New Stamina Updates Video

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

    #91
    Re: New Stamina Updates Video

    At the risk of inviting the wrath of all the fight night fans...

    I think fight night's head movement system is better suited to boxing.

    Comment

    • TreJayMMA
      Pro
      • Jul 2016
      • 711

      #92
      Re: New Stamina Updates Video

      Originally posted by GameplayDevUFC
      At the risk of inviting the wrath of all the fight night fans...

      I think fight night's head movement system is better suited to boxing.
      That's fine, but can you give us out 360 head movement back from UFC 2 then?

      Why was it taken out in the first place if it worked great?

      In UFC 3(the beta atleast) The head movement is either down up right or left..... this feels like an extremely watered down version of UFC 2's version.
      Loyal Browns fan

      PSN: TreJay2000

      Comment

      • AeroZeppelin27
        MVP
        • Nov 2017
        • 2287

        #93
        Re: New Stamina Updates Video

        Originally posted by aholbert32
        What’s a “ton” though? I’m not trying to discount what this community says because I was a member of this OS community before half of you were here. I’m just saying that just because the majority of people here may think it there needs to be a change, that doesn’t mean it’s a lot of people.

        I don’t really have an opinion on the issue but here are some reasons that people could disagree.

        FNC has full 360 head movement which is perfect for boxing. The large majority of MMA fighters don’t use that. Guys like Anderson do but I’d argue that the majority of UFC fighters use head movement similar to what we saw in the beta.

        Also we don’t know what changes are being made post beta that could make the head movement more responsive.

        We don’t know if fnc style head movement would work with the animations they have no capped.

        We also don’t know how difficult it would be to add that even if it was possible.

        I would like it to be more responsive but if not sure I want fnc style head movement in an mma game. With that said, I could care either way and if it makes u guys happy, I’m all for it.


        Sent from my iPhone using Tapatalk Pro
        I get what your saying here. And it does make sense.
        I definitely get that while we may want FNC Esq head movement, its far too late in development for a full overhaul, but I'd say there are still things there that could be incorporated, and the system itself should definitely be looked at again in the next installment perhaps.

        I also agree that full 360* headmovement isn't anywhere near as prominent as it is in boxing for obvious reasons, but its still a more realistic way of doing headmovement I believe, youd still be able to do everything you can do in UFC 3 (quick sways left right, oulli.g back, ducking, as well as holding said positions) but it'd also give guys with good, high level headmovement the ability to slip, counter and use various angles like they would.

        I believe it should be there. Even if its not super common. As it is used often enough to dictate its inclusion in my eyes.

        Guys with low headmovement stats, to offset them becoming Anderson Silva, should simply be able to do the 4 main directional sways at the usual speed for average headmovement fighter, but be significantly slower when trying to use full 360* movement from a static position.

        Basically, you'd flick to dodge with these types of fighters and use a lot more block and range, whereas a guy like Anderson, or Cruz, could stand infront of a headhunter and male them miss with quick, reactive slips, so you'd be able to flick dodge or hold the stick and use various angles, looks, ect, but also incorporate the stamina regeneration cancelling of FNC, so a fighter using 360* movement cannot regain stamina while swaying, this way you can't just strike until your gassed then reactively counter people while your stamina regenerates.

        Yes it gives fighters with good headmovement an advantage. But it's a realistic advantage, and given there is no sway block, a few body shots, and headmovement slowing witg
        h stamina drain. Could keep it balanced.

        Just a quick idea of how it could be incorporated.
        But I definitely get your point that we shouldn't expect this kind of change at this point in development. I'd love to see elements that can be included this time around to be added if possible.

        I have faith they'll do what they can with what's there at the very least, 1 & 2 taught me that much. Can't fault the teams support.

        Comment

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

          #94
          Re: New Stamina Updates Video

          Originally posted by TreJayMMA
          That's fine, but can you give us out 360 head movement back from UFC 2 then?

          Why was it taken out in the first place if it worked great?

          In UFC 3(the beta atleast) The head movement is either down up right or left..... this feels like an extremely watered down version of UFC 2's version.
          I don't think 360 head movement adds a lot to the game to be honest.

          I think the 360 feeling of control adds value is the sense that it feels better, but if we were to try and get that back I would try to implement it as a skin on top of what we have. Keep the frame tuning aspect of the current system with 360 control as a nicer facade.

          Comment

          • Serengeti1
            MVP
            • Mar 2016
            • 1720

            #95
            Re: New Stamina Updates Video

            Originally posted by GameplayDevUFC
            At the risk of inviting the wrath of all the fight night fans...

            I think fight night's head movement system is better suited to boxing.
            I'll be honest... I haven't played FNC (maybe a couple of times round a friends house). So I can't really comment here... but from what others have said about it... it sounds much more suitable than what we have currently. Maybe there are ways of taking certain aspects from it and not others?

            What's clear is that the range of motion of head movement is not good enough in UFC 3. MMA fighters are constantly moving their heads off the center line but not leaning right to the side with knees very bent.







            These are just a few examples I quickly googled but they can be seen in basically any fight. Giving us more range of motion will allow us to be much more creative with head movement. It will also make boxing on the outside shine more. I want exchanges like in the Claudia gif to be possible.
            Last edited by Serengeti1; 12-19-2017, 12:31 AM.

            Comment

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

              #96
              Re: New Stamina Updates Video

              I do think a secondary style of head movement that was more subtle, but gave full 360 control could add some value, although I haven't put enough thought into it to really see where it would fit in from a gameplay standpoint.

              But it would be secondary to what we have now, and not a primary line of defense.

              Comment

              • Phillyboi207
                Banned
                • Apr 2012
                • 3159

                #97
                Re: New Stamina Updates Video

                Originally posted by GameplayDevUFC
                I don't think 360 head movement adds a lot to the game to be honest.

                I think the 360 feeling of control adds value is the sense that it feels better, but if we were to try and get that back I would try to implement it as a skin on top of what we have. Keep the frame tuning aspect of the current system with 360 control as a nicer facade.
                I think 360 head movement would add an entirely different dynamic if you could cancel out of it into any strike/grapple.

                I also really like the idea of the 4 directional sways being available for most but elite head movement unlocks TJ, Cody, Anderson type head movement.

                With that said,as long as responsiveness is tuned i’d be okay with the current system

                Comment

                • DaisukEasy
                  Pro
                  • Jul 2016
                  • 577

                  #98
                  Re: New Stamina Updates Video

                  Originally posted by aholbert32
                  FNC has full 360 head movement which is perfect for boxing. The large majority of MMA fighters don’t use that. Guys like Anderson do but I’d argue that the majority of UFC fighters use head movement similar to what we saw in the beta.
                  Why does that matter how many of them use it? It's part of fighting. They're able to do that and use it occasionally.

                  The reason you don't see that kind of movement as much in MMA as in boxing is because of kicks, knees, take downs etc.

                  But every now and then you see this:



                  We don’t know if fnc style head movement would work with the animations they have no capped.
                  They were on the right track with UFC2, not sure why they changed it..

                  I would like it to be more responsive but if not sure I want fnc style head movement in an mma game.
                  What are you talking about? You had something close to it with UFC2.

                  Right now, when you dodge in any direction, you're committed. That animation will play start to finish. How's favorable over having more control..?

                  Say I expected my opponent to throw a right hook and so I dip to my right, if I then realize he's actually going to throw a left uppercut, I should be able to go from my bottom-right lean to leaning back.

                  With the current system, I'd be committed to swaying right and going back to the center-line. Where I'd likely meet that uppercut I saw coming and would be able to react to if the game let me.

                  Never mind the fact that I want to be able to lean in certain directions not only to make it ambiguous what I'm going to do, but also to invite certain strikes from my opponent only to barely make them miss with my catlike reflexes (or get knocked out like a buster).



                  Seriously, not having full control head-movement is as weird as not having full control footwork. Imagine if the only way to move was by doing the little hops when you flick your stick..

                  That's exactly how silly the current head-movement system is. Not sure why some of you aren't seeing it.

                  Btw, wouldn't it be possible to have both with a modifier?
                  'modifier button' + right stick = 360 movement when stationary. Anything else is the current system. Everybody happy?
                  Last edited by DaisukEasy; 12-19-2017, 12:58 AM.

                  Comment

                  • Serengeti1
                    MVP
                    • Mar 2016
                    • 1720

                    #99
                    Re: New Stamina Updates Video

                    Originally posted by GameplayDevUFC
                    I do think a secondary style of head movement that was more subtle, but gave full 360 control could add some value, although I haven't put enough thought into it to really see where it would fit in from a gameplay standpoint.

                    But it would be secondary to what we have now, and not a primary line of defense.
                    Awesome! I can shut up about it a bit more now lol. I understand you're not saying it's going to be changed... But I'm glad to hear your opinion on it.

                    As far as it not being a primary line of defense... I'm not really sure I understand what you mean? It's a defense that's used very often on the outside. It is the primary defense there because it's the only amount you need to move. As fighters are just anticipating a straight punch. This also leaves them in a better position to counter on the outside.

                    The best way to counter a straight punch in UFC 3 currently is to sway or duck, make your way on the inside... and hit your opponent with an uppercut or hook (like the GIF below). And that's basically the way everyone played on the beta.



                    This is just one way in which 360 head movement could change the dynamics of the striking (albeit, a very important one).

                    All's I'm saying is.. LOOK INTO IT

                    Comment

                    • Find_the_Door
                      Nogueira connoisseur
                      • Jan 2012
                      • 4051

                      #100
                      Re: New Stamina Updates Video

                      Originally posted by GameplayDevUFC
                      We were in a bit of a pickle because the fatigued locomotion set we have is too over the top to use in this case.

                      Luckily we had a low gloved heavyweight set that at low speeds did the trick.

                      So that's what you're seeing, all fighters revert to a low glove heavyweight loco set when tired.
                      Thank you again for allowing me the pipeline to charter my Nog requests/suggestions. Very much looking forward to this game.
                      Antonio Rodrigo "Minotauro" Nogueira - UFC Hall of Fame

                      Comment

                      • killakrok
                        Pro
                        • Dec 2006
                        • 605

                        #101
                        Re: New Stamina Updates Video

                        I just dusted off Fight Night Round 3 on 360 last week right after the UFC 3 beta ended and and was in la-la land imagining that head movement system in UFC 3. Whether or not it is necessary or would work the same in an MMA game aside, it felt AMAZING and I had so much fun using the head movement alone that I thought about picking up FNC just to play around with it. It's just so smooth, responsive, and effective. The control alone just feels great and rewarding in itself.

                        The experience was also fun and eye opening since those game handle stamina so well and are closer to the recent changes that were just made to UFC 3. You have no HUD during the fight but you always know exactly what is happening by looking at movement, punch speed, and visual damage. The fighters move around the ring much differently when they are tired both in speed and technique, and react to punches differently as well.

                        My first fight was using featherweights and I would just evade punches and go to the body for the first 6 rounds and by the 8th the difference was clearly visible. I didn't have any stamina meters but I could clearly see my opponent had lost considerable stamina because they were much slower and spamming the same punches they did in the first round just wasn't possible by the 8th. I could see big shots coming and react to them much better which made all of the defensive work and body shots I put in earlier feel so rewarding. When I landed punches they visually had much more of an effect than they did in the first round because of the stamina difference.

                        The thing that caught my eye the most was the way weight classes and ratings were so visually distinct. After the first fight with featherweights I used Frazier against Ali and my body hooks literally picked Ali off of the ground and I saw different hit reaction animations and heard different power punch grunts using Frazier with 97 power than I saw or heard using featherweights with 55 power.

                        With the amazing control, close camera, no HUD, and great sound and animations everything felt so visceral and immersive.

                        Comment

                        • Serengeti1
                          MVP
                          • Mar 2016
                          • 1720

                          #102
                          Re: New Stamina Updates Video

                          Originally posted by DaisukEasy

                          Seriously, not having full control head-movement is as weird as not having full control footwork. Imagine if the only way to move was by doing the little hops when you flick your stick..

                          That's exactly how silly the current head-movement system is. Not sure why some of you aren't seeing it.
                          Bro... I feel exactly the same way lol. I've thought of giving the analogy that it's like leaving a hook out of the boxing catalogue. Or leaving out a leg kick out of the types of kicks you can throw.

                          It really needs to be changed. And because there are no parries or small slips on the outside... The defensive options while boxing on the outside are basically not there at all. You can lean right to the side... But there's no point in not moving forward and throwing a hook off of that. Returning a straight after leaning all the way to the side is way too slow. This means you either end up with people having a straight punch spam fest on the outside... Or they duck and uppercut/hook.

                          The pull counter works decently in the game.... but again is kinda slow and quite unresponsive. You can definitely pull it off but you're going to fail it much more than you're going to succeed doing it.

                          Comment

                          • Rolltide1980
                            Banned
                            • Aug 2017
                            • 454

                            #103
                            Re: New Stamina Updates Video

                            The stamina changes sound pretty sweet! Looks like my biggest complaint about the beta has been addressed. Will the stamina tweak make everybody happy? Well we all know the answer to that lol. It sounds much better than what it was like on the beta,and after we all get to play it for a bit in the final game maybe can be tweaked a little more if necessary but we all need a little time playing it before that's decided. I can't wait to see what other changes have been made! Keep up the good work,dev team!

                            Comment

                            • Solid_Altair
                              EA Game Changer
                              • Apr 2016
                              • 2043

                              #104
                              Re: New Stamina Updates Video

                              Originally posted by Serengeti95
                              ****ing this exactly. Gamechangers/Devs... If you've been reading the last few pages... Please take all of this into consideration and speak up! This would be an incredible improvement and I think there's quite a few people who don't realise what they're missing.
                              As you saw by GPD's post, it has been considered.

                              I'm glad that's clearer, now.

                              I wonder if anyone could dig some somewhat recent thread specifically about head movement, so we could continue to discuss it there, if you guys would wish so. But maybe GPD already said everything.

                              I hope this doesn't sound smug, but what people think they want for head movement wouldn't actually make any difference (or would make things worse). I'm willing to go into detail about this claim, in a thread actually about it.

                              Comment

                              • Solid_Altair
                                EA Game Changer
                                • Apr 2016
                                • 2043

                                #105
                                Re: New Stamina Updates Video

                                Originally posted by DaisukEasy
                                Seriously, not having full control head-movement is as weird as not having full control footwork. Imagine if the only way to move was by doing the little hops when you flick your stick..

                                That's exactly how silly the current head-movement system is. Not sure why some of you aren't seeing it.

                                Btw, wouldn't it be possible to have both with a modifier?
                                'modifier button' + right stick = 360 movement when stationary. Anything else is the current system. Everybody happy?
                                I understand how that may appeal to intuition. But they are very different. Diagonal movement and the diagonal spectrum are both important for "dancing". Diagonal head movement isn't required at all.

                                Comment

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