UFC 3 - RPM TECH STRIKING DEEP DIVE

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  • melo627
    Rookie
    • Aug 2015
    • 393

    #271
    Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

    This is off topic but how did you guys become game changers?my dream is to become a gametester and work my way into development

    Comment

    • ZombieRommel
      EA Game Changer
      • Apr 2016
      • 659

      #272
      Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

      Originally posted by melo627
      This is off topic but how did you guys become game changers?my dream is to become a gametester and work my way into development
      We were nominated via community vote on the original, official game forum (before it was shut down due to rampant trolling). Basically, there was a thread where anyone could state why they'd make a good GameChanger, and the rest of the community picked from among those people.

      As far as being a tester, I was one, and it's not glamorous. The pay was bad, the hours were long, and in my case, the management had their heads fully up their @sses. But I was off-site. If you're going to do any QA testing, make sure you're "embedded" (in other words, you're physically with the people you're doing the work for). You have a much better chance of interacting with developers and moving up into a developer role that way (which is what Bassi did).
      ZombieRommel on YouTube - UFC3 coverage has begun!

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      • Sirsunny2
        Rookie
        • Nov 2017
        • 155

        #273
        Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

        What I also really like is that the game gives much more options in terms of play style. Being a gnp guy, submission expert, but now also you can have a boxing combo set, a kickboxing combo set, brawler set. It will be kind of hard for regular players to learn all styles plus they also have to make choices when it comes to these combo sets in ut. so this will deliver much diverse matches i think.

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        • melo627
          Rookie
          • Aug 2015
          • 393

          #274
          Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

          @zombie thanks for the reply.when you were a tester did you feel like your feedback was used to make the game better or did u feel it was a waste?

          Comment

          • Solid_Altair
            EA Game Changer
            • Apr 2016
            • 2043

            #275
            Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

            Originally posted by Kyle1998
            After reading it all the way through, it seems this year will heavily favour the "woodley style" of fighting. Backing up and looking to catch the advancing player coming in. All the negative effects seem to be aimed at the player moving forward.
            I actually worry a bit about the opposite. Advancing and staying close is quite easy, due to how good head movement is. But I think there will be enough counters to slips (more than there were at the event, when we played)... and we'll have enough balance between inside and outside.

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            • Solid_Altair
              EA Game Changer
              • Apr 2016
              • 2043

              #276
              Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

              Originally posted by manliest_Man
              [*]Will ducking forward make Elbows duckable? ( You can't do so in EA UFC 2)
              - Yes.


              While Using the Head Movement, can we press the block buttons Or are they done automatically as mentioned, like ducking forward will bock your body etc?
              - The leans have built-in mitigation on specific parts of the body. And you cannot actually block while leaning.


              Will there be signature head movement (like signature lunges) for guys like Anderson Silva?(hands down style etc.)
              - Dunno. GPD can probably tell you.


              Will Shorter guys be able to avoid more strikes and use head movement faster and differently, or the avoidable strikes are pre-determined?
              - I don't think being shorter buffs your head movement.


              Will Head Movement be a stat this time around, so that guys like Stefan Struve are not utilizing Head Movement in a simillar manner to someone like Anderson Silva?
              There is an attribute for it. It has a small, but important, effect on its speed. And I think it also affects the damage you take if you're caught while trying it and the damage you deal with your counters off of it. I'm not 100% on this damag stuff, so better confirm with GPD.


              Lunging: I have 2 things to ask here. First of all, it was mentioned on that article that you cannot lunge backwards and avoid a leg kick. Why is that?
              - I think he meant that the leg kick has enough range to catch you if you use the normal (small) lunge, from close range.


              Lastly, will we be able to duck below RoundHouse Kicks to the head and lunge below them as well?(Combine Lunge with Head Movement)
              - Duck, yes. I think some signature lunges (that only some fighters have) have built-in leans, but I don't know any details. And even if your fighter can't lean while lunging, you can be very effective by just walking while leaning. It'd be cheaper on stamina, too.


              One thing i want to ask here, Will Strikes like Anderson Silva's front kick, be able to bleed through block, when for example: "Someone is holding the body and switches it to a head block, will there be enough delay for that short window for the front kick to catch people on the chin?"
              - Different strikes have different bleedtrhoughs. I think that front kick has a pretty good one. Bleedthrough is percentage of damage that gets in, even if the bloc is not broken down by a previous onslaugh.


              I don't know how many frames are needed to switch the block height. But I think this wouldn't be a big factor anyways. Normally you shoould only try to block low if you're desperate, or if your opponent is being very predictable.
              [*]Rocked State: How will it play out this time around that the finish the fight mechanic is removed?
              - It can vary quite a bit, depending on the severity of the rock; if you've suffered health events before; and your Heart stat. Even so, I don't even don't know the spectrum of the duration. However, I can tell you that it feels right. I don't remember any GC complaining about it.

              And something cool that happens quite often is slip-countering your opponent while he is pressuring you, right after you recover from the rock. While rocked, you can't "combo" a slip into a punch, which means you're kinda forced to keep defeding, after you slip. But after the rock is over, even while your helath is still low, you can catch them by surprise. And even while rocked, you can intercept them with a naked punch of your own, as they're coming in. Your strikes aren't total trash when rocked, like in UFC 2.



              Now that parries are gone, How will we Catch Kicks? and will stuff like that be possible?
              You catch body or leg kicks by timing the low block. Front kicks to the body are caught even with a normal (held, not timed) low block.

              As to hand fighting, I suppose some stances could look like it, but as far as I know, there is no active hand fighting mechanic.



              I am curious to see how the Hit Reaction Animations are this time around to strikes( Hopefuly scenarios like the Lead Kick-> Rear Kick unblockable combos changed and nearly impossible this time around due to unrealistic hit reactions.
              - Your hope has een delivered. Aside from the possibility of hitting people on their way down, after you knock them down, there is no such thing as striking a guy giving you a free hit after it, not even a small free hit. I think the exceptions to this would be if you hit the guy early and stop a big move of his or make him completely miss it. In such a case, I THINK you might be able to get another quick shot in, which I consider realistic. And the other exception is if the opponent's leg health is very low and hurt it again, almost enough to deplete it. That might cause a big enough hit reaction to allow you to land a free quick strike. Though I'm sure of this, either. Better ask for confirmation. Either way, the ridiculous juggles of EA UFC 2 are behind us.


              Finally 1 thing i didn't see mentioned on that article regarding stand-up-striking(but i believe it was discussed in a thread here on the forums a while back) was Strike Feints/Strike Cancels What's the deal with them? Will they affect at all the damage multiplier/block bleed through depending on wether we are fighting a high level striker or a grappler? Will for example a low skilled striker have his block more easily confused & penetrated as they are not as experienced as others?
              - I don't think the feints affect getting through the block. And there is a block attribute to make it easier or harder to pierce.
              ___________________________________
              Last edited by Solid_Altair; 11-24-2017, 07:56 AM.

              Comment

              • ZombieRommel
                EA Game Changer
                • Apr 2016
                • 659

                #277
                Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                Originally posted by melo627
                @zombie thanks for the reply.when you were a tester did you feel like your feedback was used to make the game better or did u feel it was a waste?
                My managers didn't want QA speaking to developers without their permission. I did so anyway and the devs loved my feedback and basically told my managers to shove it. In my case, actually doing more than rote monkey work resulted in me facing a "hostile work environment" with blockades pre-built. This is one of the reasons I stress that if you're going to do QA to do it embedded. The creative types are actually working on the project and the bean counter middle-man managers with a low tolerance for unconventional thinking are off-site.

                So to answer your question, my feedback was definitely used to make the game better, but local management didn't want me to give any. They wanted me to shut up and do as I was told.

                If you have more questions it may be best to PM me.
                Last edited by ZombieRommel; 11-24-2017, 08:07 AM.
                ZombieRommel on YouTube - UFC3 coverage has begun!

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                • Yaari
                  MVP
                  • Feb 2014
                  • 1496

                  #278
                  Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                  Any idea if the beta will have open feedback yet, or will there be a closed forum again?

                  Comment

                  • Dcooks
                    Banned
                    • May 2009
                    • 215

                    #279
                    Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                    One thing I am especially happy to hear is that they have more signature movements for fighters. For me, this is a huge part of any sports game that must be done correctly for me to enjoy it. With that being said, here is my question:

                    I know their are signature lunges for certain fighters, but is there also signature feints? Are there more fighter specific signature stances?

                    For example, a guy like Cruz, everyrhing he does is "signature" , why should his signature lunges take away more stamina if that's his primary way of lunging? Shouldn't his normal lunge be somewhat signature also, for realism. Why make the signature stuff drain more stamina if in real life the fighter has fully adjusted to this fightin style and it does not effect their stamina because they train this style daily. I'm just one for ultra realism, I like simulating what I see on tv.

                    Comment

                    • ZombieRommel
                      EA Game Changer
                      • Apr 2016
                      • 659

                      #280
                      Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                      Originally posted by Yaari
                      Any idea if the beta will have open feedback yet, or will there be a closed forum again?
                      I know GPD wants it to be open, but this decision isn't up to him. I'll point him to your post to see if he has any new info.
                      ZombieRommel on YouTube - UFC3 coverage has begun!

                      Comment

                      • Solid_Altair
                        EA Game Changer
                        • Apr 2016
                        • 2043

                        #281
                        Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                        Originally posted by Dcooks
                        One thing I am especially happy to hear is that they have more signature movements for fighters. For me, this is a huge part of any sports game that must be done correctly for me to enjoy it. With that being said, here is my question:

                        I know their are signature lunges for certain fighters, but is there also signature feints? Are there more fighter specific signature stances?

                        For example, a guy like Cruz, everyrhing he does is "signature" , why should his signature lunges take away more stamina if that's his primary way of lunging? Shouldn't his normal lunge be somewhat signature also, for realism. Why make the signature stuff drain more stamina if in real life the fighter has fully adjusted to this fightin style and it does not effect their stamina because they train this style daily. I'm just one for ultra realism, I like simulating what I see on tv.
                        Maybe Cruz will have a good stamina, to back up his style. IRL he seems to play it on the edge. His movement does take a lot of stamina from him, but he is diligent with it and compensates by not attacking a whole lot... plus having a good stamina to begin with.

                        Comment

                        • Nekrotik
                          Rookie
                          • Nov 2017
                          • 288

                          #282
                          Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                          Originally posted by melo627
                          This is off topic but how did you guys become game changers?my dream is to become a gametester and work my way into development
                          Game QA testing is different from what the Gamechangers do. They mainly do "playtesting" and it's not a full time job.
                          No disrespect, just needed to make that clarification.

                          Also, I worked as a game QA tester/lead for 8 years. It's not anywhere near what you think it is.
                          Imagine getting stuck on a My Little Pony game on 3DS for 6 months, 40-80 hours a week (lots of mandatory overtime), and getting paid barely above minimum wage, then getting laid off once the game ships.

                          That's the experience for ~80-90% of game testers.
                          A lot of the people I worked with had degrees in various game development areas, but they were just relegated to QA for years before having any kind of opportunity to advance. It's a tough field, and the competition is fierce.

                          I work as a web QA now, and make more than double what I made in video games.

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                          • TheGentlemanGhost
                            MVP
                            • Jun 2016
                            • 1321

                            #283
                            Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                            I've been wanting certain moves to be more complicated to pull off than others and something done with fighters being able to seamlessly pull off combos, so I like how this combo system sounds. I'm also liking the how landing certain strikes too close will not cause the damage intended. There's a lot of good info here!

                            Comment

                            • Sirsunny2
                              Rookie
                              • Nov 2017
                              • 155

                              #284
                              Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                              Can you imagine the fear in the eyes of jones when Hunt has finally some possibilities to close the distance and starts unloading some huge bombs? I think we will get a lot more diverse match ups now. Sometimes i picked Hunt for some fun but if you faced a good player with a tall fighter, it was so hard to make it a good fight (for me at least). Really looking forward to these kind of fights.

                              Also really looking forward to new trailer / gameplay video. Do you guys think they will release a new video before beta drops? Last time it was also on a friday i believe but could be wrong.
                              Last edited by Sirsunny2; 11-24-2017, 10:26 AM.

                              Comment

                              • allBthere
                                All Star
                                • Jan 2008
                                • 5847

                                #285
                                Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                                forgot to mention the one disappointment. With all these changes I wish they would have kept the damage 'meters' hidden or just flat out removed them. We should know when someone is hurt or tired via visual cue's, I thought UFC 2009 was perfect that way.

                                IRL you don't know your opponent is at 60% stamina and 45% head damage - or even yourself for that matter. IT's more fun and nerve wracking just to not know. And actually while I'm on the subject I think head damage accumulation isn't really a thing unless it's in quick succession. Unlike legs or to a lesser extent body, the damage 'pile-up' on the face is more cosmetic which can affect performance and certainly judging/optics - but when you're hit, you're either hurt/stunned to various degree's or not, and if you recover, you're not necessarily hurt 'easier' the next time around.

                                But if i had my vote I'd say get rid of all meters and let the in-game characters provide feedback and leave it at that.
                                Liquor in the front, poker in the rear.

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