re-thinking Move Levels For EA Sports UFC 4

Quote:
Originally Posted by MartialMind
I'll get straight to the point.

We've seen complaints that everyone uses thesame combinations in the game. The jab uppercut left hook right hook comes to mind.

This is true, but it is not exactly unrealistic. Most fighters in MMA recycle techniques because most of em are not that creative or even unique in their approach to fighting. I'd even argue we see more variety in game than in real life.

Face a good Aldo player for example. You'll see some interesting combos that Aldo doesn't even throw. Like his lead leg kick to rear body kick combo. The issue isn't that everyone throws thesame combos... the issue is that every fighter is "efficient" with these techniques.

Good technique leads to efficiency.
Bad technique leads to inefficiency.

Good technique:


Bad Technique:


Keep the Gifs above in mind.

Using Khabib Nurmagomedov as an example:

In the game, he has a Level 1 rear leg kick. A level 1 leg kick is supposed to be a "Bad leg kick" right?



What about that leg kick is a level 1? Not only is that leg kick not a bad leg kick, it's a leg kick thrown like Traditional MuayThai strikers throw it... it was thrown with very good technique.

My point:
Reducing the speed, power plus added stamina cost and that alone is not the right way to differentiate between strike levels. If a fighter throws a strike with good technique, he is throwing the strike at a high level and should reap the benefits. For this to make sense.... it must also match visually.

If a fighter is assigned a Level 1 leg kick, he should also be assigned a Level 1 leg kick animation. A bad animation more than anything else truly drives home the point that a fighter is bad at a specific technique.

Anderson Silva Leg Kick in UFC Undisputed 3:



Dan Henderson Leg Kick in UFC Undisputed 3:



I remember playing as Hendo, and the second you throw that leg kick you just go "Nope... not throwing that again"... It felt so bad but that was the whole point.

The game tells you right away "Look, this character is not designed for you to use as a Leg kicking machine"... If you're facing an Anderson player who is constantly kicking your legs, you don't get to get egotistical and trade leg kicks with him... You will lose that easily... You MUST explore another option.

Right now though in UFC3, you can bang out leg kicks with anyone. The difference between a Jose Aldo leg kick and a Frankie Edgar leg kick is no where near as pronounced as it should be.

My suggestion:

In the game we have Levels 1 through 5 for techniques. I'm not asking for 5 different animations for every single strike in the game to differentiate levels. I'm asking for at least 3.

Using Leg kicks again as an example. Levels 1-2 should have the bad looking animations (like the Hendo leg kick from Undisputed that i posted above) level 3 should have a decent looking animation and levels 4-5 should have the proficient looking animation.

The game sort of did this with Jabs and straights but it needs to be extended to hooks, uppercuts, body kicks, head kicks, and spinning techniques.

The Luke Rockhold vs Weidman fight is a good fight to look at when it comes to kicks. That fight was basically Rockhold teaching Weidman to kick. Weidman would kick and look would go "Ehhh here's the right way to throw that kick buddy".








If this is done correctly, players might throw thesame combos, but it won't be noticeable at all because the strikes will look different and have different impacts. Also... this will be a good boost for kickers.

This will ofcourse require good actors... You don't just need to capture good techniques, you need to capture decent and flat out bad techniques as well.

I'd also like to see this when it comes to grapplers too... but i'll leave it at this for now.

Thoughts?
Just had to take another look at this, this NEEDS to be done for UFC 4.

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Old 05-06-2019, 05:10 PM   #67
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Re: Re-thinking Move Levels For EA Sports UFC 4

Strange, i missed this thread.
Absolutely agree w MM.

To be more accurate:
Now different levels = different Stamina cost and Damage, up to 8%.
I’ll repeat 8-10% is the difference between lv1 (noob) and lv5 (ace) striking skill.... this is a bs!

Step 1 - more % difference, may be up to 50%.

3 different animations for the same strike but different levels = different FRAME DATA, primarily!

Step 2 - different startup, and advantage levels!

The animation is JUST AND ONLY the illustration of different Framedata.

> Yes, it means for UFC4 3 times more work on mocap and Frame data balancing needs to be done!
But

Honestly, what more are required for UFC4??

Dynamic grappling - is awesome, keep it.
Striking mechanics stand up - good, keep it, w some fixing.

We need:
1) Clinch game evolution
2) Moving locomotion on ground
3) More difference between fighters - by the same strike levels differences
4) Online camps.
5) Interactive stepbystep TUTORIAL.

That’s all what is needed for success!
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Old 05-07-2019, 01:32 AM   #68
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Re: Re-thinking Move Levels For EA Sports UFC 4

Quote:
Originally Posted by SUGATA
Strange, i used that thread.
Absolutely agree w MM.

To be more accurate:
Now different levels = different Stamina cost and Damage, up to 8%.
Iíll repeat 8-10% is the difference between lv1 (noob) and lv5 (ace) striking skill.... this is a bs!

Step 1 - more % difference, may be up to 50%.

3 different animations for the same strike but different levels = different FRAME DATA, primarily!

Step 2 - different startup, and advantage levels!

The animation is JUST AND ONLY the illustration of different Framedata.

> Yes, it means for UFC4 3 times more work on mocap and Frame data balancing needs to be done!
But

Honestly, what more are required for UFC4??

Dynamic grappling - is awesome, keep it.
Striking mechanics stand up - good, keep it, w some fixing.

We need:
1) Clinch game evolution
2) Moving locomotion on ground
3) More difference between fighters - by the same strike levels differences
4) Online camps.
5) Interactive stepbystep TUTORIAL.

Thatís all what is needed for success!
I think there shouldnt be just one animation for each strike but several. It would make the striking look more dynamic and your combo level could determine the animations that play. Boxing 4 and higher should have no level change for hooks and more freeflowing depending on your move level.
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Old 05-07-2019, 09:48 AM   #69
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Re: Re-thinking Move Levels For EA Sports UFC 4

We need signature strikes for at least the top 5 fighters in each division, and really hope the old grapple system is gone because its way too repetitive and boring
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Old 05-07-2019, 08:26 PM   #70
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Re: Re-thinking Move Levels For EA Sports UFC 4

Quote:
Originally Posted by SUGATA
Strange, i missed this thread.
Absolutely agree w MM.

To be more accurate:
Now different levels = different Stamina cost and Damage, up to 8%.
Iíll repeat 8-10% is the difference between lv1 (noob) and lv5 (ace) striking skill.... this is a bs!

Step 1 - more % difference, may be up to 50%.

3 different animations for the same strike but different levels = different FRAME DATA, primarily!

Step 2 - different startup, and advantage levels!

The animation is JUST AND ONLY the illustration of different Framedata.

> Yes, it means for UFC4 3 times more work on mocap and Frame data balancing needs to be done!
But

Honestly, what more are required for UFC4??

Dynamic grappling - is awesome, keep it.
Striking mechanics stand up - good, keep it, w some fixing.

We need:
1) Clinch game evolution
2) Moving locomotion on ground
3) More difference between fighters - by the same strike levels differences
4) Online camps.
5) Interactive stepbystep TUTORIAL.

Thatís all what is needed for success!
Thank you for breaking that down.

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