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Proposal: Dynamic Accelerated Clock

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Old 04-15-2019, 12:36 PM   #1
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Proposal: Dynamic Accelerated Clock

So far, the EA UFC series, has had 2 types of Time implementations:

Realistic Clock: Where each round is 5 minutes long.

Accelerated Clock: Where time is rendered at something like 1.25x speed to achieve ~3minutes long rounds.

So here is my issue with the Accelerated clock system:
It's not perfect and the game's mechanics are not setup to work with the clock moving faster in mind:

- Submissions: Submission Gates for the attacker don't appear quickly enough. Loads of submissions have 5 gate submissions and due to the nature of the mini-game, you have to wait for the game to prompt you with advancing your submission, instead of working towards speeding it up. As a result, you might have like 1 minute left in a round and still not manage to submit someone, due to them being saved by the bell.

- Grappling Judges' Scoring: If you play against a mediocre grappler, who happens to pick an auto-win broken fighter such as Daniel Cormier, they can easily keep spamming takedowns/grappling attempts etc. and end up wasting 4/5ths of a round, just grinding on you and easily winning the fight by decision...

Especially broken currently with the new takedowns from the last few patches, where you can get pinned against the cage, if your opponent is at the center of the octagon or more toward your side, then they can keep spamming altercations between single/double leg and prolong as long as possible, even without stamina...


Those are just 2, of tons of other problems(stamina, strike/grappling animations, length of rocks, knockdowns, block recovery, stamina recovery), that accelerated clock creates and aren't properly adjusted.

Just the mere fact, that actual real-time 3-5 seconds long-lasting, grappling animations/takedowns are at the same speed of an accelerated clock vs a normal clock, completely breaks the judges scorecard in my book.


So here is my proposal to fix these issues: I present to you Dynamic Accelerated Clock

It's a simple idea really. Whenever some absurdity is taking place, that Accelerated clock breaks, you need to adjust the clock, into slowing down and becoming Real-Time clock for that particular momment.

A few Examples:

-3-5 Long lasting Takedown Animation taking place: Accelerated Clock Turns off, so that the dominant grappler doesn't ripp the benefits in the judges' scorecards.

- Any Submission taking place: Accelerated Clock turns off, we go back to real-time clock briefly.

- Someone gets a health Event: Accelerated Clock turns off, real-time clock, to allow the rocked ones to recover and the knockeddown ones to get up.

- Some Grappler has been controlling you on the ground for 4/5ths of the accelerated clock round? While you might have lost in the judges scorecard, the game should allow you to stand up and fight back with Accelerated clock turned off, to allow you to retaliate.


What are your thoughts on this?

Last edited by manliest_Man; 04-15-2019 at 01:29 PM.
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Old 04-15-2019, 12:58 PM   #2
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Re: Proposal: Dynamic Accelerated Clock

Y
Quote:
Originally Posted by manliest_Man
So far, the EA UFC series, has had 2 types of Time implementations:

Realistic Clock: Where each round is 5 minutes long.

Accelerated Clock: Where time is rendered at something like 1.25x speed to achieve ~3minutes long rounds.

So here is my issue with the Accelerated clock system:
It's not perfect and the game's mechanics are not setup to work with the clock moving faster in mind:

- Submissions: Submission Gates for the attacker don't appear quickly enough. Loads of submissions have 5 gate submissions and due to the nature of the mini-game, you have to wait for the game to prompt you with advancing your submission, instead of working towards speeding it up. As a result, you might have like 1 minute left in a round and still not manage to submit someone, due to them being saved by the bell.

- Grappling Judges' Scoring: If you play against a mediocre grappler, who happens to pick an auto-win broken fighter such as Daniel Cormier, they can easily keep spamming takedowns/grappling attempts etc. and end up wasting 4/5ths of a round, just grinding on you and easily winning the fight by decision...

Especially broken currently with the new takedowns from the last few patches, where you can get pinned against the cage, if your opponent is at the center of the octagon or more toward your side, then they can keep spamming altercations between single/double leg and prolong as long as possible, even without stamina...


Those are just 2, of tons of other problems(stamina, strike/grappling animations, length of rocks, knockdowns, block recovery, stamina recovery), that accelerated clock creates and aren't properly adjusted.

Just the mere fact, that actual real-time 3-5 seconds long-lasting, grappling animations/takedowns are at the same speed of an accelerated clock vs a normal clock, completely breaks the judges scorecard in my book.


So here is my proposal to fix these issues: I present to you Dynamic Accelerated Clock

It's a simple idea really. Whenever some absurdity is taking place, that Accelerated clock breaks, you need to adjust the clock, into slowing down and becoming Real-Time clock for that particular momment.

A few Examples:

-3-5 Long lasting Takedown Animation taking place: Accelerated Clock Turns off, so that the dominant grappler doesn't ripp the benefits in the judges' scorecards.

- Any Submission taking place: Accelerated Clock turns off, we go back to real-time clock briefly.

- Someone gets a health Event: Accelerated Clock turns off, real-time clock, to allow the rocked ones to recover and the knockeddown ones to get up.

- Some Grappler has been controlling you on the ground for 4/5ths of the accelerated clock round? While you might have lost in the judges scorecard, the game should allow you to stand up and fight back with Accelerated clock turned off, to allow you to retaliate.


What are your thoughts on this?
Seems like a ploy to **** grapplers to me.
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Old 04-15-2019, 02:36 PM   #3
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Re: Proposal: Dynamic Accelerated Clock

For offline dudes, just give us the standard FNC style, 1/2/3/4/5 min options. For online, I'm not sure dude.

Edit: re-reading what you wrote, actually something like that could make sense, especially if there are particularly bad animations. But shouldn't the focus there be to fix up the animations perhaps?

Submissions themselves could use a different mechanic altogether dude, well the grappling too. A way to skip gates depending on the timing and context of the sub, for example chucking on a triangle just as a dude throws a haymaker into your guard and you use head movement on the ground (which isn't in the game) followed by a quick arm trap followed by a quick triangle attempt to skip say 3 gates or something?

That sort of thing would be absolutely next level!! Then you could get around the issue of not getting subs because of the clock running out.
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