What concerns you about head movement?
New Stamina Updates Video
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Re: New Stamina Updates Video
YES! This is exactly what was needed. Well done dev team, you have my money. This was my biggest gripe, and the fatigued footwork at the end looked great. This is exactly what was missing in the beta.Comment
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Re: New Stamina Updates Video
The inability to use it reactively is my primary concern. Which may be because of input lag or strikes being too fast... or a number of things. It also doesn't feel smooth enough. You don't have enough angles with it. It's not a 360 rotation. You can't slip while using minimum head movement. You have to sway right to the side or duck. This means boxing on the outside feels quite clunky. It's very common to just slip a straight punch by a margin on the outside for example... Because it leaves you in a better position to counter with your own straight punch. The movement and counter flows more fluently.
<div style="position:relative;height:0;padding-bottom:56.21%"><iframe src="https://www.youtube.com/embed/nVek4aXQ1wQ?ecver=2" style="position:absolute;width:100%;height:100%;le ft:0" width="641" height="360" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen></iframe></div>
Go to 2:50 in this video. In UFC 3 this isn't possible. You have to sway straight down to the side. If there is more of a 360 control of the head movement... Slipping combos will be easier and feel better as well.
Now, I'm aware that this is probably a tough ask for UFC 3. Which is why I'd be happy with just the overall head movement feeling more responsive and being easier to use reactively.Comment
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Re: New Stamina Updates Video
GameDevs you are awesome for this quick turn around. As someone who preordered the game, I want to say thank you for listening, and for showing us that you are listening.
Can’t wait to see what else has been fixed.
Sent from my iPhone using Operation SportsComment
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Re: New Stamina Updates Video
That video is very encouraging, good looking animations there. GPD is definitely doing his best to polish this game up before launch. With stamina now being addressed, I'll be interested in seeing how just that alone will change how fights play out. Stamina along with the head movement not feeling as responsive as I want were my biggest issues with the stand-up game.
And maybe, just maybe we'll finally get hidden opponent stamina? Keep hope alive. [emoji120]
Sent from my Z981 using Tapatalk
Please make it happen GPD.
It'd be such a missed opportunity to make the game that much more of a simulation if it aint added.Last edited by Acebaldwin; 12-18-2017, 08:58 PM.Comment
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Re: New Stamina Updates Video
Looks ****ing great man. Well done.
I actually think the speed is perfect for how much stamina you have at different points in the video. It's realistic and balanced at the same time. Fights will still be winnable but you'll have to play VERY well. Which is how it should be.
This also now means that people are going to be discouraged massively from gassing themselves out in one or two rounds. Should hopefully mean we'll see fights go the distance more often.
There is also now a ton of risk in spending all your stamina trying to finish someone inside two rounds... Even if you are skilled. Which again, enhances realism. You got it bang on.Comment
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Re: New Stamina Updates Video
That are some good changes. But i really hope they also listened when it comes to fighter random selection. Give us a fighter picture with a question mark or filter to enable that makes fights automatically random without having mirror matches happen when selected random. Also we need a rematch button after fights that where coming from game invites,so the fight starts instant with no loading screens again. Would like to know if we getting at least a random button it really annoys me to do it at my own every time.Comment
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Re: New Stamina Updates Video
Btw can people please acknowledge my head movement post. I feel like I'm making a really good point but it's going under the radar. I feel like people don't realise how much cooler the head movement would be if there was more range of motion.Comment
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Re: New Stamina Updates Video
The inability to use it reactively is my primary concern. Which may be because of input lag or strikes being too fast... or a number of things. It also doesn't feel smooth enough. You don't have enough angles with it. It's not a 360 rotation. You can't slip while using minimum head movement. You have to sway right to the side or duck. This means boxing on the outside feels quite clunky. It's very common to just slip a straight punch by a margin on the outside for example... Because it leaves you in a better position to counter with your own straight punch. The movement and counter flows more fluently...
Sorry for partially de-railing this one.Comment
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Re: New Stamina Updates Video
I mean people want realism, right? This is ESSENTIAL for realism in terms of head movement. That video I posted is just a rundown of basic head movement.Comment
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Re: New Stamina Updates Video
Great job. I was wondering how you managed to get animations in this late in the game, but you did a great job with the tools you had.Comment
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Re: New Stamina Updates Video
Naturally that link REFUSES to play the video for me.
So I'm going to assume the best and slink off to a corner to cry because I can't watch it.
My weirdness aside, if this has added a speed differential based on stamina, which, from the comments, I assume it has, then WOOO, and a big thankyou to GPD and the team for listening to our feedback.
Now if you'll excuse me, I have a working copy of a video to find on a phone that renders 1 in every 10 webpages correctly.
Edit, watched the video, even better than I expected, and exactly what I wanted to see, I am so keen, glad I already was stamina concious.
GREAT JOB. Seriously. Heros among men. Gangsta.
I woke up to this, so I'm overreacting with early morning vigor.
Thanks guys.Last edited by AeroZeppelin27; 12-18-2017, 09:46 PM.Comment
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