Played 5 more fights and pretty much all done in the 1st round... Decisions are rare post patch in my experience.
EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
Played 5 more fights and pretty much all done in the 1st round... Decisions are rare post patch in my experience. -
Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
Damn Buddy. What are you doing? On Pro, I was able to finish one fight out 10 plus in the first last night. Maybe time for you to implement some house rules until the next patch comes.Comment
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
FYI, we have another EA UFC dev joining us. I wont identify him until he decides to post but he works on the CPU AI side of the game.
Now that he's here I think us offline players should start providing him with a list of issues we've seen with the AI since release and post patch. I have a list coming later.Comment
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
FYI, we have another EA UFC dev joining us. I wont identify him until he decides to post but he works on the CPU AI side of the game.
Now that he's here I think us offline players should start providing him with a list of issues we've seen with the AI since release and post patch. I have a list coming later.Comment
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
Hey guys - AI lead dev here - as mentioned I'm here to hear your feedback and hopefully get it worked into the game.
As it stands my priorities are:
1) aggressiveness
2) individualism
Specific or general, let me know what areas you feel can bring the fights vs the AI closer to the sim experience you're after.Comment
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
To both UFC Dev's on this forum.
Seeing you guys on this thread is making me want to start playing this game again... I would like to know if you guys would ever work on the CAF system (such as adding new hair styles, beards, etc) especially the GAMEFACE feature and being able to edit after applying your GAMEFACE. I know one of you is GAMEPLAYdev and the other is CPUdev, but can you guys ask the right person from your team if this will ever be applied? The reason why I ask this is because this game is not coming out every year, so waiting for 2 years for the next one to see these CAF updates will be very hard for most of us.
Thanks!Last edited by Toma; 07-23-2014, 07:10 PM.Comment
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
Hey guys - AI lead dev here - as mentioned I'm here to hear your feedback and hopefully get it worked into the game.
As it stands my priorities are:
1) aggressiveness
2) individualism
Specific or general, let me know what areas you feel can bring the fights vs the AI closer to the sim experience you're after.
As for your two points I think both can be difficult to balance, but here are my suggestions
1) Aggressiveness - This one is tough, because if the AI has an opening you obviously want them to take it and if the User is aggressive, then you would probably want the CPU to mirror that so they can keep up. I'm no programmer, but I'd imagine that could be a tough thing to code.
With that since you guys are aiming for a sim experience, then the first place I would look would be a site like FightMetric. Find two fighters who are in the game data against each other of FM then set them up in a CPU vs. CPU and compare the two.
2) Individualism - Again, I'd imagine that this isn't easy, but the main thing is that wrestlers should wrestle, judo guys should look for clinch and use their throws, etc. I think most of us just want fighters to behave closer to what the do in real life and we would like every fight to have a little bit of a different feel.
Also, it would be nice if fighters were more aware of their opponent. If I'm using Big Nog and fighting against Pat Barry, then Barry shouldn't really be looking to take him down. Conversely, if the I'm Pat Barry fighting against Big Nog and I do somehow end up in his guard then he should look to keep me there instead of getting up. Furthermore, if I'm Cain Valesquez or a Ground and Pound guys I shouldn't be letting guys up. Lastly, some fighters, Machida and Anderson Silva for example should look to counter rather than strike first.
Like Phobia suggested earlier today sliders would really help, especially things like a slider for CPU aggression. Ultimately, the majority of sports games that are really popular do one thing great and that is give the User's options to make the game play how they see fit. In this day and age (speaking strictly about offline) there's no reason for my game to play the exact same for me as it does my neighbor. Especially, if I'm looking for a sim and my neighbor just wants to play rock em' sock em' robots.
The last thing I wanted to say is sorry, for the long post and I apologize if there are bunch of errors. My wife has been yelling at me to come eat dinner for the last few minutes so I didn't get a chance to proofread. However, if you think this is long just get the the CAF and Game Mode devs to come here and I could write a book.
Again, thanks for coming here and communicating with us. We really appreciate it.My 2K17 Boston Celtics MyLeague
Alabama Crimson Tide
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Boston Celtics
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
I thought of a few things to think about for future games.
For individualism I think that adding Fighter Tendencies would be helpful. If we had tendency sliders that could be edited by the user that would be even better.
Also it would be cool if we could edit fighters ratings and skills too. Just go ahead and let us adjust their weight class up or down one division too, so we don't run into this Brad Pickett, Gegard Mousasi problem that we have now. Sorry if the last few things aren't really CPU AI related. Maybe they can be passed on anyway.My 2K17 Boston Celtics MyLeague
Alabama Crimson Tide
Green Bay Packers
Boston Celtics
New Orleans Pelicans
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
Hey guys - AI lead dev here - as mentioned I'm here to hear your feedback and hopefully get it worked into the game.
As it stands my priorities are:
1) aggressiveness
2) individualism
Specific or general, let me know what areas you feel can bring the fights vs the AI closer to the sim experience you're after.
BJJ Fighters
1. I would like them to look to take the fight to the ground and try to keep the fight on the ground. Especially those who aren't good at stand up, like Maia.
2. I would like those who are highly skilled use more advanced BJJ moves, like rubber guard, rubber guard sweep. Butterfly guard, butterfly guard sweep, kimura sweep. And I definitely would like to see them take the back more often.
3. More Leg locks and ankle lock attempts.
4. Basically if I do a CPU vs CPU match between 2 highly trained BJJ fighters, I should be seeing a grappling clinic being displayed with them rolling around on the mat looking for subs like they would in real life.
5. More BJJ type of throws and take downs.
Wrestlers
1. More double leg take down attempts, with various forms of double leg take downs for the highly skilled wrestlers such as Sonnen, GSP, Hendricks, Edgar
2. Dominant wrestlers should look to ground and pound in full guard and half guard. Dropping elbows and hammer fists. Nothing more irritating then seeing Cormier, Sonnen, Cain,etc look to stand up instead of doing ground and pound.
Leg Kick TKO Needs to Happen
1. It is disheartening to fight guys like Aldo, Cerrone, Ben Henderson, etc and they don't attack the legs with leg kicks a lot, like they should.
2. Same can be said about fighters who are known to throw elbows and knees a lot in real life, don't do it in the game.
Strikers
1. More combos, less over the top flashy moves that rarely happen in real life.
2. Fighters with a reach advantage should fight like they have one. Keep their opponent at distance by using a lot of jabs and front kicks.
3. On the flip side, fighters with a reach disadvantage should look to clinch more or take the fight down to the ground to nullify their reach disadvantage.
4. Counter fighters like Machida should be way less aggressive and should look to circle more. Hell all the strikers should look to circle more.
5. The really good strikers like the Diaz brothers for example, should be putting on a combo clinic.
OVER ALL General Stuff
1. AI needs to adapt much quicker to what you are doing.
2. AI needs to attack and look for the kill when they see you are injured. If they are a striker, they should be looking to knock you out. If they are a wrestler they should immediately look to take the fight to the ground and look to ground and pound you into a TKO. If they are a BJJ guy, they should immediately look for a submission.
3, Individual limb damage should be permanent for the entire fight. And it should be more vulnerable to submission attacks on that damaged limb.
4. AI should look to cut off the ring when they see you circling.
5. Stop the AI from getting underhooks or over and under but yet they do NOTHING but shoulder thrusts for over a minute straight. They either need to take you down or push away. Far too often the AI is just content to hug you and do shoulder thrusts.
6. Guys like Dan Henderson, Sonnen and Cormier should look to clinch and dirty box. Dirty boxing is completely missing from the AI.
7. The AI needs to be more aware of the clock and what round it is. Nothing more sickening then seeing the AI back up for the last 30 seconds of a fight and not really try to engage.
Take Down Overhaul
Take downs need to be more fighting style specific. In real life, depending on their background, fighters prefer different styles of take downs. Some prefer single leg and double legs, others prefer trips and throws.
Me personally I will like to see BJJ fighters use more trips and throws. Were as the average wrestlers use single legs, while the dominant wrestlers such as Sonnen, Cormier, etc use double legs.
No matter the style though, there needs to be more of a struggle animation when it comes to take downs. Take downs in real life aren't 100% instant like it is in this game. Usually there is a struggle and the aggressor will drive his legs to complete the take down. They had this in UFC Undisputed 3, which I think will work in this game as well. It will give it a more realistic look instead of that canned animations they have for take downs in this game that you know once it starts, you might as well put the controller down for 10 seconds and let the animation play out because hey, it is going to play it regardless.
I would also like to see the fighters body type and height play more of a role in the type of take downs they can do as well. And stop with all these single leg and double leg take downs ending in side control 100% of the time. Because in reality they end up in half guard in real life when people do take downs or even full guard more often then not. Very rarely do they land in side control from a single leg or double leg.
Some Additional things I would like
1. Up against the cage specific take downs, throws and submission attempts.
2. Standing submissions from the front and back.
3. Push off the cage to create space when you on the bottom up against the cage.
4. Wall walk, wizards.
5. Fighters who are good at leg locks, attempting a high volume of leg lock attempts. Same thing can said about fighters who are known to hop on the back a lot and attack, they should do it in the game.
6. More sweat on the bodies in the later rounds, especially in 5 round fights. Might as well add more visual body damage too. Nothing grinds my gears more then to work the legs an entire fight and come last round, you can't see a visual bruising or swollen of said leg. Same thing can be said about working the body or face. About the only visual damage you see is a line n the face where a cut happened.
For all this talk about body deformation, I thought I would be wowed by bruises, cuts and all sorts of visual body damage. But nope, come next round, they are all healed up.
Add Editable CPU AI Tendency Sliders
Let us control the following:
Aggression
How much they counter
How much they block or parry vs how much they sway
How often they throw leg kicks
How often they throw head kicks
How often they throw knees, elbows, body shots
How often they look to clinch
How often they look for take down and the type of take downs they look for
How often they go for submissions and the type of submissions they favor the most
How often they look for ground n pound
How often they look to pass guard
How they prefer to fight, to keep the fight standing vs taking the fight to the ground
How often they look to throw combos vs how often they look for the 1 hit KOComment
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
Exactly. .hopefully on the next patch ..getting tired of guys spamming the special moveComment
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
Aggressiveness: I think it should be toned down across the board but here are more specific thoughts.
One of the biggest issues I have with aggressiveness is that I never have to chase the CPU. Take Machida. More than anything his best attribute is elusiveness. When people fight him in real life, they are frustrated with his movement and how difficult it is to hit him.
In EA UFC, that isnt the case. Machida (like every other fighter) comes swinging out of the gate and doesnt use any lateral movement to evade strikes.
I dont know how complicated EA's system is when it comes to aggressiveness but to simplify it I'll split it up into three groups (Guys let me know if you disagree):
Low Aggressiveness: Machida (should be lowest, A. Silva (counter puncher), Phil Davis, Dan Henderson, Carmont, Maia, Edgar (very active but uses a ton of movement), Ben Henderson. Hunt (power shots but not that active), Mousasi, Bigfoot Silva.
High Aggressiveness: W. Silva, Belfort, Shogun, Guida, Dillashaw, Benevidez, Nick Diaz (just because he constantly moves forward and throws punches)
Everybody else falls in the middle. These fighters shouldnt be pushing forward the entire fight but they shouldnt be running either. Their aggressiveness should be determined by who they are fighting and how they are doing during the fight.Comment
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
I haven't played offline much post patch, but have had a couple great fights go the distance online.
I have run into a few fights where spamming still worked as long as they landed 1 or 2 clean body shots. I got KO'd by Pettis in the first round where he threw 80 strikes, 40 of which landed and he ended up with 80% stamina. It seems to be the exception, not the rule, now but when playing spammers you really need to be in top defensive form because if one or two strikes land clean it does major stamina damage.
I've noticed the only defense a submissive fighter has in full guard now is to stand up because the striking is very powerful.
Finally, I love the stamina drain while blocking strikes, especially while I have the back mount because it eliminates the "turtle and wait for a stand up" defense. Now you can drain their stamina and work a submission.
Overall I think the patch has allowed for a more tactical game plan.Comment
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
I played a lot of unranked matches online tonight to get my feet wet with the new settings, and I found the changes to be very enjoyable. The stamina drain is nice, and I like that you can now punish guys who like to power slam with the sprawl to gain a favorable position. I had a couple of suspect losses where I got caught against a spammer, but for the most part I was very successful against most of my opponents. I even randomly ran into OSer Edwing, who gave me a very nice fight.
I played one match against the CPU so far and it went the distance on Pro. There were no knockdowns at all during five rounds and I found that very interesting. Koscheck was still somewhat aggressive, but he didn't press too much when his stamina was low and he went for a good amount of takedowns. It was a solid fight, even though he beat Diaz by decision. By the end of the five rounds, the stamina for both fighters was much lower than it would've been before the patch.
I'm going to give the CPU some more run to see if I can redeem myself. I already liked the game before, but it seems to be headed in a good direction right now. The developers are taking feedback into consideration and implementing some of those suggestions. If we can get different aggression types patched in, I think we'll really be in business then.Comment
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
Anyone having freezing issues post patch?
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Re: EA Sports UFC Patch Version 1.02 Available Now, Patch Notes Included
i hate the patch what the hell. is blocking not working anymore? i go online im blocking my head and people kicking and im not getting any type of defense. what the hell going on. i like it before the patch. am i do something wrong. is blocking disable now?Comment
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