Undisputed Content Update Adds More Fighters, Venues, AI Improvements & More - Patch Notes

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  • allBthere
    All Star
    • Jan 2008
    • 5847

    #46
    Re: Undisputed Early Access Impressions - Coming for the Belt

    Originally posted by ggsimmonds
    Disagree here. Early access still shows design decisions.

    If the complaints are bugs and lack of options okay falling back to it being early access is appropriate.

    But if your complaint is about the direction of the game, it being early access doesn't mean much.

    If the hope is to shift design direction due to feedback (hopefully the case), then pointing out its early access is pointless.

    I don't mean to come at you with hostility if it comes off like that. I'm a predominantly pc gamer who plays plenty of early access games and the "remember its early access" bugs me. It is like you say, the point of EA is to beta test the game and provide feedback on how it can improve. So when we get people doing what they are supposed to by providing good feedback and then someone follows that up by diminishing that feedback it gets at me lol. Its like saying hey you are providing too much feedback scale it back.

    On a separate but related note early access is like a godsend for sports games. I'd wager that its more of the hardline sim-style players that participate so its our best opportunity to shift a game's direction.

    completely agree but your comment in bold here I'm actually more worried and I'll tell you why. I'm on the discord where there is A LOT of action and the developers routinely answer questions etc. Those guys are on there all day like it's a full time job and so I can see what comments/dispositions are reaching the developers the most. I've commented trying to get them to realize but it's probably to no avail.

    The most vocal people are highly competitive and above all else simply want to win. Doesn't matter what the gameplay is like, they simply want to know the 'meta' and exploit it/use it to their advantage and they will saying things like "the counters need to do way more damage!" and one guy even said to me after I commented that would make it less like the sport and that he simply wants to win or make it more Esport/reflex based - he said "I know, I'm just sharing how to win easier" ...

    So in short the community is very slanted towards winning competitively above all else - they were bragging about the 1st beta records ffs lol

    I think on my list would be:

    1. Get rid of counter window's completely just let it happen naturally. UFC 2009 undisputed when it released I think did a great job of just letting those instances happen naturally. There were flash knockdowns, Ko's, stun's - and it for the most part made a lot of sense when it happened. Try to make the core gameplay strong enough that you get results that make sense and reflect 'what you see on tv' - you should be able to try and be a counter-fighter and 'land counters' but it doesn't need it's own mechanic. in FN for example a counter window was rewarding the player for timing a parry or a dodge perfectly by penalizing the other player's movement and leaving their arm out longer! The reward should be that you didn't get smashed in the face and that you're ready to throw while maybe the other guy isn't ready for that - you can't be so heavy handed with 'this is a counter situation and this is not and we'll deliberately make it so' (in my opinion).

    2. Make power punches more effective/damagining - especially in situations where both guys are punching at the same time - get the player paranoid to let their hands go at the same time. If someone is running in with their guard down, a good cross should drop them. Have the animations and outcomes be related and make sense. Related to that - No rocked by pidder/padder shots a big issue now is the best shots rarely get the expected result.

    3. Make defence easier and more effective, the controls a part of it but also the weave mechanic in general is borderline useless as is. I believe that if I was simply trying to survive and not get hit (shades of Boots Ennis last opponent) I should be able to accomplish that and have you landing 20% if that's all I'm trying to do. Maybe a block should stop 75% but cover the body too? when someone completely shells up irl they usually cover both and some shots get through but I don't necessarily block only my head or only my body.

    4. Make the clinch game and inside game a major focus. Clinching in single player is smooth for initiation but then they stand completely still - I have hope for this aspect of early access as they are just implementing it. One fear I have is the commentator saying 'they're going to take a point away!' ... most games have allowed you to do it 3 times. I think they need dynamic clinching where you're just too close to punch and it's a semi-clinch/tie up - ineffective punching abilities, as well as full clinches. You should also be able to move around during those and try to get out or focus on keeping it tied up. Maybe if both players are moving away from each other on the sticks, they naturally break out of it. Tie-ups, clinching and semi-clinching is such a huge part of the sport and really slows it down - it should be a tactic similar to mma games and clinches and wrestling. It would also make it so that if you want to fight inside you can't just ram the controller stick towards the other guy - you need SOME space to do some damage, otherwise you just tie up or are too close sloppy to do anything. On the flip side you could be a jab/cross guy and tie up when you feel you're too close to stifle your opponent like a Kitschko brother. Some people are vocal about punch output #'s being too high - well, that would put a huge dent in it when you can't just freely punch the whole round - it would be interesting to know real life boxing stands on avg clinches per round over say a 5 year period. This would dramatically improve and change the whole gave and give those moments to reset and breathe. FN did a horrible job in that regard and I hope they try to make it more dynamic and fluid and much more often.
    Liquor in the front, poker in the rear.

    Comment

    • Picci
      MVP
      • Feb 2003
      • 4517

      #47
      Re: Undisputed Early Access Impressions - Coming for the Belt

      I for one enjoy reading everyone's impressions in beta and as early adapters. Been praying for a boxing game to return NOT EA.

      I'm pulling for the developers (Steel City Interactive & Ten24 Media)1024 has already impressed me with their art and Steel City founded Feb 19 2020 right at the start of the pandemic and here they are, with their first game

      Comment

      • ggsimmonds
        Hall Of Fame
        • Jan 2009
        • 11235

        #48
        Re: Undisputed Early Access Impressions - Coming for the Belt

        Originally posted by allBthere
        completely agree but your comment in bold here I'm actually more worried and I'll tell you why. I'm on the discord where there is A LOT of action and the developers routinely answer questions etc. Those guys are on there all day like it's a full time job and so I can see what comments/dispositions are reaching the developers the most. I've commented trying to get them to realize but it's probably to no avail.

        The most vocal people are highly competitive and above all else simply want to win.
        Ah you're right, I sometimes still get stuck in the view of limiting it to two categories -- hardcore and casual. But in reality there is casual, hardcore-sim, and hardcore-competitive.

        The hardcore-competitive crowd usually has more clout because of the potential monetization.

        Comment

        • NINJAK2
          *S *dd*ct
          • Jan 2003
          • 6185

          #49
          Re: Undisputed Early Access Impressions - Coming for the Belt

          I've enjoyed my brief time with it but I agree with some complaints about the stiffness in some of the boxing animations. I only boxed in 3 fights offline against the CPU on out of the box difficulty. While the cpu routinely likes to push the action initially they will become hesitant as the fight goes on as they take damage and you show your ringmanship. For anyone fighting Frazier be very weary of his body shots. I was beating him on 2 judges scorecards in the final round when he caught me with a bodyshot. There was no daze mode before the knockdown as I got gut punched and immediately keeled over..lol. He got me in the same manner in the 6th round as well. The 3rd judge had me down 10 points 109-99. I love the realism that they actually added corrupt judges on the take

          This game is not finished at all but hopefully with a little more time/polish it and can reach it's full potential. Love to see some improvement in the damage model and animations..

          *For those weary of paying the $30.00 to try it..I believe Steam still has a policy that you can get a refund on any game if you play it for less than 2 hours(Double check this for yourself). Therefore, If you don't like the feel of the game after a few fights just request a refund..
          EA and 2k have the unfortunate task of trying to balance on a tightrope of fun and sim while trying not to fall 10,000 feet to their death. Instead of a safety net waiting down below there will just be angry customers quick to move out of the way and talk of their failure.

          Comment

          • Freakywwe
            Pro
            • Sep 2014
            • 845

            #50
            Re: Undisputed Early Access Impressions - Coming for the Belt

            Got my first flash knockout last night. Cruiserweight fight. Me as RJJ against Usyk. First round, I was up on two judges scorecards nothing major just playing eachother out, then second round we both loaded up for a huge straight. His landed, mine didn't. Mouthguard went flying and camera went into an almost Slow-motion" view while RJJ fell to the mat. No count, automatic KO. It looked great.

            Game definitely needs some polish on the fighting side of things (More power mainly, right now you can get away with just blocking the body as stamina is playing a far too great of a role, and some AI work is needed for some fighters, Tyson Fury sticks out as he 99.9% of the time leads with body shots, so it's been a breeze countering him all match. But on the other side, Sugar Ray Robinson is an absolute nightmare to face, so I think they have certain styles being represented pretty well, just need to expand to the rest of the roster)

            But for what's being offered for an Early Access release? Colour me impressed, it can only go up from here.

            Comment

            • Freakywwe
              Pro
              • Sep 2014
              • 845

              #51
              Re: Undisputed Early Access Impressions - Coming for the Belt

              They also already released an update. Small things, but a good sign that they are actively listening and working on it. This is why early access exists.

              Comment

              • lowpaiddonkey10
                MVP
                • Oct 2017
                • 2163

                #52
                Re: Undisputed Early Access Impressions - Coming for the Belt

                Originally posted by m1ke_nyc
                On my second fight. Not sure if it’s a early bug but cpu stamina doesn’t decrease. First fight got koed by Fury(cpu) Wilder(me) in rd 6 Furys stamina was at 100. Here I am 3 rds into my 2nd fight cpu stamina at 100.
                I watched a few videos on YT and from what I could figure stamina didn't affect the online opponent like an AI opponent at least on Pro setting. One guy I watched was still able to outpoint the AI opponent even with stamina for his fighter near 40 while the AI opponent was near 80. Commentary got stale real quick not bad but very repetitive.

                Comment

                • allBthere
                  All Star
                  • Jan 2008
                  • 5847

                  #53
                  Re: Undisputed Early Access Impressions - Coming for the Belt

                  I have to say, I'm still playing and will share some really good positives since I've been quite hard on the game. It's def better than fight night ...100%

                  Online is a good experience - although I have some serious input lag using shadow pc. I actually got robbed of a flash KO win using sugar ray robinson with a slip and left uppercut just like Tank Davis' it was a beauty.

                  Having said that I'm like 3-10 overall or something, mostly because of the counter situation but also legit wins. I've been using matchups and trying to box like the real guy. One of the fun ones is Canelo actually because of how well he moves in terms of looking legit like Canelo. I fought Ray Leonard and lost a 12 round decision 8-4 mostly which was the right call and probably resembled what might have happened in real life at Welter Weight.

                  I noticed online it's common for Stamina to drop almost dividing a 12 round fight into 3rds. You'rd good for 3-4 rounds then drop significantly, then again and the last few rounds most people are VERY conservative. I fought Fury 3 times, twice with Joe Louis and there was a few rounds where we probably only threw like 20 punches total. I actually wonder what would happen if I played like that in the first few rounds if I'd have way more gas in the tank or not. So back to my not like FN comment, there is totally much more strategy and adjustments going on. I'll notice guys circling too much to their right and cut off the ring w/ power body hooks and they will get the picture and have to adjust. I'll be ripping tried and true combo's like the 1-2, 1-2-3 or 1-body hook and slip and move. My last 12 rounder vs RJJ I was SRR I threw 699 punches, 220 body shots, 120 jabs and a mixed bag of hooks and uppercuts. Not bad - He was the highest I'd faced yet though at about a thousand punches. We both rocked each other but in particular I had to adjust because my left head was getting tagged too much by his right hooks - so I adjusted and made that a priority - little things like that was cool to see and he had the longer reach so many rounds had a cat and mouse thing going on.

                  Offline I ran the gamut. I've been the journeyman against greats, done classic matchups and been the favourite adjacent the lowest rated. I've also ran some of my own "tests" 90% of the time I just fight like a boxer and according to their attributes, size and so on. So while one positive is 1-power 2 (cross) it looks great, feels great and is so satisfying to see it land and the hit reaction too - but the follow up isn't there which is why I keep harping on counters. I was Enzo the cruiserweight vs lyndon arthur and just backed up and kept nailing him over and and over coming in w/ the big cross and it looked devastating but it never resulted in a knockdown and only after 20+ a rock here and there.

                  So there are some GREAT punch animations and reactions for sure. The fighters look GREAT and the sweat flying and body shots and faces look fantastic 100%. The lighting is also really cool - it's not realistic, it's much more 'moody' but it really makes the fighters/ ring/ropes etc pop and I think has a great look to it. Having played over 60 fights now, I think the stamina is actually pretty good. The short term some including myself may question, but over the whole fight it seems to bring strategy and realistic stats - maybe more regeneration based on output could be a think, like if you take a 'round off' maybe you get more. Some fights ending w/ 23% stam you can only throw 2 punches max before it's empty - I don't have a solution, as I said it seems to create strategy and maybe i need to take some early rounds much easier to see if I benefit later in a more exaggerated way that what I've seen.

                  Combinations are good, most punches have good animations - I think problems people see is when your short term is down the punches looks like dream punches like pillows and slow. Some say the full stam punches look too slow but I'd argue they're too fast, in fact the whole game could slow down 10% - heavyweights moving so fast and fluid around the ring and punching sometimes look like it's in fast-forward. To me the biggest punches that need addressing w/o the power modifier is jabs and straights/crosses. The issue is they don't extend enough. A right hook is 'longer' than a non-modified cross. IF you power cross it has nice rotation and extension. The regular one is neutered and short. The jab is too short too. That should have the longest reach imo in the game barring a directional/step-forward jab (those work well). It should always reach further than a hook. Uppercuts are tight, but too tight and close OR too far reaching. Often you get a short range animation at medium range. This doesn't seem to affect the body shots though - all that stuff can be tweaked though for sure.

                  Anyway, despite the issues, I still seem to be enjoying myself and coming back for more. I had FN champion on xsx and actually played recently. So although some of the game is falling into similar pitfalls, it doesn't feel the same or play the same and is a much better experience even now in Early Access. So onwards I guess I'll keep trying different matchups and - hopefully tomorrow I'll post some pics I took of score cards and stats because there are many positive takeaways - anyone who can't play the game, the punch stats are pretty legit (besides counters and AI body shot numbers).
                  Liquor in the front, poker in the rear.

                  Comment

                  • JayBee74
                    Hall Of Fame
                    • Jul 2002
                    • 22989

                    #54
                    Re: Undisputed Early Access Impressions - Coming for the Belt

                    What controller are most of you using?

                    Comment

                    • NINJAK2
                      *S *dd*ct
                      • Jan 2003
                      • 6185

                      #55
                      Re: Undisputed Early Access Impressions - Coming for the Belt

                      After more time with this I'm starting to see what some of you mean about the counters being a bit to overvalued. They certainly appear to be more damaging than any other punch and they seem to impress the judges more than anything else as well imo. Still enjoying the game. Is anyone else experiencing any audio issues during gameplay such as late or absent audio for punches thrown and/or landed and late commentary?

                      Jay- I'm using a Power A xbox controller
                      EA and 2k have the unfortunate task of trying to balance on a tightrope of fun and sim while trying not to fall 10,000 feet to their death. Instead of a safety net waiting down below there will just be angry customers quick to move out of the way and talk of their failure.

                      Comment

                      • Gotmadskillzson
                        Live your life
                        • Apr 2008
                        • 23432

                        #56
                        Re: Undisputed Early Access Impressions - Coming for the Belt

                        My problems with the game:

                        1. Ring look a tad bit too big.

                        2. The movement of walking is too fast. You can go from one side of the ring to the opposite side very quick for such a large looking ring.

                        3. Grant it I haven't gone beyond the 4th round yet, but I haven't seen physical facial damage or blood.

                        4. Game appear to be too bright, like it is a white haze over everything.

                        5. Animation clipping issues. Some punches to the head don't connect even though you can see it connecting.

                        6. AI plays the same way no matter who it is.

                        7. Audio issues here and there.

                        But other then that, I am enjoying it. Plays very well for early access. I have played many early access and there were no where near as polished this early on.

                        Comment

                        • BadAssHskr
                          XSX
                          • Jun 2003
                          • 3520

                          #57
                          Re: Undisputed Early Access Impressions - Coming for the Belt

                          Originally posted by Gotmadskillzson
                          My problems with the game:

                          1. Ring look a tad bit too big.

                          2. The movement of walking is too fast. You can go from one side of the ring to the opposite side very quick for such a large looking ring.

                          3. Grant it I haven't gone beyond the 4th round yet, but I haven't seen physical facial damage or blood.

                          4. Game appear to be too bright, like it is a white haze over everything.

                          5. Animation clipping issues. Some punches to the head don't connect even though you can see it connecting.

                          6. AI plays the same way no matter who it is.

                          7. Audio issues here and there.

                          But other then that, I am enjoying it. Plays very well for early access. I have played many early access and there were no where near as polished this early on.

                          I busted my opponents eye yesterday playing the game. Blood was on his face, and dripped down to his chest. I ended up getting knocked out, but was hoping to go to work on the cut and see what kind of real damage I could do.

                          This was playing the AI btw.
                          "Not the victory but the action. Not the goal but the game. In the deed the glory."

                          Comment

                          • da_centa_fielda
                            Rookie
                            • Jun 2007
                            • 324

                            #58
                            Re: Undisputed Early Access Impressions - Coming for the Belt

                            Originally posted by BadAssHskr
                            I busted my opponents eye yesterday playing the game. Blood was on his face, and dripped down to his chest. I ended up getting knocked out, but was hoping to go to work on the cut and see what kind of real damage I could do.

                            This was playing the AI btw.
                            This is one of my chief complaints with the game thus far. I've played maybe a dozen matches. I've seen a cut probably 2-3 times. That's fine. But it never gets worse. Even when they occur very early in the fight. (Each time it's happened before the 3rd round and stays the same through the 12th)

                            Swelling is impossible to generate. If Wilder and Frazier go 12 rounds connecting several bombs, you'd think there'd be some type of swelling. I've yet to get any swelling to go pass the first bar.

                            I've even turned the damage up 3x. It only changes how much health is loss per punch. It doesn't change facial damage.

                            Comment

                            • DaveDQ
                              13
                              • Sep 2003
                              • 7664

                              #59
                              Re: Undisputed Early Access Impressions - Coming for the Belt

                              I like it. It's a bit wonky at times and very unpolished, but I'm willing to set my frustrations with that aside. What I enjoy most is the stamina. It is very rewarding to be patient and work a guy down to the later rounds, win rounds and maybe even get the KO. You can see it happening by round 5 or 6. Things start to slow down and a tired guy gets very susceptible to the jab landing. If you throw hard, without strategy, you usually pay for it.

                              I like how they do cuts. I was surprised to see the ref take my opponent to his corner and look at his cut. The presentation is pretty bad, but it's a nice addition. I was even able to get a stoppage.

                              The game, because of its early stages, is a bit dull. Presentation is disjointed and lacking interest. Commentary is repetitive and often not in line with what's going on. Again, early access helps me over look these things. If they can polish it up, the game will be more exciting to play.
                              Being kind, one to another, never disappoints.

                              Comment

                              • aholbert32
                                (aka Alberto)
                                • Jul 2002
                                • 33106

                                #60
                                Re: Undisputed Early Access Impressions - Coming for the Belt

                                Originally posted by JayBee74
                                What controller are most of you using?
                                PS5 through Steam.

                                Comment

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