NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • SUGATA
    MVP
    • Apr 2016
    • 1375

    #61
    Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

    Originally posted by REDDy4war
    what about total strike control?
    It may be ONLY as an alternative control in settings.
    I think total strike control is not a very good idea because with this concept of framedata dynamically changed by stamina to add analog striking (delays, slow exectuions) will ruin the gameplay.
    Full PATCH and Live tuners LIST for EA UFC 5
    EA UFC 3 integral META Guide
    Fighting games PSYCHOLOGY Guide
    All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads")

    Comment

    • manliest_Man
      MVP
      • May 2016
      • 1203

      #62
      Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

      Sugata,let me know what you think of this idea of mine:

      Clinching as we know it,is no longer allowed just by tapping the right stick torward your opponent.

      This is how clinch will work:

      L1/LB+Right stick torwards your opponent= Single Collar Clinch.
      L1/LB+Right stick away from your opponent=Over Under clinch.
      L1/LB+Right stick half moon up or down torwards your opponent=Mauy Thai Clinch.
      L1/LB+Right stick half moon up or down away from your opponent=Double Under or Back Clinch.

      Right stick on it's own will change the STAND-UP and it will work like this:
      Once you reach that spot where currently the game has a force field and doesn't allow your player to get any closer this is what will happen:


      or



      It will be the move where your player sort of grabs a hold of his opponent and is able to hunt and strike.

      Right Stick Torwards your opponent,your fighter is automatically walking forward/following your opponent,allowing you to throw various moves and perhaps different types of moves now that the R1 modifier is gone.

      Right Stick Away your opponent will be used,in case you want to "unclinch" the opponent from automatically following you/hunt mode.

      While the players use this follow/clinch mechanic,wether they use it to follow or unfollow someone,they are open to be hit in the head,unless they sway while this is going on.

      What do you think of a mechanic like that being implemented in the game Sugata?

      Obviously noone is able to hunt forever,so i guess there should be a stamina burning,or stamina regeneration pause,while this hunt mode is enabled. Or,they could add a second slider below the stamina,that is transparent(it appears once enabled) and it's preserved for this hunt mode only.

      So some fighters will get gameplans where when they rock the opponent this hunt mode is infinite while the health event lasts or stuff like that.

      I think it will truly change and improve the stand-up if we added this hunt mode mechanic.

      Also the blocking needs to change.They should allow people to keep holding R1/RB to block their head,but those who get to time the block before a strike will be able to 100% block the strike.The others will have their block be penetretable,by various combos and will only block strikes like jabs at 100%,but strikes like head kicks will be blocked only at 50%.For example this is how some combos will penetrate the HOLD R1/RB block,if someone does a combo of right hook+left uppercat,the right hook will be 70% blocked and the uppercat will go 100% through the block.

      Parries will work like they do now,but they won't stun your opponent,however they should be able to get a damage advantage,that will be able to penetrate the perfectly timed block,by dealing somewhat 50% damage.

      Also,holding High Block,should stop stamina regeneration,low block should be the same,no stamina regeneration punishment,however stamina should regenerate slower on the low block.
      Last edited by manliest_Man; 06-05-2016, 06:27 PM.

      Comment

      • SUGATA
        MVP
        • Apr 2016
        • 1375

        #63
        Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

        Dude, i think Block and Clinch in normal now, the only issue is....


        HOW Stand up stun striking mechanics is working now:


        1. Strike landed on the very early windup phase of another strike will stop it

        2. Strike does not deal Hit stun

        3. The only way to cause a Hit stun in this game is to deal Fulll body hit reaction (FBHR), which happened when opponent is getting hit with very large damage (for ex 4 dmg when the strongest strike in the game is 3.5).
        This damage is only available when you use CM and/or striking when have counter opportunity (after parry, evade).
        ALL OTHER Strikes NEVER cause Hits stuns, 80% of ALL landed strikes are w/o Hit stuns - this is the main ISSUE of the game, which totally ruined its gameplay.

        Check this video of the fight between onl1chka )Melendez) and Pomorde (Duffy) from 10:20:
        - Melendez makes 3 clear hit and 4th by body kick was clearly landed............BUT THE REWARD was Duffy next strike right on Melendez leg recovery returning b/c NO HIT STUNS. And this costs him a fight. This is totally BS!





        <iframe src="https://www.youtube.com/embed/XQhzsSs6l3s" allowfullscreen="" frameborder="0" height="315" width="560"></iframe>



        Devs you made an awesome Grappling, but TERRIBLE Striking is ruining the game so much that this make impossible to even play it!
        Last edited by SUGATA; 06-07-2016, 04:10 PM.
        Full PATCH and Live tuners LIST for EA UFC 5
        EA UFC 3 integral META Guide
        Fighting games PSYCHOLOGY Guide
        All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads")

        Comment

        • SUGATA
          MVP
          • Apr 2016
          • 1375

          #64
          Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

          Re-post it here to illustrate issues of the current Stand up striking in EA UFC 2:

          Originally posted by Dave_S
          He's not teaching people how to strike. He's teaching certain order of pressing buttons that leaves opponent unable to do anything while the next particular button input is pressed.

          Of course their should be hit stuns, but you should not be able to take advantage of them 100 times out of 100by using inputs some gamechanger put on YouTube.
          MTS's combo video is not an exploit because those are just some examples of WRONG striking mechanics in the game.

          You dont need to learn his combos - you need to understand current Striking mechanics > then you can create your own Combos.

          How to cause Full Body Hit Reactions (FBHR) in EA UFC 2 constantly (aka script):


          1 step - Know strike's damage:


          2 step - Full body hit reaction ("Hit stun") launches when opponent is getting 4 dmg.
          as you see above nearly no strikes that cause 4 dmg (max = 3.5)
          So, you need to increase damage by 2 ways:
          1 way - land this strike in Counter window (in 3 sec after Parry, Sway, Dodge, Whiff)
          2 way - land this strike at the end of the Combo, more strike in combo before this strike = more DMG multiplier bonus
          So, for Strong strike like Backfist you need only one Jab to cause FBHR. For Hook you need previously land 2-3 Jabs.

          Combo rules:
          - switch L-R sides for the same strike type (punch , kick)
          - never perform the same side and type strike twice. exception: Jab, Jab.
          - max Combo length = 5 strikes
          - Combo resets by block, whiff.

          3 step - Go to Practice and test your Combo setups for this ending powerful strike:
          - after successful side step (opponent whiffed, you get CW) you dont need a setup strike, you immediately launch your powerful strike for ex Elbow to deal FBHR even w/o combo.

          BUT

          Number 1, THE MAIN PROBLEM OF THE GAME NOW - is that ALL other strikes that landed with damage less than 4 will NEVER CAUSE ANY Hit stun at all. This is unrealistic, this cause random mashing, this ruins striking stand up in this game.

          Number 2 problem - is that FBHR does not give you enough advantage:
          yes, it causes hit stun to the opponent and interrupt his strike/series BUT he still can activate his BLOCK IMMEDIATELY, so FBHR does not guaranteed for you a follow up clear strike as a punish.
          So, in EA UFC 2 we dont have tools to get striking advantaage and then to use it to deal massive damage to the opponent.

          Number 3 problem - is that Strikes sometimes not recognized by the system:

          Bisping perform 4 clear punches as a Combo, but then Rory crushes his follow up cumulative Kick because 4th left Body punch clearly landed but dont deal any damage (not recognized), so was counting as a whiff and Rory's Body kick caused FBHR in CW (which was not mention to be). From 2:32, turn Speed 0.5:

          <iframe src="https://www.youtube.com/embed/S4inqKCDpD8" allowfullscreen="" frameborder="0" height="315" width="560"></iframe>
          Last edited by SUGATA; 06-29-2016, 03:56 AM.
          Full PATCH and Live tuners LIST for EA UFC 5
          EA UFC 3 integral META Guide
          Fighting games PSYCHOLOGY Guide
          All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads")

          Comment

          • GameplayDevUFC
            Former EA Sports UFC Gameplay Developer
            • Jun 2014
            • 2830

            #65
            Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

            Originally posted by SUGATA
            Re-post it here to illustrate issues of the current Stand up striking in EA UFC 2:



            MTS's combo video is not an exploit because those are just some examples of WRONG striking mechanics in the game.

            You dont need to learn his combos - you need to understand current Striking mechanics > then you can create your own Combos.

            How to cause Full Body Hit Reactions (FBHR) in EA UFC 2 consistently (aka script):


            1 step - Know strike's damage:


            2 step - Full body hit reaction ("Hit stun") launches when opponent is getting 4 dmg.
            as you see above nearly no strikes that cause 4 dmg (max = 3.5)
            So, you need to increase damage by 2 ways:
            1 way - land this strike in Counter window (in 3 sec after Parry, Sway, Dodge, Whiff)
            2 way - land this strike at the end of the Combo, more strike in combo before this strike = more DMG multiplier bonus
            So, for Strong strike like Backfist you need only one Jab to cause FBHR. For Hook you need previously land 2-3 Jabs.

            Combo rules:
            - switch L-R sides for the same strike type (punch , kick)
            - never perform the same side and type strike twice. exception: Jab, Jab.
            - max Combo length = 5 strikes
            - Combo resets by block, whiff.

            3 step - Go to Practice and test your Combo setups for this ending powerful strike:
            - after successful side step (opponent whiffed, you get CW) you dont need a setup strike, you immediately launch your powerful strike for ex Elbow to deal FBHR even w/o combo.

            BUT

            Number 1, THE MAIN PROBLEM OF THE GAME NOW - is that ALL other strikes that landed with damage less than 4 will NEVER CAUSE ANY Hit stun at all. This is unrealistic, this cause random mashing, this ruins striking stand up in this game.

            Number 2 problem - is that FBHR does not give you enough advantage:
            yes, it causes hit stun to the opponent and interrupt his strike/series BUT he still can activate his BLOCK IMMEDIATELY, so FBHR does not guaranteed for you a follow up clear strike as a punish.
            So, in EA UFC 2 we dont have tools to get striking advantaage and then to use it to deal massive damage to the opponent.

            Number 3 problem - is that Strikes sometimes not recognized by the system:

            Bisping perform 4 clear punches as a Combo, but then Rory crushes his follow up cumulative Kick because 4th left Body punch clearly landed but dont deal any damage (not recognized), so was counting as a whiff and Rory's Body kick caused FBHR in CW (which was not mention to be). From 2:32, turn Speed 0.5:

            <iframe src="https://www.youtube.com/embed/S4inqKCDpD8" allowfullscreen="" frameborder="0" height="315" width="560"></iframe>
            This analysis is pretty much 100% bang on.

            Well done.

            Comment

            • Morgan Monkman
              North of 60
              • Apr 2016
              • 1385

              #66
              Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

              Great, that means the devs agree with the community. Any ideas on the solution?

              I think parry's need to take a hike.
              Last edited by Morgan Monkman; 06-28-2016, 07:05 PM. Reason: Spelling
              PSNID: B_A_N_E

              Comment

              • GameplayDevUFC
                Former EA Sports UFC Gameplay Developer
                • Jun 2014
                • 2830

                #67
                Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                Originally posted by Morgan Monkman
                Great, that means the devs agree with the community. Any ideas on the solution?

                I think party's need to take a hike.
                Lot's of ideas yeah, but my head space is longer term right now, not quick patch stuff.

                Comment

                • Morgan Monkman
                  North of 60
                  • Apr 2016
                  • 1385

                  #68
                  Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                  Originally posted by GameplayDevUFC
                  Lot's of ideas yeah, but my head space is longer term right now, not quick patch stuff.
                  Definitely, UFC 3 is the target.

                  Sent from my SM-G920W8 using Tapatalk
                  PSNID: B_A_N_E

                  Comment

                  • fballturkey
                    MVP
                    • Jul 2011
                    • 2370

                    #69
                    Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                    Separate from the current discussion, let me throw something very different out there. One thing I've noticed is that fighters tend to have an aggressive or defensive stance at different parts of a fight. When their opponent is hurt they might start letting it fly, not worried so much about a counter. When they're hurt, or when they know they have a round in the bag and it's near the end, they get more defensive, keeping their hands up, looking to avoid damage more that deal it out.

                    What if 'aggression' (or you could call it something else) were something you could alter on the fly during a fight? Let's say you use the d-pad for it. Press Up and it'll slide toward being more aggressive, leaving you more open to strikes (even if you press block sometimes!) and takedowns but letting you deal more damage. Press down and it'll slide toward being more defensive, with better blocking but limited potential for striking.

                    You wouldn't be able to go from one to the other immediately, there'd be a delay between when you pressed the button to change it and when it went into effect. I'll admit I haven't spent a ton of time thinking about the ramifications but I thought I'd put the idea out there in case anyone else liked it.
                    Teams: Minnesota Vikings, Cincinnati Reds, Marshall Thundering Herd, Virginia Tech Hokies (2010 alum)

                    Comment

                    • Morgan Monkman
                      North of 60
                      • Apr 2016
                      • 1385

                      #70
                      Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                      We need physics and momentum based striking, not striking based on points
                      PSNID: B_A_N_E

                      Comment

                      • Lake the striker
                        Rookie
                        • May 2016
                        • 48

                        #71
                        Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                        One of the bigger issues in this game is the counter system. According the the GPD there are two scenarios when it comes to countering:

                        1) when your strike lands first and early enough during the start up frames of your opponents strike it will stop its animation entirely

                        2) when your strikes lands first but during the late start up period of your opponents strike, their strike still lands but with less damage

                        Because of this counter system, you could essentially land a hook before your opponents jab and they will still hit you, it makes the striking in this game feel ineffective and "weightless", which is where I think the issue and complaint of stopping power stems from.

                        The devs should implement a normal counter system so that this issue can be resolved. Landing a heavy strike (hook, straight, uppercut, leg kick to the body/head e.t.c.) during any point of your opponent start up should cause an interruption/stop, this is what's normally done in competitive fighters.

                        If a counter system like this is implemented the strikes would be and feel a lot more effective and people would place their shots a lot more carefully as oppose to mashing bull**** combos haphazardly.

                        Comment

                        • manliest_Man
                          MVP
                          • May 2016
                          • 1203

                          #72
                          Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                          Originally posted by AydinDubstep
                          Please add in more animations, in particular, sloppy techniques. This will really add to the feel of crappy strikers or crappy wrestlers.

                          Here are some ideas for technically sloppy techniques:
                          - Dropping the other hand when striking
                          - Greater windup or telegraphing by pulling the strike before sending it out
                          - Over extending or leaning towards the opponent on some shots
                          - Not turning the hip on certain kicks
                          - Not turning the hip or shoulders on certain punches
                          - Not following a straight line on straight shots
                          - <insert wrestling & BJJ sloppy techniques> (don't know that much so can't comment)

                          These will hopefully give the fighters some tendencies by default - the sort of stuff Jack Slack and others pick up on when critiquing fights.

                          If you guys go for a momentum based approach for striking damage, I think this will go hand in hand with it. It'll make fighters who are sloppy still dangerous, as they could connect at the right time but a more technical fighter should be able to pick them apart by studying their faults and exploiting them... until they get H-Bombed.

                          The following would take priority before this though as I think they're more important:

                          - Takedown rework with a struggle phase added in similar to UFC 3 & timing a greater factor.
                          - Kick catch options like in UFC 3 where you have to figure out what your opponent is going for.
                          - Takedowns near the cage should initiate cage work. As a striker, I should fear being near the cage as even a defended takedown could result on my back being on the cage.

                          - Stamina system completely reworked to match a more Fight Night Champion style, where you can't just gas and instantly recover, more about the long term stamina over the rounds.
                          - Fatigue system affecting stats & move levels, deterioration over the fight if you're getting busted up or getting too tired.

                          - Parry system rework
                          - No more parry freezes when parrying punches i.e parrying a punch doesn't freeze the opponent.
                          - Parrying a kick to the body should push a kick to the side if you're at the edge of range. If you're close range, it should catch the kick.
                          - Parrying a kick to the head should be a glorified block and in some cases a kick catch, so it's tidier.
                          - Parry shouldn't move your character out of the way, that should be all dependent on footwork and the leaning system.

                          - Leaning system needs to be slightly faster. At the moment, it feels like I have to predict a shot and lean in advance rather than see a shot coming and move out of the way.
                          - Strike cancels need to be added.
                          - Spin attacks need to drain long term stamina.

                          - Leg kicks need to cause long term limp and affect spin attacks, making them less useful as the fight goes on.
                          - Leg kick TKOs need to return for fighters who have hard leg kicks like Aldo. Should be difficult to pull off but still an option.

                          - Sweat over the fight should make submissions harder.
                          - GNP damage should be tweaked(?)

                          - Rocked state should have debuffs afterwards affecting everything for a random amount of time or depending on the fighter.
                          - Fighters should have ways to defend themselves when rocked on the ground.
                          - Block should have damage bleed through with visible damage on arms.
                          - Arms should be breakable by vicious kicks, thai style. So someone who blocks too much against a high level kicker should be in serious trouble.
                          - Block should build up wear & tear if a fighter gets hit a lot over the fight causing stat decay.
                          - Block should have bleed through and combinations should get through as they did on Fight Night.

                          - Running mechanic forward.
                          - Takedown chase mechanic, where your fighter stays low and can follow the opponent for a greater distance.

                          - Sliders of course.
                          - Universe mode.
                          - More CAF slots.
                          - More arenas or rules.

                          Edit: Just some suggestions, obviously not everything will result in a fun game but see what can be used and try it. Thanks for reading.

                          Awsome post.

                          Some more additions:

                          -Whenever an opponent wants to quit mid-fight, force him to tap by clicking the "surrender" option before the Quit option appears. This way it will make it more immersive, by forcing the opponent to tap if he is on the ground on any position or verbaly tap on the stand-up by complaining to the ref or something. And the stats will process accordingly.(When you are ground and pounding him, the win will register as a TKO,when submitting as a submission, when stand-up striking if he is about to get Knocked out,by the time he clicks surrender and quit, you should be able to have locked a KO and so on so forth.)

                          -Referee variety in refereeing style. (Some referees will stand up people faster if not much action is going on than others,Some people will pass out on submissions more often due to some referees delaying the stand-up, some others will let you ground and pound a KO'ed opponent more than others before interupting and ending the fight.Also deducting points for too many referee interfered get-ups or too much stalling from specific submissions or from clinch/takedown spam should be a part of the game)

                          -In online modes where random people conect to each other instead of friends who have an aranged game, stuff like Cutscenes and entrances should be skippable by only 1 player and only allow a full cutscene break on the 2nd round of a 3 round fight or on the 2nd and 4th round of a 5 round fight, to avoid griefing and trolls who just leave those on to piss off people.

                          -The thing you said about striking having sloppy techniques, i suggested something simillar and i also added this to the idea: Specific Strike Combination Bonuses,For Example: lvl 5 jab combined with a lvl 3 or higher heavy straight, it shouldn't just improve the speed/damage/stamina modifiers. It should also add unique abilities/animations such as this "When throwing a jab your fighter has an 90% chance to automatically duck an incoming straight/hook."
                          That is to add some unique feeling to each fighter and make each of them stand out more.

                          -Change the Fighter Select screen, into a block selecting screen, to find fighters easier and faster instead of wasting time on the current laggy menu.

                          -Allow People to costumize their own menu. Have 2-3 menu layouts(1 with 1-2 options showing per page, one with 4-5 options per page etc.) and let everyone choose how they want their menu layout to be on their preferance.

                          -Add Hall of Famers on their Prime. (For example have a current experienced Anderson Silva in his 40s and have a prime Anderson SIlva in his 30s or a Shogun Rua or a Machida etc.) This would balance each weight class so much better and we would have much more fighters to compete vs Jon Jones and it wouldn't be a Jones Fest in LH in ranked.

                          -Rank should be the last factor in a casual quick match game,Ping First. That mode's matchmaking should focus on finding you the best ping for the best experience with the best case on lag/delay, then find people based on their skill. If someone is bored to own noobs or someone is bored to be owned by veterans, they should have a matchmaking option to block people on specific divisions on those modes.

                          - Standing TKO's and ref stopping the fight when someone is knocked down multiple times(depending on the ref) the fight should be stopped.

                          -Strike combinations should break opponent's block instead of that stun mechanic. For example a Hook+ Uppercat on someone who is holding High Block and doing nothing else, the uppercat should go through the block after a hook or the other way around. And other combos like that. They should cancel block, just like a failed Parry currently does in EA UFC 2.

                          -Ground game needs to be reworked and have more Leg Locks and other techniques that allow submissive fighters to hold on to their opponent for the ref to stand them up. Don't have transition mashing be the way the ground game is dictated. When on Full Mount, transitioning to the half guard shouldn't be as easy as it is now. Techniques such as turning around on your back or hugging your opponents lower back and pushing your face on his chest as he attempts to posture up, should be a more common defensive mechanism until you tire him out or get stood up. Make the ground game a bit more realistic rather than a puzzle game system that it currently is based solely on timing(which is pretty bad when you combine it with online delay)
                          Also you need to allow ground game Head Movement, Silva is a god in this. The ammount of times he has been mounted yet he kept moving his head and arm trapping people thanks to it is too damn high

                          -Allow Striking during Submissions to fasten up the gates or give the submitted fighter a chance to reverse the submission into a previous phase and Arm Traps during those submissions to allow the submitted fighter to instatly escape. (For example Anderson Silva Elbowing an opponent while having locked a triangle to make him tap from the pain or Nate Diaz punching Mac Gregor's face to lock in the rear naked choke easier,(A good arm trap on an opponent striking during submissions,should trigger an animation such as Rampage Jackson Standing up and Slamming the opponent on the pride days when he got armbared by Sakuraba)

                          -Clinch Reversals When someone is going for the mauy thai clinch near the cage, he shouldn't be just worried of getting stuffed on his attempt. He should also worry about someone reversing the position on a 180 spin and sending him to a submissive position. There is also a mauy thai clinch reversal where you can instalty trip your opponent down.

                          - Head movement and good defense and parrying should be also rewarded by random events such as causing your opponent to get disoriented and trip and even sometimes fall( Such as the Chael Sonnen spinning fist against the cage against anderson silva II, where chael tripped after silva ducked his spinning fist,then Silva Kneed him to the chest on the ground.)

                          - Betwen the cage/stand-up corner ground and pound scenarios (Such as Silva vs Sonnen II after silva made sonnen fall from a failed spinnin kick, silva kneed his chest then finished him with ground and pound,Connor Mc Gregor Finishing Chad Mendes while holding on to the cage with his left hand and ground and pounding him with his right hand)


                          - Getting your leg kicked while attempting a kick shouldnt drop you down like a criple skater failing a 360 mid-air spin and you should be able to instantly recover from it most of the times, instead of easily inviting a ground game scenario

                          - Most Importantly Add Submission Reversals and Armbar/Kimura/Limb Submission bones popping/breaking like this awsome fight: https://streamable.com/0k96
                          Last edited by manliest_Man; 07-17-2016, 12:42 AM.

                          Comment

                          • Dave_S
                            Dave
                            • Apr 2016
                            • 7835

                            #73
                            Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                            I don't know if this has been discussed but I would strikes to get cancelled if you get hit stunned.

                            Frequently it seems I throw a strike right as opponent throws a strike and I get hit stun animation. It seems as if that strike goes into cue and it gets thrown at end of hit stun animation. Normally when I get hit stunned I don't want to throw the strike I threw just before the animation.

                            Comment

                            • Ksearyback
                              Pro
                              • Jun 2016
                              • 639

                              #74
                              Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                              Originally posted by Dave_S
                              I don't know if this has been discussed but I would strikes to get cancelled if you get hit stunned.

                              Frequently it seems I throw a strike right as opponent throws a strike and I get hit stun animation. It seems as if that strike goes into cue and it gets thrown at end of hit stun animation. Normally when I get hit stunned I don't want to throw the strike I threw just before the animation.
                              I agree with part of this. I wish the strike that lands first didn't cancel the opponents strike, because that isn't what happens IRL. Instead your strike should still come off, however, based on the strike and distance it should simply redirect the strike (example would be you throw a cross but your opponents jab lands just before -- rather than cancel with some asinine hit stun, your cross should be redirected slightly higher and likely miss or maybe land atop the head causing little damage).

                              Why I disagree, and please feel free to tell me you hate my line of thinking? I don't like hit stuns. They take from realism and fluidity. I like the idea of constant action, and a punches trajectory being altered by getting hit first is real, and offers you the chance to quickly pivot (or whatever you like to do) and exploit the fact that they're likely - or should be - off balance. Things like this can be endless but not frustrating like the stupid stuns that don't really happen

                              Comment

                              • Ksearyback
                                Pro
                                • Jun 2016
                                • 639

                                #75
                                Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                                Originally posted by manliest_Man
                                Awsome post.

                                Some more additions:

                                -Whenever an opponent wants to quit mid-fight, force him to tap by clicking the "surrender" option before the Quit option appears. This way it will make it more immersive, by forcing the opponent to tap if he is on the ground on any position or verbaly tap on the stand-up by complaining to the ref or something. And the stats will process accordingly.(When you are ground and pounding him, the win will register as a TKO,when submitting as a submission, when stand-up striking if he is about to get Knocked out,by the time he clicks surrender and quit, you should be able to have locked a KO and so on so forth.)

                                -Referee variety in refereeing style. (Some referees will stand up people faster if not much action is going on than others,Some people will pass out on submissions more often due to some referees delaying the stand-up, some others will let you ground and pound a KO'ed opponent more than others before interupting and ending the fight.Also deducting points for too many referee interfered get-ups or too much stalling from specific submissions or from clinch/takedown spam should be a part of the game)

                                -In online modes where random people conect to each other instead of friends who have an aranged game, stuff like Cutscenes and entrances should be skippable by only 1 player and only allow a full cutscene break on the 2nd round of a 3 round fight or on the 2nd and 4th round of a 5 round fight, to avoid griefing and trolls who just leave those on to piss off people.

                                -The thing you said about striking having sloppy techniques, i suggested something simillar and i also added this to the idea: Specific Strike Combination Bonuses,For Example: lvl 5 jab combined with a lvl 3 or higher heavy straight, it shouldn't just improve the speed/damage/stamina modifiers. It should also add unique abilities/animations such as this "When throwing a jab your fighter has an 90% chance to automatically duck an incoming straight/hook."
                                That is to add some unique feeling to each fighter and make each of them stand out more.

                                -Change the Fighter Select screen, into a block selecting screen, to find fighters easier and faster instead of wasting time on the current laggy menu.

                                -Allow People to costumize their own menu. Have 2-3 menu layouts(1 with 1-2 options showing per page, one with 4-5 options per page etc.) and let everyone choose how they want their menu layout to be on their preferance.

                                -Add Hall of Famers on their Prime. (For example have a current experienced Anderson Silva in his 40s and have a prime Anderson SIlva in his 30s or a Shogun Rua or a Machida etc.) This would balance each weight class so much better and we would have much more fighters to compete vs Jon Jones and it wouldn't be a Jones Fest in LH in ranked.

                                -Rank should be the last factor in a casual quick match game,Ping First. That mode's matchmaking should focus on finding you the best ping for the best experience with the best case on lag/delay, then find people based on their skill. If someone is bored to own noobs or someone is bored to be owned by veterans, they should have a matchmaking option to block people on specific divisions on those modes.

                                - Standing TKO's and ref stopping the fight when someone is knocked down multiple times(depending on the ref) the fight should be stopped.

                                -Strike combinations should break opponent's block instead of that stun mechanic. For example a Hook+ Uppercat on someone who is holding High Block and doing nothing else, the uppercat should go through the block after a hook or the other way around. And other combos like that. They should cancel block, just like a failed Parry currently does in EA UFC 2.

                                -Ground game needs to be reworked and have more Leg Locks and other techniques that allow submissive fighters to hold on to their opponent for the ref to stand them up. Don't have transition mashing be the way the ground game is dictated. When on Full Mount, transitioning to the half guard shouldn't be as easy as it is now. Techniques such as turning around on your back or hugging your opponents lower back and pushing your face on his chest as he attempts to posture up, should be a more common defensive mechanism until you tire him out or get stood up. Make the ground game a bit more realistic rather than a puzzle game system that it currently is based solely on timing(which is pretty bad when you combine it with online delay)
                                Also you need to allow ground game Head Movement, Silva is a god in this. The ammount of times he has been mounted yet he kept moving his head and arm trapping people thanks to it is too damn high

                                -Allow Striking during Submissions to fasten up the gates or give the submitted fighter a chance to reverse the submission into a previous phase and Arm Traps during those submissions to allow the submitted fighter to instatly escape. (For example Anderson Silva Elbowing an opponent while having locked a triangle to make him tap from the pain or Nate Diaz punching Mac Gregor's face to lock in the rear naked choke easier,(A good arm trap on an opponent striking during submissions,should trigger an animation such as Rampage Jackson Standing up and Slamming the opponent on the pride days when he got armbared by Sakuraba)

                                -Clinch Reversals When someone is going for the mauy thai clinch near the cage, he shouldn't be just worried of getting stuffed on his attempt. He should also worry about someone reversing the position on a 180 spin and sending him to a submissive position. There is also a mauy thai clinch reversal where you can instalty trip your opponent down.

                                - Head movement and good defense and parrying should be also rewarded by random events such as causing your opponent to get disoriented and trip and even sometimes fall( Such as the Chael Sonnen spinning fist against the cage against anderson silva II, where chael tripped after silva ducked his spinning fist,then Silva Kneed him to the chest on the ground.)

                                - Betwen the cage/stand-up corner ground and pound scenarios (Such as Silva vs Sonnen II after silva made sonnen fall from a failed spinnin kick, silva kneed his chest then finished him with ground and pound,Connor Mc Gregor Finishing Chad Mendes while holding on to the cage with his left hand and ground and pounding him with his right hand)


                                - Getting your leg kicked while attempting a kick shouldnt drop you down like a criple skater failing a 360 mid-air spin and you should be able to instantly recover from it most of the times, instead of easily inviting a ground game scenario

                                - Most Importantly Add Submission Reversals and Armbar/Kimura/Limb Submission bones popping/breaking like this awsome fight: https://streamable.com/0k96
                                I agree with almost all of this with two exceptions that stand out to me:
                                1.) I hate the idea of ref standups (in a game or real life). Holding someone from a bottom position is stalling, and somehow refs - over the years - have listened to the redneck crowds and stood up fighters. If you want it in the game then I can only agree with it from closed guard; any other position is advantageous enough and should not be asked by the ref to work. And more to the nature of the sport, it is the responsibility of the submissive fighter to get out, it's a fight, so don't do bs tactics to engage the idiot ref. This whole stand up thing has had a monumentally disastrous unintended consequence in which fighters now use holding and other stall tactics from bad positions looking for a stand up. When you really think about it, that makes no sense... A lot of that is just my real life thoughts on how this sport has evolved over the last 25 years, it isn't to put down your viewpoint, which I respect

                                2.) Totally disagree with ref intervention on stopping a fight based purely on the number of times you get knocked down. You are either okay to continue or you aren't. This is why they took out the 3 knockdown rule in boxing. It doesn't really make sense. And even if i did agree, it creates a game of semantics about what counts as a knockdown.

                                I otherwise largely like where you're going with other ideas. Good work and thanks for the time putting all of that together

                                Comment

                                Working...