UFC 3 - RPM TECH STRIKING DEEP DIVE

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  • rabbitfistssaipailo
    MVP
    • Nov 2017
    • 1625

    #76
    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

    Comment

    • Acebaldwin
      Banned
      • Apr 2016
      • 508

      #77
      Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

      Originally posted by GameplayDevUFC
      Correct.



      Yes.
      Thanks, and to follow on the subject of hard combos, will there be a "easy" way for you guys to add some that might have been forgotten or used in the future?

      Comment

      • aust9n
        Rookie
        • Nov 2017
        • 49

        #78
        Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

        Originally posted by GameplayDevUFC
        Forward lunge will advance 1 range.

        Forward moving strikes cover one extra range from the standing version of the strike.
        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

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

          #79
          Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

          Originally posted by Acebaldwin
          Thanks, and to follow on the subject of hard combos, will there be a "easy" way for you guys to add some that might have been forgotten or used in the future?
          Yes, they are very easy to add.

          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

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

            #80
            Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

            Originally posted by aust9n
            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?
            Every striking animations was thrown out and recaptured.

            Comment

            • Haz____
              Omaewa mou shindeiru
              • Apr 2016
              • 4023

              #81
              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.
              Last edited by Haz____; 11-23-2017, 03:23 PM.
              PSN: Lord__Hazanko

              Just an average player, with a passion for Martial Arts & Combat Sports

              Comment

              • Acebaldwin
                Banned
                • Apr 2016
                • 508

                #82
                Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                Originally posted by GameplayDevUFC
                Yes, they are very easy to add.

                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.
                Haahh damn all this makes me so optimistic about the striking. You're a helluva dev.

                Comment

                • aust9n
                  Rookie
                  • Nov 2017
                  • 49

                  #83
                  Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                  Originally posted by GameplayDevUFC
                  Every striking animations was thrown out and recaptured.
                  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 etc

                  Comment

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

                    #84
                    Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                    Originally posted by aust9n
                    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 etc
                    Extremely worth it.

                    Comment

                    • Not_Entertained
                      Rookie
                      • Jul 2017
                      • 314

                      #85
                      Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                      Originally posted by Haz____
                      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.


                      ------------

                      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.
                      Agreed. I don't like the sound of having health bars. I mean this isn't Tekken or Street Fighter. But then again, even FNC had them so I don't know. The pre-set combos thing is worrying because there are fighters that can throw any combo they want to and don't have any set or specific ones.

                      Comment

                      • Sirsunny2
                        Rookie
                        • Nov 2017
                        • 155

                        #86
                        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

                        • johnmangala
                          MVP
                          • Apr 2016
                          • 4525

                          #87
                          Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                          So would it be possible to lunge and strike while shifting stances?

                          Comment

                          • MysticJack541
                            Rookie
                            • Nov 2017
                            • 253

                            #88
                            Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                            Originally posted by Haz____
                            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.
                            Pretty much hit the nail on the head, those are my only concerns. I don't wan't the game to end being who can land the most effective combos cleanly, if I want to dominate a fight using my jab as my primary tool (Of course setting it up and throwing other strikes) I want to be able to do that. Like GSP vs Kos 2. I'll reserve judgement till I play the game though.

                            Comment

                            • aust9n
                              Rookie
                              • Nov 2017
                              • 49

                              #89
                              Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                              Originally posted by GameplayDevUFC
                              Extremely worth it.
                              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

                              • Acebaldwin
                                Banned
                                • Apr 2016
                                • 508

                                #90
                                Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                                Originally posted by Haz____
                                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.
                                You can be as creative as you want, but the hard combos will simply be more fluid due to the fighters real life technique you're playing as.

                                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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