I personally can't wait for this new title, and I'd like to see what you guys would think some stellar improvements would be. I personally think they should improve career mode a lot. What do you guys think?
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Fight Night round 5 wishlist
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#2
Re: Fight Night round 5 wishlist
Re: Fight Night round 5 wishlist
I wish they would mix the Fight Night Round 3 Career (has a story line for every fight, even has a story line for when you retire. plus has rivals and all that cool stuff) with the Fight Night Round 4 Career (You can make your own trunks, robe, gloves, etc. Plus it shows the rankings and the 3 champs.) I also wish that they would update FNR5 for when you play it on XBOX Live or Online PS3 because all you have to do it select the fastest fighter, crouch, and throw 20 body punches per second and you win. Once I think of a few more things I'll let you know. -
#3
Re: Fight Night round 5 wishlist
Re: Fight Night round 5 wishlist
Shakyr, just copy and paste your compilation.
I'll keep mine short:
1. Manager mode - run a stable of fighters, not just one.
This mode would include running a gym, setting up cards, maneuvering fighters careers to benefit you and them.
The more success you have, the more top rated prospects and champs will want you to train them.
2. Full diet and training. I want the ability to move my fighters up and down weight without the ease of pressing one button.
Training should be more than mini-games. Sparring, watching tape, dietitian, etc.
3. Attributes for every single punch (left and right).Comment
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#5
Re: Fight Night round 5 wishlist
Re: Fight Night round 5 wishlist
http://www.operationsports.com/SHAKY...oducers-hands/
Fight Night Round 5 Wishlist, What's in the producers hands
TABLE OF CONTENT 2
1 OVERVIEW 4
2 TOP WISHES (Priority) 4
3 GAMEPLAY 4
3.1 Add flurries 6
3.2 Evasive Roll 6
3.3 Shoulder Roll 6
3.4 The one-two Combination 6
3.5 Feinting, Taunting, Taking a knee & switching stances 7
3.6 Punching from the guard 7
3.7 Leaping/lunging punch 7
3.8 Second gear speed 7
3.9 Slipping while moving 7
3.10 Moving while you’re punching 8
3.11 Throwing punches with varying power 8
3.12 Punch retraction animation seed: 9
3.13 Arm Muscle fatigue/Lactic Acid build up: 9
4 FIGHT NOW 9
5 CAREER (LEGACY) 10
5.1 Era-specific career modes: 11
5.2 Amateur things 12
5.3 Promoters 12
5.4 Sparring Partners 13
5.5 Superstars have demands 14
5.6 Real Life Counterparts 15
5.7 Trainers 15
5.8 Money Spender 16
5.9 Message Center 16
5.10 Arrange Fights 16
5.11 End of Year Awards 17
6 GRAPHICS AND PRESENTATION 17
7 REALISM AND ACCURACY 20
8 BUGS/THINGS TO FIX 20
9 SETTINGS/SETTING SLIDERS 20
10 GAMEPLAY SLIDERS 21
11 CAB MODE(Create A Boxer) 21
12 CAB SLIDERS 22
13 RATINGS 22
14 TENDENCIES 23
15 ONLINE MODE 25
16 MISCELLANEOUS 26
16.1.1 Custom Configurations 26
16.2 New modes 27
16.2.1 Create a Title 27
16.2.2 28
16.2.3 Tournament Mode 29
16.2.4 Round Robin Mode 29
16.2.5 Match Maker Mode 30
16.2.6 Record Mode 33
16.2.7 Training Modes 33
17 REFERENCES 34
17.1 Trunks (excel) 34
17.2 How to create a boxer(excel) 34
17.3 Stadiums (excel) 34
17.4 Amateur stuff (excel) 34
17.5 Java tendency slider App example (java app) 34
2 TOP WISHES (Priority)
More create a boxer options
lobbies
Improved gameplay
Improved legacy
WATCH MODE (Spectator Mode) -Being able to watch the other fight's so you can maybe pick up weaknesses and strengths when your maybe thinking of fighting that certain fighter
Record Whole Fights
Editing existing boxer ratings (offline)
Remove the Glued effect from inside fighting
3 [b]GAMEPLAY/b]
Make the game a true boxing simulation, simulation is not a synonymous with boring, on the contrary it adds more depth. A simulation boxing game should allow you to do exactly what real boxers can do in real life. If someone wants to try to rush another boxer and try to draw him into a brawl that’s his choice but the game shouldn’t have the flaw of forcing me to fight his fight, which is the case right now. Give us the full arsenal that a boxer has at his disposal for offense and defense.
Realistic Corner (Optional points in the corner mode)
Boxer personalities
Improved AI (see tendencies)
TKO stoppages-(Stoppages by the ref/doctor/corner men from damage and cuts)
Pre-fight instructions with authentic refs
Refs in the ring-breaking up clinches and calling a fight
A Pool of- Referees, Judges, and Trainers (with different tendencies and criteria’s)
Stops due to too many unanswered punches
(optional)-blocking on the move
Physicality, there needs to be more not punch related physical contact during infighting, i.e. leaning, taller heavier boxers should be able to lean on other boxers to affect their stamina.
Better Ropes physics make them less stiff there are a lot more threw the rope KO’s in reality.
Leaning on the ropes should help recover stamina
Spaghetti-legs - where are the wobbly legs? After a knockdown sometimes your legs get stiff.
There should be torso stances and footwork styles separately-For
instance Larry Holmes and Muhammad Ali had very similar torso stances
but different footwork styles.
Off balance/Flash knockdowns (when you’re not hurt and can get up very easily) Balance should be more of a factor. If a fighter is tired he may lose balance, Rushing forward may collide with the ropes, the other fight, or a punch. A fighter may miss a haymaker and fall.
Lower punch accuracy/punch tracking (this is set way to high and robs guys like Whitaker of his abilities
The Jab (Should have more power and also offset your opponents punches on occasion and should also stop your opponent in there tracks when walking into the punch) overall the jab needs to play a more important role in terms of strategy and gameplay
-Offsetting your opponents punches (on occasion when a clean punch is landed as your opponent is throwing a punch it should offset your opponent’s punches causing them to miss you. It’s another form of a counter that is not currently represented )
Health Meter and Damage( Health should regenerate slower and standard power punches should have a bigger impact on health)
Quicker more responsive footwork
If you keep illegal blows fix them and make them more realistic, make them look like accidents i.e. leaning in with the head as if you about the throw a punch it shouldn’t be a sure hit
..........
-Boxer's Tendencies
-Trainers/Coaches Abilities
-Boxers and Trainer's Chemistry
Fight Night Round 5: The Ultimate Manager Mode Online and Off
Manager Mode
should let players take control of their own stable of boxers. You should be able to take your boxers all the way to the top and win world championship belts of all three Organizations. You start out with a small team of talented boxers or boxers that may have potential. You will have to hire trainers who will train your boxers, sign on new up-and-comers from a pool of boxers. You should be able to set up bouts and determine tactics and techniques before and during the events. You should have boxers wanting to be part of your stable if you are successful in getting good fights and getting titles fights for your boxers.
A managers should always pay attention to his finances: does he have the money to take on better a staff in order to improve training? Can he promote his boxing events with TV ads, drawing crowds and earning big bucks, or will he have to make do with a small note in the local papers?
****Contract negotiations with boxers from around the world
Search for and train upcoming talents
Management of finances and staff
***Gyms-Gyms with different strengths
Media Huds- TV Stations(Name, Style, Patience, MMA Stance, Range, MMA Shows, Expand shows, extend Show), PPV Carriers(Name,Size, Range, Client,PPV Split), TV Shows(Name,Promotion, Current Contracts, Contract Status, Show Time, Cost Split, Revenue Spilit, Recent Rating)
Promotional companies- Create promotional companies and Ranking for promotional companies
There Should be Manager Creator
You should be able to choose your manager name, his nationality, his age and his starting skills.
The manager's age should reflects his experience in the field and savings: a young manager should start with few boxers and cash, but have a longer career, while an older one should have more starting boxers and cash but a shorter career.
You should be able to assign skills to a manager.
Your income should be mostly made up of fight purses and sponsorships, popular boxers will make a little bit from their fan clubs. You should or could have various miscellaneous income, usually through an anonymous donation. Expenditures are mostly with your training equipment, doctors, and the fighter's share of purses, although there is miscellaneous expense as well.
Advertising
In advertising all you should be able to cycle through your fighter's names and see if anyone has offered them a sponsorship each month. If one is offered take it without trying to get a better offer, even if it's low money and low months. By the time you get another offer you'll have missed out on whatever money was already offered. If a boxer has a advertising deal going already, he won't be able to get another until the current one expires. The more popular the boxer, the more offers he'll get. Add your negotiating skill and hopefully you'll be getting good prices as well. Sponsorship is a beautiful supplement to the purses you'll be getting and can sometimes hold you over when you have fewer fights going from month to month.
Stealing a boxer from a rival manager can be very lucrative and gain you an easy champion. When you're comfortable in the rankings screen, you can spend some time finding out which boxers are really good but ranked lower than they deserve. Some of them haven't fought their way to the top, so you might find an excellent boxer ranked pretty low and save yourself a lot of training time. Once you pick a couple good targets, you can search for them according to the skills that you had observed. It usually takes a long contract and a higher percentage than with a free agent, but if you immediately start earning good money for fights, it's well worth it.
There is satisfaction with grooming a young boxer to be a world champion, however. When you have a good reputation and are financially stable, it is wonderful to grab a 16-18 year old and bring him to the top for a reign of terror. When you find a boxer with very good potential, you want to sign him but not let him fight until he gets close to reaching his raw potential. When he reaches his peak, that's when you start fighting. Fight every single boxer you can, just go one at a time up the ladder, if he jumps two slots fight the guy you missed. Over time his potential will increase little by little, and after about three years of fighting he'll be even better than when he started.
This is also fun, because with very high skills he will just mow down his opponents who can't even hope to compete with him. By the time he reaches the upper echelons, he'll have developed enough skills to compete on an even basis.
In real life this wouldn't work because he wouldn't be able to feed his family for several years, so it does have a bit of a moral problem. Guys like this usually become champions in their late 20's and can hang on well into their 30's.
As I mentioned earlier, workhorses (or journeymen) will be a big help for you. Older guys who won't be top ten fighters, but can win fights and earn you decent money are very, very valuable. They won't be as hard to sign as the top fighters, and while you're training a potential champion these guys are paying for everything, fighting nearly every month.
When you start a new career your beginning boxers can make or break you financially. Especially if you start young, you need guys who are going to win a few fights, earning the cash you need and the good reputation that you are striving for. Since they are given out at random, you might be inclined to ditch a career and immediately start over if you get hopeless boxers to start with. If you pull a workhorse to start, you're golden because they'll start raking it in for you within a few months.
Real life doesn't have a save button, but you do. You can save the game before a huge decision – such as which young boxer to sign with a big contract – and just reload it if you find that he really doesn't have all that much potential. Now that is underhanded, but very effective.
The length of fights can be very important, even to the point where you're willing to cancel a fight and reschedule with the same guy to get the length you need. I find a lot of knockout artists need extra rounds when they're chasing a faster boxer, so 10-12 rounds can mean a knockout win while 8 rounds can mean a decision loss. Seriously.
Lower ranked boxers pull 8-10 round fights more often, higher ranked fighters get 12 rounders more often. Top 10 fighters always go the full 12 rounds.
There is one big cheat to the game, but if you use it wrong you'll take all the fun out of it. Press the space bar during a round to knock down your opponent without hitting him. Easy way to win rounds or just TKO him out of there.
A strong boxer always has a "puncher's chance" if he's losing to a speedster. If he has enough energy, let him fight aggressively and hope for a lucky shot. They don't happen all the time, of course, but every now and then someone will land a huge punch that just knocks his opponent silly even if he had great energy. Just hope it doesn't happen to your guy, because they usually don't recover and the ref stops it.
I mentioned earlier that you don't want multiple boxers in the same weight class if they are close in ranking. Your boxers can't fight each other, so it loses potential opponents if they are within 5 spots of each other. If you have an aging veteran it's okay to sign a young talent, however.
Check all your advertising every month. The more boxers you have, the easier it is to forget how many months they have left. It only takes a few seconds, you might miss a money opportunity otherwise.
Boxers love 5 year contracts, even taking 1% sometimes to have the security in length. If you're certain you want a boxer, go immediately to 5 years and work the percentage up from 1%, it'll give you the best possible rate.
You can "duck" fighters that might derail your boxer's career. Choosing the right fights is very important, your boxer can get to the top by "missing" fights along the way with boxers who have a lot of skill but haven't moved up in rank yet. Fortunately you don't have the media hollering about how your fighter is ducking a certain opponent. I like to fight everybody if possible to prove that he can beat the best, but sometimes it's just not worth the risk.
Opponents with weak chins are your best friend, never forget that. Even if he totally outclasses your fighter in other categories, you can usually hang in there long enough to get the knockout if you manage the fight carefully.Poe is an advocate for realistic boxing videogames.Comment
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#6
Re: Fight Night round 5 wishlist
Re: Fight Night round 5 wishlist
manager mode would be sickComment
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#7
Re: Fight Night round 5 wishlist
Re: Fight Night round 5 wishlist
I also wish that they would update the entrance, FNR4's entrance is good but it would be cool if halfway through walking into the ring everyone paused including you and it would show your stats and were your from and stuff like that. Kinda like in the Madden games when it pauses and like shows there specialty.Comment
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#8
Re: Fight Night round 5 wishlist
Re: Fight Night round 5 wishlist
This may be a horrible idea but I would love if there were different ways of divvying up your time. You could train to try and raise attributes, with each exercise having an affect on weight and to steal from UFC overall stamina. You can make media appearances to raise popularity, status, and to help get bigger fights. You can add in rest periods. The last option would be to scout the opponent. You won't be able to know any of your opponents attributes unless you scout them. Also allow scouting to unlock some sort of indicator when they go to throw certain punches.Comment
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#9
Re: Fight Night round 5 wishlist
Re: Fight Night round 5 wishlist
better options when creating a boxer would be cool, also the career mode needs to have more stuff to it to make it seem more like a careerComment
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#10
Re: Fight Night round 5 wishlist
Re: Fight Night round 5 wishlist
One simple thing that makes the fatigue flawed in this game is how SLOW they make the fighters after they get tired. Even a fatigued fighter isn't gonna throw punches that go 2 mph. The punches may be WEAK, but not slow.
They need to make it so that fighters can regenerate stamina by simply "taking a round or two off." The point system needs to go. Stamina also regenerates too rapidly. Even in the later rounds, the stamina regenerates sort of rapidly...it's just not a large enough bar for it to matter. A solution would be to allow the bar to fill up to the max, but the more tired you get, the slower your stamina fills back up. Clinches should be more apparent in the next Fight Night for this reason.Comment
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#11
Re: Fight Night round 5 wishlist
Re: Fight Night round 5 wishlist
Most definately, in FNR4 they punch like there weighed down with a bunch of lead weights. Its just stupid, no-one punches like that.One simple thing that makes the fatigue flawed in this game is how SLOW they make the fighters after they get tired. Even a fatigued fighter isn't gonna throw punches that go 2 mph. The punches may be WEAK, but not slow.
They need to make it so that fighters can regenerate stamina by simply "taking a round or two off." The point system needs to go. Stamina also regenerates too rapidly. Even in the later rounds, the stamina regenerates sort of rapidly...it's just not a large enough bar for it to matter. A solution would be to allow the bar to fill up to the max, but the more tired you get, the slower your stamina fills back up. Clinches should be more apparent in the next Fight Night for this reason.Comment
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#14
Re: Fight Night round 5 wishlist
Re: Fight Night round 5 wishlist
Now that the new Fight Night has been announced heres my wishlist:
1) Rework the counter mechanic, eliminating the perfect block technique, and drastically reduce/eliminate the counter window, the game needs to be more realistic in this area, you can add settings for casual or hardcore like most of the other EA sports games have been doing recently. Boxers with good head movement should be able to make punches miss that normally wouldn't by leaning, it's not effective enough in it's current form as there isn't enough leeway for boxers with great head movement ratings, it seems to effect the counter window more than anything.
2) Footwork and movement needs to be improved, movement needs to be more sensitive for boxers with better footwork so you can control distance better. The range for foot speed needs to be greater as it's not really apparent within weight classes. The basic standing and moving animations need to be more lifelike with more variances like the little things that happen when you idle.
3) Knockouts / Knockdowns need to be overhauled. Like real life you should be able to tell the difference between a knockdown and a KO blow, not every knockdown should be a comical ragdoll fall. Also depending on the quality of the shot there needs to be a real possibility of not getting up from any knockdown to allow for power punchers to be feared and effective. This will also add tension and another layer of strategy in the later rounds when knockouts are needed by the losing fighter. Ratings should play a large part in this, but there also needs to be an unpredictablity here that the fighter can end at anytime.
4) Create-A-Boxer. Add more Create-A-Boxer slots, allow offline boxers to be maxed out as the current ratings cap doesn't allow me to accurately create and rate some of the all-time greats not included in the default roster. You can cap for online play, but throw us a bone offline. Add more hairstyles from famous boxers throughout history. Add more customization for trunks, I would like to be able to write text on the front, back, right and left hip and down the sides of trunks. Also add the ability to have a color behind the text color, similar to the fill option in MS Excel. Add more basic trunks choices (half and half for example). In the ratings tab for each CAB please show the actual rating # from the fight now screen next to the editable rating (for example, if I put a 90 in for right hand power for a featherweight, show that it equals a 35 or whatever right next to it, thanx). Allow us full editing for fighters already in the game so we can dupe them and change their divisions, weights, if necessary.
5) Add to presentation, we need a referee in the ring. Would also be cool if the camera showed both boxers getting up off their stools and zoomed back into action. We need the round # in the regular HUD somewhere (integrate ESPN presentation like NCAA Football 2011 did), a lot of times when you are focused it's hard to tell what round it is unless you wait for the card girl to walk by or go to the pause menu. From the 1st screenshots it looks like the damage model has been significantly improved, but this needs to tie into ratings too similar to injuries in EA Football games, a bad cut off an eye should affect defense to punches from that side, (maybe they get through your blocks when they normally wouldn't or you slow down ability to raise hands and block?)
6) Punch Feigns. Add them. It's too easy to counter punch, this adds another layer of strategy, map it to one of the bumpers, and allow the ability to use them in combos, both in the beginning and in the middle of combos. Done.
7) Stamina needs to be tweaked. There's not enough of a penalty for throwing excessively even if they aren't effective shots. At some point you shouldn't be allowed to keep throwing punches, it's human nature. FNR4 rewards quantity over quality, should be the other way around. If you choose to go for the finish and can't get it done you should be punished. This would also distinguish styles, as a low stamina fighter would be looking for that one opening instead of being forced into trading with the opponent just to keep up. My proposed changes to knockouts would be necessary for this stamina mechanic to be possible.
8) Scrap the corner game, it's too much of an advantage to momentum of the fight. You can bring back the (fix the cut game) from FNR3 and expand on it, just tweak it so manually doing it well will always get you better results than letting the CPU handle it. Maybe STEP1 wipe the area clean, STEP2 swab the cut, STEP3 apply compress, STEP4 then apply vaseline. It doesnt have to be complicated, have it progress to the next step automatically after 15-20 seconds.
9) Add different animations for punch distance, kinda like THQ's UFC game, far (lunging shots), regular distance (punches as they are in FNR4), close (different animations, short punches, quick uppercuts, etc..). Overall punch speed needs to be a little faster, but blocking may need to be tweaked as %'s are already too high for punches landed per round. I wouldn't be opposed to some kind of default block stance that would partially block high and low shots for a very limited time to get % down and help players on defense as blocking is pretty difficult and there isn't much you can do as it's such a twitch movement that's hard to judge from the side perspective.
10) Fighters need more taunts, maybe 4 per fighter, use d-pad, fighter specific stuff. I'd like to be able to do stuff like lean in like that one special punch from FNR4. Taunt by dropping my gloves. Shake head to pretend punch didnt hurt. Wave opponent on. Stuff a showboating fighter would do. You can even limit certain fighting styles to having them. Add a showboat style for fighters like Roy Jones Jr., Prince Naseem Hamed, Paulie Malignaggi etc... where use these to throw opponents off. I do this in FNR4 by holding the special punch button then cancelling it before the punch is thrown, add on this idea.
11) Add accidental head clashes. Make them more prevalent when fighting southpaws. Have more referee stoppages, from cuts and also when someone is covering up while getting battered towards the end of a one sided fight.
12) Lower the scale between divisions. I should be able to have a chance with a great welterweight against a good to great middleweight etc. The differences in the few scaled ratings are too much. It's hard to fight the 140 fighters against 147's in the game as is. Fighter's like Chavez just are too gimped to take on the Pacquaio's and Mosley's of the world in FNR4. Would be nice if you could choose to fight a Lightweight at 140 or 147 or vice versa and the engine would automatically scale the their ratings up or down a bit so they could compete, using the boxing common sense factors.
thats all I got for now, its getting late...
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