When I first got UFC 2 ...I was surprised at how incredibly technical the game was ...this seems to be on another whole level ...hmmm...wow
UFC 3 - RPM TECH STRIKING DEEP DIVE
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
When I first got UFC 2 ...I was surprised at how incredibly technical the game was ...this seems to be on another whole level ...hmmm...wow -
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
im really picky about the animations and some of the animations from ufc 2 were so wrong, Like spinning elbow and the rear snapping front kick to the body, Can you say if those animations that were a problem were done correctly this time around?Comment
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
I think there is a huge opportunity here, but I can't comment on specifics as we haven't planned out any details of where we want to go with this.
You can use your imagination though, and we'd probably picture similar things.Comment
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
Every striking animations was thrown out and recaptured.Comment
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
Ok, so 90% of what im reading is insanely awesome! ....but I see 2 giant red flags. I kinda just wanna see what your guys' take is on this..
1) Stun Meter
2) Pre-set combos
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The stun meter basically just looks like "Combo Multiplier v.2.0" to me.
What im concerned about is people coming up with ways to abuse that, by finding certain combos which can fill the stun meter in a short burst and get an instant rock for free basically.
Combos dont need more incentive. The incentive for landing a combo, is the damage of those strikes landing. You don't need further incentive, and under the hood boosts for combos
The problem with artificial, auxiliary systems like this, is it gives the player an opportunity to abuse these systems once they figure out how to manipulate them. These type of under the hood systems also warp the metagame by causing players to play in a very specific way, which usually isn't conducive to realism, in order to milk the most efficiency out of the system. This is why Combo Multiplier turned UFC 2 into Killer Instinct. People using and abusing the system, to manipulate it in a way it wasn't necessarily designed for.
Again, just discussing-
Im not complaining.
I am very curious to see its implementation, and putting it out there, that I bet there will be cheese from this as people figure out how to manipulate it.
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However this leads into the next thing. Pre-set combos. Maybe you won't be able to abuse Stun meter in the way i'm thinking, but that's because it seems they took away our ability to be creative and flow, and throw whatever we want.
This one is very hard to make a judgement on without playing, but I really hope to god they arent giving us this amazing damage system, and movement, but then forcing us to memorize and throw pre set, pre determined, pre-scripted Mortal Combat combos...
I'm extremely hesitant and worried about this one. Realistic striking should be rewarded by realistic mechanics, which it seems like the game already has. Forcing us into throwing pre-set combinations seems like an extremely weird design decision...
My favorite moments when playing a combat sports game is when I get into the zone and just start flowing. Having to draw upon pre made, pre set combos seems like it may completely take away that ability to just flow. I'm not trying to play an arcade fighter, i'm trying to play a MMA sim.
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Really gonna have to wait to play it to see how this stuff is implemented, but of all the incredibly awesome stuff i'm reading, these 2 stand out as kind of worrying tbh.Last edited by Haz____; 11-23-2017, 03:23 PM.PSN: Lord__Hazanko
Just an average player, with a passion for Martial Arts & Combat SportsComment
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
Haahh damn all this makes me so optimistic about the striking. You're a helluva dev.Comment
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
brilliant. are timed strikes really reactive and worth it and in this sense i mean front kicking someone as they're mid spinning back kick will they lose balance or fall realistically? Also leg kicking when someones mid high kick etcComment
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
Extremely worth it.Comment
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
Ok, so 90% of what im reading is insanely awesome! ....but I see 2 giant red flags. I kinda just wanna see what your guys' take is on this..
1) Stun Meter
2)Pre-set combos
-----------
The stun meter basically just looks like "Combo Multiplier v.2.0" to me.
What im concerned about is people coming up with ways to abuse that, by finding certain combos which can fill the stun meter in a short burst and get an instant rock for free basically.
Combos dont need more incentive. The incentive for landing a combo, is the damage of those strikes landing. You don't need further incentive, and under the hood boosts for combos
The problem with artificial, auxiliary systems like this, is it gives the player an opportunity to abuse these systems once they figure out how to manipulate them. These type of under the hood systems also warp the metagame by causing players to play in a very specific way, which usually isn't conducive to realism, in order to milk the most efficiency out of the system. This is why Combo Multiplier turned UFC 2 into Killer Instinct. People using and abusing the system, to manipulate it in a way it wasn't necessarily designed for.
Again, just discussing-
Im not complaining.
I am very curious to see its implementation, and putting it out there, that I bet there will be cheese from this as people figure out how to manipulate it.
-----------
However this leads into the next thing. Pre-set combos. Maybe you won't be able to abuse Stun meter in the way i'm thinking, but that's because it seems they took away our ability to be creative and flow, and throw whatever we want.
This one is very hard to make a judgement on without playing, but I really hope to god they arent giving us this amazing damage system, and movement, but then forcing us to memorize and throw pre set, pre determined, pre-scripted Mortal Combat combos...
I'm extremely hesitant about worried about this one. Realistic striking should be rewarded by realistic mechanics, which it seems like the game already has. Forcing us into throwing pre-set combinations seems like an extremely weird design decision...
My favorite moments when playing a combat sports game is when I get into the zone and just start flowing. Having to draw upon pre made, pre set combos seems like it may completely take away that ability to just flow. I'm not trying to play an arcade fighter, i'm trying to play a MMA sim.
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Really gonna have to wait to play it to see how this stuff is implemented, but of all the incredibly awesome stuff i'm reading, these 2 stand out as kind of worrying tbh.Comment
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
Such a clever idea, never thought of this combo thing. Fights will look much much more realistic now. A gameplan will be really important instead of these mindless side kicks. As the dev said everything has a counter, which is beautiful. Also really like the idea regarding how they balanced these tall and short fighters. It seems that it actually makes sense now to create or use a short tyson like figure in heavyweight for example. This fact alone makes the game much more diverse. There are so many ways to defeat or get beaten , really deep stuff.Comment
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
So would it be possible to lunge and strike while shifting stances?
Comment
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
Ok, so 90% of what im reading is insanely awesome! ....but I see 2 giant red flags. I kinda just wanna see what your guys' take is on this..
1) Stun Meter
2) Pre-set combos
-----------
The stun meter basically just looks like "Combo Multiplier v.2.0" to me.
What im concerned about is people coming up with ways to abuse that, by finding certain combos which can fill the stun meter in a short burst and get an instant rock for free basically.
Combos dont need more incentive. The incentive for landing a combo, is the damage of those strikes landing. You don't need further incentive, and under the hood boosts for combos
The problem with artificial, auxiliary systems like this, is it gives the player an opportunity to abuse these systems once they figure out how to manipulate them. These type of under the hood systems also warp the metagame by causing players to play in a very specific way, which usually isn't conducive to realism, in order to milk the most efficiency out of the system. This is why Combo Multiplier turned UFC 2 into Killer Instinct. People using and abusing the system, to manipulate it in a way it wasn't necessarily designed for.
Again, just discussing-
Im not complaining.
I am very curious to see its implementation, and putting it out there, that I bet there will be cheese from this as people figure out how to manipulate it.
-----------
However this leads into the next thing. Pre-set combos. Maybe you won't be able to abuse Stun meter in the way i'm thinking, but that's because it seems they took away our ability to be creative and flow, and throw whatever we want.
This one is very hard to make a judgement on without playing, but I really hope to god they arent giving us this amazing damage system, and movement, but then forcing us to memorize and throw pre set, pre determined, pre-scripted Mortal Combat combos...
I'm extremely hesitant and worried about this one. Realistic striking should be rewarded by realistic mechanics, which it seems like the game already has. Forcing us into throwing pre-set combinations seems like an extremely weird design decision...
My favorite moments when playing a combat sports game is when I get into the zone and just start flowing. Having to draw upon pre made, pre set combos seems like it may completely take away that ability to just flow. I'm not trying to play an arcade fighter, i'm trying to play a MMA sim.
------------
Really gonna have to wait to play it to see how this stuff is implemented, but of all the incredibly awesome stuff i'm reading, these 2 stand out as kind of worrying tbh.Comment
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
i had really high level striking on ufc 2 not because i spammed parries or body but i was good at finding the windows and holes, The timing, Setting things up and making traps, Make you think im using the rear leg for leg kicks and body till i switch kick to the head. So im sure ill destroy this game. Huge potential and extremely excited for it. I signed up for beta 30 minutes after they tweeted the beta so im ready for it already lol
.Comment
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Re: UFC 3 - RPM TECH STRIKING DEEP DIVE
Ok, so 90% of what im reading is insanely awesome! ....but I see 2 giant red flags. I kinda just wanna see what your guys' take is on this..
1) Stun Meter
2) Pre-set combos
-----------
The stun meter basically just looks like "Combo Multiplier v.2.0" to me.
What im concerned about is people coming up with ways to abuse that, by finding certain combos which can fill the stun meter in a short burst and get an instant rock for free basically.
Combos dont need more incentive. The incentive for landing a combo, is the damage of those strikes landing. You don't need further incentive, and under the hood boosts for combos
The problem with artificial, auxiliary systems like this, is it gives the player an opportunity to abuse these systems once they figure out how to manipulate them. These type of under the hood systems also warp the metagame by causing players to play in a very specific way, which usually isn't conducive to realism, in order to milk the most efficiency out of the system. This is why Combo Multiplier turned UFC 2 into Killer Instinct. People using and abusing the system, to manipulate it in a way it wasn't necessarily designed for.
Again, just discussing-
Im not complaining.
I am very curious to see its implementation, and putting it out there, that I bet there will be cheese from this as people figure out how to manipulate it.
-----------
However this leads into the next thing. Pre-set combos. Maybe you won't be able to abuse Stun meter in the way i'm thinking, but that's because it seems they took away our ability to be creative and flow, and throw whatever we want.
This one is very hard to make a judgement on without playing, but I really hope to god they arent giving us this amazing damage system, and movement, but then forcing us to memorize and throw pre set, pre determined, pre-scripted Mortal Combat combos...
I'm extremely hesitant and worried about this one. Realistic striking should be rewarded by realistic mechanics, which it seems like the game already has. Forcing us into throwing pre-set combinations seems like an extremely weird design decision...
My favorite moments when playing a combat sports game is when I get into the zone and just start flowing. Having to draw upon pre made, pre set combos seems like it may completely take away that ability to just flow. I'm not trying to play an arcade fighter, i'm trying to play a MMA sim.
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Really gonna have to wait to play it to see how this stuff is implemented, but of all the incredibly awesome stuff i'm reading, these 2 stand out as kind of worrying tbh.
I see hard combos as the fighter's go to combinations in real life that you see more often, the ones he practiced in gym for countless hours to be as intuitive as possible when it comes to competing.Comment
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