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

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  • Bamtino
    Rookie
    • Nov 2007
    • 372

    #61
    Re: Undisputed Early Access Impressions - Coming for the Belt

    Finally had time to play the EA build. I've played many early access games, the promising ones that made it to the finish line were mostly lacking polish. The gameplay loop was pretty much completed and just needed balancing.

    From strictly a gameplay and presentation standpoint, Undisputed has A VERY LONG WAY TO GO to reach the finish line and meet the simulation experience promised. This is nowhere near release ready for 2023.

    Its not just a lack of polish, the gameplay is incredibly flawed and falls well short of the threshold for what I consider sim. There is no inside fighting in this game, no catching, no parrying, no lunging punches, no variance in punching angles, stiff and robotic arm animations, janky physics on KD's and the AI is completely busted. From the presentation standpoint, I'm not sure what their plans are but you cannot launch a boxing sim on PS5 with no ref in the ring and no robes.
    Last edited by Bamtino; 02-05-2023, 04:50 PM.

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    • Gotmadskillzson
      Live your life
      • Apr 2008
      • 23432

      #62
      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.
      I managed to get my 1st cut last night. It was over my opponent right eye. It seem like damage system need to be tweaked. I be looking at the stats and if I landed over 200 punches to the head, I expect to see swelling and more damage. Just like if I land a lot of body shots, I expect to see some sort of bruising or redness in that area.

      I don't know if it is my controller or what, but at times, I press punch once and like 3 punches come out. Just like I go for a body punch, but yet a hook to the head comes out first, then the body punch.

      Some sliders I messed around with:

      Maxing out or even raising damage too high just make fights end pretty quick, like in the first or second round.

      Increasing stamina seem to have the same effect as damage. Lowering stamina however let fights last longer. Even though I have yet to go beyond the 6th or 7th round now.

      The AI don't seem to respect the jab or straight for that matter. You can literally jab them repeatedly. They seem to be more protective of the hook and body shots. Uppercuts work however. Power punches come out a tad bit too slow for my liking.

      Comment

      • sva91
        MVP
        • Feb 2005
        • 2019

        #63
        Re: Undisputed Early Access Impressions - Coming for the Belt

        Game is pretty damn good if you learn mechanics. I thought it was ok at first, but the more I play, the more I appreciate it. Def has its issues, but it has a ton of potential. Loving it so far.


        Sent from my iPhone using Operation Sports

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        • KG
          Welcome Back
          • Sep 2005
          • 17583

          #64
          Re: Undisputed Early Access Impressions - Coming for the Belt

          Originally posted by allBthere
          I did NOT play the beta, just watched people streaming it - I have Mac gear and consoles so for early access I got a 1 month shadow pc subscription and bought the game on steam and play it through that service.

          I will say now that I've calmed down a bit lol, playing it on 'pro' as others suggested give a much better experience - but it still has major flaws. At least the cpu throws punches now that aren't counters lol.

          These 'mechanics' though are game design choices meant to overcome certain realities about playing a game vs real boxing - I get it! But those choices could have been so much different and once you go down a certain road it's hard to back out of it. I have a bunch of personal opinions about how to overcome certain things from a design perspective but they don't really want to go a new way.

          Really most combat games struggle with trying to hit someone else vs the fear of getting hit. I think in real life many knockdowns happen when 2 guys are punching at the same time - to me that is the most dangerous time is during 'exchanges'. In this game as I mentioned it's all about counters. In real boxing counters ARE effective, but they aren't a guarantee and they certainly aren't so common that you get 10-20 per round. So you put that against a situation where 2 guys can throw big shots in the pocket and have a 6 landed each at the same time and then get rocked by a quick block, weak looking shot it just Forces you to play the counter game. i think if all shots mattered other than maybe the jab you'd have a better game and train the player base to avoid getting hit. If all they did was remove the counter window completely and increase damage of all shots that would be a drastic improvement. You could also increase the damage if getting hit while throwing as well (provided it lands flush or on the chin)

          There are definitely good things going on with the game - but as I said - when Core design decisions don't jive with you, it's hard to overcome.

          Remembering also that it's early access - they can totally improve the AI and make offline fights much more interesting. I'd love to chase someone like Leonard around the ring hunting for shots while he's dancing away and stinging me with jabs - THAT Would be a new experience, something we haven't seen before. Right now it just leaves a bad taste when this new/different promising game feels so much like FN champion.

          Another thing I forgot to mention is it's a getting rocked fest. So if you up the damage the most noticeable difference is that both guys get rocked even more. So it's not like there are more knockdowns and Ko's on their own or more overall damage (these are only as a result of more rocks). That part of the game is already a little weird - they need a lot more variety there. Upping the damage should make each shot do actual more damage - the long term kind. The way the game is now you throw 7 punches and get gassed in the short term, if you get popped it's a way higher chance of getting rocked by any shot... that is another 'game mechanic' that feels a bit silly. A volume puncher doesn't get rocked after missing a bunch of shots because his short term stamina is down - that kind of meter-watching isn't good for a boxing game. I get that they want to stop people from spamming punches non-stop but this again boils down to a design decision that makes the game less representative of the sport.

          Things hard to fix as well are the constant body shots-meta/controls in general are wonky (L3 slip + direction, L1 + punch for body, power body show for example would be L1+R1+x) there are a few other examples - they need to add more options or customize.


          So in the interim I'm going to continue to play and try all the boxers etc, I'm just not sure it will have the staying power to keep me around. Sorry for the novel here guys I'm just a big boxing fan and was overly hyped for the game.
          Agree with a lot of your points sir! What's that old boxing cliche... "you're never more vulnerable than when you're throwing you a punch". I'd like to see directional blocking also added. Being able to throw a left-hook to the body (orthodox stance) while also keeping your right hand high to protect against a counter hook would be nice.

          Right now I think AI stamina is by biggest pet peeve. Well that and anyone using Sugar Ray Robinson online. He's no doubt one of the greats but he has zero weaknesses. Stamina, Power, speed, footwork, all nearly maxed out. Back to stamina though, I was def throwing too much at first but even after more careful with my output the AI stamina decreases too slowly. I have noticed that the higher difficulty levels bring out more traits from the AI. Fought Gatti on Undisputed and he was tough. Head down, cutting off the ring, trying to destroy by body. I was able to beat him on points with Sugar Ray Leonard but he def rocked me a few times and made me get on my bike.

          @gotmadsklils - I think the ring size is spot on. It's tighter for the big guys but there's enough room to maneuver for the non-heavyweights. In the fight I just mentioned vs Gatti I had to make a conscious effort to stay in the middle of the ring. I couldn't afford to get corned so I was using Loose Footwork + retreating jabs to get out of tight spots.

          Originally posted by ggsimmonds
          Double posting because I'm a gangster, but the roadmap worries me. Maybe I'm traumatized from Madden, but any variation of "competitive fairness/balance" is a red flag to me. Plus I don't like seeing that they put maximize fun above authenticity.

          Leads me to believe that a hyper aggressive focus on counters style of play is an intentional design choice and here to stay
          I think it's a mix of intentional design + the majority of the fighters they have licensed are boxer punchers. A lot of the popular YouTubers I follow who play this game are boxing fans first and they seem to have the ear of the dev team. I think they'll eventually find a good balance because a video game, no matter how sim I WANT it to be, needs to also be fun.


          Originally posted by Freakywwe
          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.
          For such a small team, they've showed an incredible amount of dedication in terms of updates and responding to feedback.

          Originally posted by JayBee74
          What controller are most of you using?
          PS5 for me but somehow my button configuration is still set up as Xbox even though my Steam settings say PS. 100% most likely a user error by me though lol.






          I really like the differences in fighters. I've boxed in real-life for a long time and am more of a defensive/counter puncher but there's something about being a Rocky Marciano or Joe Frazier and just walking guys down.
          Twitter Instagram - kgx2thez

          Comment

          • Gotmadskillzson
            Live your life
            • Apr 2008
            • 23432

            #65
            Re: Undisputed Early Access Impressions - Coming for the Belt

            Another update out:



            Bug Fixes


            - Fixed an issue with the get-up minigame that caused framerate issues for players by disabling controller rumble within the minigame.


            - Replaced a Prize Fight that was broken and unable to be played.


            - Fixed an issue that meant players fighting online always saw a high-ping warning after a fight ends, regardless of their connection.



            Changes


            - Boxers can no longer be dazed or knocked down by a body jab.


            - Reduced AI max stamina and AI stamina recovery between rounds.


            - Increased the damage bonus applied to counterpunches by 25% in an effort to reward players for good timing and for picking up on their opponent's patterns.


            - We've removed Coldwell Day from the venue rotation in ranked online play while we work on improving the camera options for this venue.


            - Slightly increased base punch accuracy rating across all fighters.

            Comment

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

              #66
              Re: Undisputed Early Access Impressions - Coming for the Belt

              They increased damage on counterpunches? I didn't see that coming as I thought they were doing a good amount of damage imo to begin with.
              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

              • bcruise
                Hall Of Fame
                • Mar 2004
                • 23274

                #67
                Re: Undisputed Early Access Impressions - Coming for the Belt

                Well, that's a good sign re: CPU stamina:



                This is on Pro, no slider changes. It just plays way differently (better imo) than Intermediate - it actually initiates offense. I've also seen it clinch and just in general play a more balanced game, rather than just fighting on the defensive. IDK what the stamina picture looked like on Pro prior to this update, but I've no complaints with that part of the game now.

                I like how power punches are displayed as a separate stat on the postgame stat screens - it's clear from those that the CPU utilizes them on Pro, and as such I don't need to convince myself to hold back on the AI. It also uses the "loose" stance from time to time, as you can see in the screen above (the white boxer silhouette next to heart rate)
                Last edited by bcruise; 02-07-2023, 01:41 AM.

                Comment

                • tessl
                  All Star
                  • Apr 2007
                  • 5683

                  #68
                  Re: Undisputed Early Access Impressions - Coming for the Belt

                  Any idea of when the ps5 version will be available?

                  Comment

                  • damosthigh7
                    Rookie
                    • Mar 2022
                    • 27

                    #69
                    Re: Undisputed Early Access Impressions - Coming for the Belt

                    Damn...need this on consoles man...

                    Comment

                    • MistaWartown
                      Rookie
                      • Sep 2018
                      • 38

                      #70
                      Re: Undisputed Early Access Impressions - Coming for the Belt

                      Did they tweak something, because I’m playing this on Steam Deck with no slowdown at all.

                      Also is it just me, or do they seem to have that one judge who somehow has you losing on his scorecard despite the other two judges have you winning 10 rounds😂

                      Comment

                      • Gotmadskillzson
                        Live your life
                        • Apr 2008
                        • 23432

                        #71
                        Re: Undisputed Early Access Impressions - Coming for the Belt

                        Originally posted by tessl
                        Any idea of when the ps5 version will be available?
                        Early access usually runs a year or two. Sometimes 5 or 6 years. So I wouldn't expect a console version anytime soon.

                        Comment

                        • allBthere
                          All Star
                          • Jan 2008
                          • 5847

                          #72
                          Re: Undisputed Early Access Impressions - Coming for the Belt

                          I expect consoles to be 2024. Once all the game elements are in place I don't see why not - you can always patch and support the game and even add things. They could go the 'game preview' route as well although I think they will just release it fully.

                          The biggest issue in order to release is fleshing out the modes. 1v1 and local for the most part work right now and in many ways more so than other full releases on console. So to me the 2 biggest things to get there (I hope) are lots of work on AI, Career mode or 'universe' and refining how to deal with the online experience to keep it fresh (seasons, tournaments, etc).

                          Since the update I'm noticing things they didn't mention - I remember in one of the Beta's people were saying how you feel 'stuck' on the inside sometimes - that's def back now, but I actually don't mind it because it promotes some sustained 'in fighting' which can be fun busing out the uppercuts and changes defence and the whole dynamic.

                          The fact that they buffed counters just leaves me bewildered.

                          So far online is much better than the AI - but I can't get a super stable connection so it's hit and miss. Last mach I lost as Terrence Crawford at WW vs Ricky Hatton. HE threw 650 punches to my 525 and landed about 80 more total - around 47% of his punches. I droped him in the 10th and thought I was winning and outboxing him so was surprised to see the big of a gap. He won 9 round to 3 (plus my 10-8 round), almost made me wonder if he was counting punches on the fly.

                          Cinching if done well will truly change the game and give it legs for years. Despite the counters (NOW) if they allow customization there or experiment with other methods of gameplay for damage that would put it over the top. I think 5-6 tie-ups per round that last 3-7 sec each would really change up the pacing and make those 12 round decision fights seem more natural. Clinching in Single player right now is like at a basic Alpha state - really needs work - and I hope they re-introduce the ref in the ring and give me the option to ditch the get-up mechanic - I'd rather it just run on auto-pilot.
                          Liquor in the front, poker in the rear.

                          Comment

                          • KG
                            Welcome Back
                            • Sep 2005
                            • 17583

                            #73
                            Re: Undisputed Early Access Impressions - Coming for the Belt

                            Originally posted by allBthere
                            I expect consoles to be 2024. Once all the game elements are in place I don't see why not - you can always patch and support the game and even add things. They could go the 'game preview' route as well although I think they will just release it fully.

                            The biggest issue in order to release is fleshing out the modes. 1v1 and local for the most part work right now and in many ways more so than other full releases on console. So to me the 2 biggest things to get there (I hope) are lots of work on AI, Career mode or 'universe' and refining how to deal with the online experience to keep it fresh (seasons, tournaments, etc).

                            Since the update I'm noticing things they didn't mention - I remember in one of the Beta's people were saying how you feel 'stuck' on the inside sometimes - that's def back now, but I actually don't mind it because it promotes some sustained 'in fighting' which can be fun busing out the uppercuts and changes defence and the whole dynamic.

                            The fact that they buffed counters just leaves me bewildered.

                            So far online is much better than the AI - but I can't get a super stable connection so it's hit and miss. Last mach I lost as Terrence Crawford at WW vs Ricky Hatton. HE threw 650 punches to my 525 and landed about 80 more total - around 47% of his punches. I droped him in the 10th and thought I was winning and outboxing him so was surprised to see the big of a gap. He won 9 round to 3 (plus my 10-8 round), almost made me wonder if he was counting punches on the fly.

                            Cinching if done well will truly change the game and give it legs for years. Despite the counters (NOW) if they allow customization there or experiment with other methods of gameplay for damage that would put it over the top. I think 5-6 tie-ups per round that last 3-7 sec each would really change up the pacing and make those 12 round decision fights seem more natural. Clinching in Single player right now is like at a basic Alpha state - really needs work - and I hope they re-introduce the ref in the ring and give me the option to ditch the get-up mechanic - I'd rather it just run on auto-pilot.
                            It's actually a good thing for console players that this out on PC first because the ability to push out patches/updates through Steam is much easier and less time consuming meaning that they can iron out a lot of the gameplay/connection kinks before it reaches consoles.

                            I'm on the fence about increasing the counter damage by 25%. On one hand it's OP'd because like you and others have said, it's the most abused fighting mechanic but on the other hand it could add in that risk which could dissuade folks from just throwing blindly without fear of getting hit in return. It's all about finding the right balance.

                            I like the idea of having more clenches but to do that you need a ref in the ring like you said...to force them to break.

                            One of my biggest issues/bugs that I see is sometimes the punch damage HUD doesn't show up for an entire round apart from blocking, even on Casual mode and online. Sure it makes it more sim but it's totally a bug considering that it does show some rounds.
                            Twitter Instagram - kgx2thez

                            Comment

                            • Picci
                              MVP
                              • Feb 2003
                              • 4517

                              #74
                              Re: Undisputed Early Access Impressions - Coming for the Belt

                              Just wondering if there's anyone in the business that would know the reputation of these studios or how that support can be given?

                              We already know the main team is based in the UK and soon to be 3yrs.

                              Plaion the publisher, is a German-Austrian media company (formally known as Koch Media). They've had assistance in the past with Deep Silver, a subsidiary on past games like Saints Row and Outward. Warhorse Studios, Milestone, and Fishlabs (among others) are other subsidiaries that can play in. So it would seem they should be getting the support if needed?

                              Comment

                              • Gotmadskillzson
                                Live your life
                                • Apr 2008
                                • 23432

                                #75
                                Re: Undisputed Early Access Impressions - Coming for the Belt

                                Another update today, a big one, 18GB.



                                Below are the patch notes for the update shipped on 9 February 2023 - 10515249.

                                This build is a significant update in terms of file size, but we're introducing something we think should resolve the large file sizes for future updates within this update so that the next small update shouldn't be as demanding as the previous ones we've pushed.



                                Bug Fixes


                                - Fixed an issue where players could get locked in the settings menu when attempting to opt out of analytics collection.


                                - Steam achievements related to throwing a set number of punches now properly track punches thrown.


                                - Fixed an issue that caused online matches to continue after a knockout had occurred.


                                - Fixed an issue that stopped the AI from defending itself and causing it to 'shake' while dazed.


                                - Fixed an issue where players' games would lock when trying to view the Prize Fight leaderboards.


                                - Players can no longer drop below 0 SP in ranked play.


                                - Fixed a bug that was causing fighters to face the wrong way at the beginning of a round.



                                Changes


                                - Introduced a system that rewards players more heavily in ranked play for winning a fight using a boxer with a lower overall rating than their opponent's boxer. This scales, so the higher the rating gap, the bigger the reward for winning. We hope this incentivises players to use a wider variety of boxers online.


                                - Improved the way we handle game updates, going forward game updates should be more optimised and won't require large updates for small changes.


                                - Slightly increased the speed of the step-out jab across all fight styles apart from Slugger.


                                - Introduced 'Arm Fatigue'. Repeated punches from the same hand will begin to slow. This is further impacted if the punch type is also repeated. Players using repeated same-hand punches should see noticeable fatigue in the punch speed.


                                - Slightly increased the likelihood that power punches will flash daze or flash knock out the opponent.


                                - Slightly increased base punch tracking across all fighters. Punch tracking is what allows your fighter to adjust the end position of their punch after they've already started throwing it, which should increase the number of punches that land.


                                - Reduced the impact curve of accuracy ratings, which means lower-rated fighters won't feel as significantly inaccurate in comparison to higher-rated fighters.


                                - Slightly increased the max stamina usage of all non-power punches, and further increased the max stamina usage of hooks.


                                - Adjusted AI stamina in accordance with the previously mentioned increase in max stamina usage so that offline play is a more balanced experience.



                                Boxer Changes


                                - Joe Joyce: Overall rating increased from 82 to 84, with increased stamina, strength, and defence ratings.


                                - Deontay Wilder: Increased Left Hand Power from 86 to 88, decreased Jabs from 82 to 79, and increased Uppercuts from 91 to 92.


                                - Sunny Edwards: Stamina reduced from 83 to 82, Speed increased from 86 to 90, Defence increased from 87 to 88, Heart reduced from 83 to 82.


                                - Oleksandr Usyk: (Cruiserweight) Overall rating increased from 92 to 93, with Strength moving from 90 to 91, Defence from 89 to 92, and Heart from 90 to 92.


                                - Eddie Hall: Overall increased from 72 to 75, with Strength increasing from 79 to 94.


                                - Frank Bruno: Strength increased from 86 to 87.


                                - Canelo Alvarez: (Middleweight) Overall rating increased from 88 to 90, with Vitality increased from 90 to 92, Stamina increased from 85 to 88, Speed increased from 89 to 91, Strength increased from 87 to 90, and Defence increased from 87 to 92.


                                - Canelo Alvarez: (All weights) Added 'Liver Destroyer' trait which increases damage dealt by his body left hook by 30%.


                                - Tyson Fury: Overall reduced from 94 to 91, with Vitality decreased from 96 to 90, Speed decreased from 93 to 92, Strength decreased from 93 to 91, and Defence decreased from 93 to 88.

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