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The problem isn’t inside fighting or outside fighting. It’s both

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Old 05-20-2018, 01:34 PM   #25
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Re: The problem isn’t inside fighting or outside fighting. It’s both

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Originally Posted by rabbitfistssaipailo
Lunging magnetic strikes is what you should say then

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Why? What other kind of magnetic striking exists in the game?
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Old 05-20-2018, 01:37 PM   #26
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Re: The problem isn’t inside fighting or outside fighting. It’s both

Been talking about the accuracy stat not meaning much in this game for a long time.

It's the very issue. People can be in perfect range irl and still miss but in this game as the GCs have finally admitted the game will pull you towards to opponent when in range to land a strike.

This is because the accuracy stats means next to nothing in this game, so they create an artificial mechanic for homing strikes.

If the accuracy had more to do with strike tracking and hit detection this could help.

If things like an accuracy slider (with the real effect) and movement sliders were introduced then we could see the difference ourselves without this artificial magnetic striking mechanic.
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Old 05-20-2018, 01:40 PM   #27
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Re: The problem isn’t inside fighting or outside fighting. It’s both

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Originally Posted by MartialMind
Here's the explanation I got when I asked about the "Magnetic Effect".

Basically in the game, range determines whether a strike will land or not. If you're in range, and you throw a strike suitable for that range, the strike will land, unless your opponent does something to make it miss.

The magnetic feature was implemented to prevent situations where you're in range and still miss. This happened in UFC2, sometimes due to the fighters idle resulting in slight shifts to the fighters head. To ensure that things are more predictable and "weird misses" aren't occurring, this was implemented.

The interesting part is that it works both ways. It extends as well as shrinks strikes.

If the game calculates that a strike will miss due to range, the game will either do nothing and let the regular animation play out, or it'll go as far as making the strike move forward less to ensure that it doesn't make contact.
On the other hand, if it's calculated that the strike should hit, the game pulls the striker forward to ensure contact. Hence the magnetic effect.

A limit to how much pull happens exists though. If the game determines that a strike should land, but also determines that the pull would be too big, the pull still happens but it doesn't go all the way which leads to the strike missing.

Simply put, it's less about physics and more about math.

The question now is: Is there a better way to do this?

This feature has led to annoyance for both defensive minded players and aggressive players. It has also aided both aggressive and defensive players.


If you're usually the player moving forward and leading the dance, you've most likely benefited numerous times from having your strike pulled forward to ensure it lands. BUT... You've also probably fallen victim to range reduction on your strikes because the game determines you should miss. When the game pulls you forward and ensures you land, you're happy.... but when it affects you negatively and you miss, you notice.... AKA "Running is too easy".

If you're usually the player looking to fight from the outside, you've probably benefited from stationary strikes that should remain stationary, suddenly covering a lot of distance because you get pulled forward to ensure connection. When this happens, you're happy because you can plant and rip... BUT... You've also fallen victim to strikes that track you too well, even when you use defensive measures.... AKA "There's no way to stop aggression".

This is why everyone is complaining. In some ways, running is too easy and in other ways it's hard as hell. Being aggressive is also too easy in ways and in other ways it is under-powered. So a lot of times, we see fights happen in the phone booth and other times, there's so much space between players it's like it's not even a fight anymore.

This feature has its flaws, it isn't working completely as intended and it was tuned too aggressively. I've talked to the Devs about this and it is being looked at. I don't know how soon we'll get a definite answer, but with how much I've bitched and moaned about this, trust me.... they are going to look into it.
How is the game determining under any circumstance that a strike that clearly shouldn’t have landed should have landed?

This points to some super faulty logic undet the hood.
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Old 05-20-2018, 02:45 PM   #28
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Re: The problem isn’t inside fighting or outside fighting. It’s both

Quote:
Originally Posted by MartialMind
Here's the explanation I got when I asked about the "Magnetic Effect".

Basically in the game, range determines whether a strike will land or not. If you're in range, and you throw a strike suitable for that range, the strike will land, unless your opponent does something to make it miss.

The magnetic feature was implemented to prevent situations where you're in range and still miss. This happened in UFC2, sometimes due to the fighters idle resulting in slight shifts to the fighters head. To ensure that things are more predictable and "weird misses" aren't occurring, this was implemented.

The interesting part is that it works both ways. It extends as well as shrinks strikes.

If the game calculates that a strike will miss due to range, the game will either do nothing and let the regular animation play out, or it'll go as far as making the strike move forward less to ensure that it doesn't make contact.
On the other hand, if it's calculated that the strike should hit, the game pulls the striker forward to ensure contact. Hence the magnetic effect.

A limit to how much pull happens exists though. If the game determines that a strike should land, but also determines that the pull would be too big, the pull still happens but it doesn't go all the way which leads to the strike missing.

Simply put, it's less about physics and more about math.

The question now is: Is there a better way to do this?

This feature has led to annoyance for both defensive minded players and aggressive players. It has also aided both aggressive and defensive players.


If you're usually the player moving forward and leading the dance, you've most likely benefited numerous times from having your strike pulled forward to ensure it lands. BUT... You've also probably fallen victim to range reduction on your strikes because the game determines you should miss. When the game pulls you forward and ensures you land, you're happy.... but when it affects you negatively and you miss, you notice.... AKA "Running is too easy".

If you're usually the player looking to fight from the outside, you've probably benefited from stationary strikes that should remain stationary, suddenly covering a lot of distance because you get pulled forward to ensure connection. When this happens, you're happy because you can plant and rip... BUT... You've also fallen victim to strikes that track you too well, even when you use defensive measures.... AKA "There's no way to stop aggression".

This is why everyone is complaining. In some ways, running is too easy and in other ways it's hard as hell. Being aggressive is also too easy in ways and in other ways it is under-powered. So a lot of times, we see fights happen in the phone booth and other times, there's so much space between players it's like it's not even a fight anymore.

This feature has its flaws, it isn't working completely as intended and it was tuned too aggressively. I've talked to the Devs about this and it is being looked at. I don't know how soon we'll get a definite answer, but with how much I've bitched and moaned about this, trust me.... they are going to look into it.
Ahhh makes sense

So it’s the same striking logic but it is much more of an issue in UFC3 due to the ability to punch while moving forward.
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Old 05-20-2018, 03:07 PM   #29
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Re: The problem isn’t inside fighting or outside fighting. It’s both

Quote:
Originally Posted by Counter Punch
�� I’ll pass on going back to UFC 2. UFC 3 is MILES ahead of UFC 2.

However, that doesn’t change the fact that when I back lunge the game inexplicably automatically closes the distance for the offensive player.
That’s what I mean by magnetic striking. Not the striking in its entirety, which I think is overall excellent.
I have a hard time believing that was an intended mechanic. It seems so out of place.
If you back lunge before the strike is thrown, the striker will close as much distance as is is capable of doing because he knows you are back lunging.

The back lunge will evade the strike, but the striker will extended maximum effort to close the distance will the full knowledge that the other player has already made an effort to lunge backwards and create space.

If the strike is thrown first, and the back lunge comes after, the striker will close as much distance as he would have had to close to make contact before the lunge was executed.

There may be some tuning to tighten up some cases, but I don't think that logic is flawed at all.
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Old 05-20-2018, 03:39 PM   #30
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Re: The problem isn’t inside fighting or outside fighting. It’s both

Quote:
Originally Posted by johnmangala
Been talking about the accuracy stat not meaning much in this game for a long time.

It's the very issue. People can be in perfect range irl and still miss but in this game as the GCs have finally admitted the game will pull you towards to opponent when in range to land a strike.

This is because the accuracy stats means next to nothing in this game, so they create an artificial mechanic for homing strikes.

If the accuracy had more to do with strike tracking and hit detection this could help.

If things like an accuracy slider (with the real effect) and movement sliders were introduced then we could see the difference ourselves without this artificial magnetic striking mechanic.
LOL. Finally. We just got the answer to this question a few days ago.
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Old 05-20-2018, 03:46 PM   #31
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Re: The problem isn’t inside fighting or outside fighting. It’s both

Quote:
Originally Posted by GameplayDevUFC
If you back lunge before the strike is thrown, the striker will close as much distance as is is capable of doing because he knows you are back lunging.

The back lunge will evade the strike, but the striker will extended maximum effort to close the distance will the full knowledge that the other player has already made an effort to lunge backwards and create space.

If the strike is thrown first, and the back lunge comes after, the striker will close as much distance as he would have had to close to make contact before the lunge was executed.

There may be some tuning to tighten up some cases, but I don't think that logic is flawed at all.
How much before are you talking here?
What about chaining lunges, if we anticipate the punch coming so we use multiple to move away how does that affect it?

From what im reading your removing players ability to move away your allowing over extention to not be properly punished for. Throwing a punch with correct timing should be just as important as defensive measures.
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Old 05-20-2018, 03:47 PM   #32
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Re: The problem isn’t inside fighting or outside fighting. It’s both

Quote:
Originally Posted by aholbert32
LOL. Finally. We just got the answer to this question a few days ago.
Im not sure if the reaction is directed related to yous. Its more finally we actually got an answer.
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