New Stamina Updates Video

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  • Malaach
    Pro
    • Aug 2017
    • 503

    #106
    Re: New Stamina Updates Video

    I'm excited to see these changes from the beta. Glad to see the difference and impact of Stamina on movement, combos, & speed. I feel like this will definitely make a more realistic pace for fights making stamina management that much more important.

    Comment

    • Serengeti1
      MVP
      • Mar 2016
      • 1720

      #107
      Re: New Stamina Updates Video

      Originally posted by Solid_Altair
      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.
      This thread has been derailed for several pages already (you started it so it's all your fault btw). Not to mention that everybody loves the change in the OP. Not really much to discuss on that anymore.

      It'd definitely make a difference if done correctly. Whether it being done correctly would mean adjusting other things in the striking is another question.

      I've explained it numerous times now and it's not being taken much notice of... but the boxing on the outside would change drastically with 360 head movement (talking about how it'd change boxing on the outside specifically not being taken notice of). It would be a small thing that would lead to a lot of different possibilities.
      Last edited by Serengeti1; 12-19-2017, 02:14 AM.

      Comment

      • RetractedMonkey
        MVP
        • Dec 2017
        • 1624

        #108
        Re: New Stamina Updates Video

        Here we go again with this head movement business and everyone thinking they have all of the answers. Haz telling people they have big egos again and Serengeti saying no one has any counter points while continuing to be a broken record and reusing the same gifs we've seen 50 times. All the while, neither of them realize they are projecting their own traits onto other people. I'm glad GPD actually said five words to you just to get you to calm down even though I'm 100 percent sure he's seen it as many times as us.

        To clarify one last time just because I still have a little faith in humanity and really hope you can tear those bricks off your head to actually listen instead of just waiting for your turn to speak: I don't think minor head movement is a bad idea. I was making fun of the fact you were so adamant about it. You would find ways to make a topic about minor head movement. It's hilarious.

        On paper, it actually sounds pretty good but there is no way to tell how it would flow with the actual gameplay for one. I have a feeling it would be a cumbersome system added on top of what we have now. Even if it worked perfectly, it DOESN'T MATTER. All it is is optics. Leaning far right or barely slipping your head would have no ultimate effect. The value in the computation is either a 1 or a 0. Either you dodge the punch or you don't. How far you visually see your fighter move plays no part in anything. Maybe put those animations in if you dodge the strike at a specific time. They can be automatic that way or something to that effect.

        For the love of god, please stop acting like this is the most important feature we could possibly have. Also, just because no one is speaking up to say they disagree, doesn't mean you have a consensus. People probably just see the way you latch on to dissent like a rabid dog and stay far away from the topic.



        P.S.: The mute/block function on this website is straight garbage. You can still see everything the other person does. These basic template forums are a vestige of the past era in the internet's life cycle. Like angelfire or AIM. Except it doesn't know it's dead yet.

        Comment

        • Onzahh_
          Rookie
          • Nov 2016
          • 20

          #109
          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.
          UFC 2 head movement was pretty bad. Took little to no skill while most ppl would just lean back. UFC 3's Head movement had to be setup and could be punished if you got too predictable so..

          Comment

          • AeroZeppelin27
            MVP
            • Nov 2017
            • 2287

            #110
            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.
            Pretty please with a lil sugar on top.
            That's how I kinda want it, just another layer of defense. I wouldn't say it should be a viable option for a lot of fighters, but it should be an option.

            Comment

            • Malaach
              Pro
              • Aug 2017
              • 503

              #111
              Re: New Stamina Updates Video

              Nobody can say the devs didn't listen. EA did a great Job of making those changes quickly! This is how the game should be especially online. As for offline that's what game sliders are for. Which we actually have now as well. I'm just not sure if game sliders are for only fight now custom or other offline modes as well.

              <iframe frameborder="0" scrolling="no" marginheight="0" marginwidth="0"width="788.54" height="443" type="text/html" src="https://www.youtube.com/embed/lIkzWl79ZAs?autoplay=0&fs=0&iv_load_policy=3&showi nfo=0&rel=0&cc_load_policy=0&start=0&end=0&origin= https://youtubeembedcode.com"></iframe>

              Comment

              • manliest_Man
                MVP
                • May 2016
                • 1203

                #112
                Re: New Stamina Updates Video

                GPD! 3 Things i got to say:

                - I've watched the facebook video update and i saw a lot of casuals complaining about the complicated controls in the comments. I still believe you went in the right direction, making complex and rare spinning strikes etc. be possible by the press of complex controls, so that they are not as easily spammable, but i've mentioned this before, although i've gotten used to the uppercuts in the beta, i still believe it's too basic of a strike to be only possible by the press of 2 buttons, especially once you miss click, you end up throwing a kick, instead of an acceptable mistake like a jab.

                I still feel that punches(especialily the basic ones) should be possible under those controls:

                Triangle/Square -> Jab/Straight

                L1+ Triangle/Square -> Hooks

                R1 + Triangle/Square -> Uppercuts.

                L1+R1 + Triangle/Square -> Overhands

                Then take the advanced strikes such as: " Superman Punches, Spinning Fists,Spinning Elbows" and add them on the more complex X+Square/O+Triangle combined with holding L1 or R1 or both.

                The more advanced kicking strikes such as question mark kicks etc. should follow the logic of more complex inputs like X+Square/O+Triangle. I just don't think the basic Jab,Straight/Hooks/Uppercuts should be mixxed with the more advanced control.


                2nd Thing: I know it's most likely not possible at this stage, but Signature Hands Down 360 Headmovement with no Automatic Blocking, for guys like Anderson Silva/ Cruz, should be made possible by holding L1+ moving the Right Stick and they should avoid more strikes/combos but also be more vunerable and should be attempted only by people who have mastered that skill.

                3rd Thing: Although i didn't fully test this, i think Strike Fainting, should get a buff, by having it matter in the combo Multplier that breaks the block/makes strikes flow faster. (although this will be rarely used, since most combo strikes are happening too fast to input R2 and cancel them mid-animation) It could make low stamina users, use it more and not have them completely suck, once their stamina goes down that slows down their inputs/combos.

                At least a low stamina fighter, then would be able to throw a block breaking combo, without the full cost of it.
                Last edited by manliest_Man; 12-19-2017, 04:30 AM.

                Comment

                • Benjy7
                  Rookie
                  • Dec 2017
                  • 37

                  #113
                  Re: New Stamina Updates Video

                  No disrespect to anyone with good ideas or opinions but there are some of you that are going over the top with your requests. You guys have to realize that as much as we want this game to be realistic as it can be. It still has to be a game at the end of the day. It has to be a playable, fun and controllable game that thousands of people have to enjoy. Which means not every idea will, or needs to make it in the game. Some things you guys are asking for may be unnecessary or not right for the game or may unbalance the game. The developers have put a lot of time into this game. Im sure they wouldnt release a game that felt unfinished or broken. I have no doubt that this game will be fine when it releases. So im basically saying before UFC3 can be the most realistic mma game ever, It has to be a PLAYABLE GAME first.

                  Comment

                  • Yaari
                    MVP
                    • Feb 2014
                    • 1496

                    #114
                    Re: New Stamina Updates Video

                    Should make a new thread on it and details exactly what/how you want to see it, many good posts will get lost in this thread right now. I really hope they can make it happen too. What DaisukEasy says makes perfect sense to me.

                    Comment

                    • MartialMind
                      EA Game Changer
                      • Apr 2016
                      • 321

                      #115
                      Re: New Stamina Updates Video

                      I know it's sometimes dumbfounding when you have an Idea you are sure would make the game more realistic and then you realize that "Oh crap, not everyone wants this".....

                      EVEN this stamina change has some people pissed off. "It's gonna make the game less fun, now everyone is just gonna play like Woodley, now the game will be boring"... I disagree ofcourse, but this is what it is.

                      ALOT of people are not vocal UNTIL a change is confirmed that they don't like. They can see the idea swirling all around them and they won't say a thing, until it's confirmed that the change is happening, then all of a sudden, they all pop out like "Woah no, we didn't want that, now the game is ruined!!".

                      You might genuinely think there's a consensus now with things like "Reactive Head movement" until the change is confirmed and everyone and their grandma starts complaining about how "No one will ever throw a combo now, it'll be too easy to counter strikes, everyone will feel like Anderson Silva etc".

                      That said, I DO agree that head movement should be reactive. I want it to be reactive for one reason.... Because it is reactive in real life. Solid and others might have solid arguments against it when it comes to game balance but i'm of the opinion that if man could invent an Airplane, man can also figure out a way to keep things REALISTIC and BALANCED in a video game.

                      This is an argument I've made for a while. I want head movement and counter speed to depend on how far you lean, and I want how far you lean to depend on how much you feather the stick. If I push the stick JUST slightly, I want my fighter to move his head JUST out of the way, still enough to slip but giving me the ability to counter very quickly.... Like fighters do in real life.

                      Part of what a fighter learns is how to move his head JUST enough and still be able to counter.

                      If I want pure defensive head movement, then I move my head like Cody was moving it against Cruz, bending heavy at the waist and leaning far.

                      But as ZombieRommel explained to me a while back....

                      Basically, in FNC your head is a beach ball and the opponent's fist tracks the beach ball. If it's still for too long it tracks properly. Time the slip right and it screws the tracking. In UFC3, its digital, the game sees:

                      "If duck, then hook = miss"

                      And the precise timing of head movement isn't as important.

                      Does this dumb down AND restrict head movement? Yes it does without a doubt in a "Realism sense", BUT balance wise, the head movement in the game works.

                      Not really sure what more could be said on the topic. Some people ALREADY think Head movement is too good in this game.... I know, crazy, but there are ALOT of people that would throw a massive fit if Head movement is buffed in anyway shape or form right now.

                      Hell I want the ability to block and sway but I ain't holding my breath on that one.

                      Comment

                      • martialxd
                        Rookie
                        • Sep 2017
                        • 301

                        #116
                        Re: New Stamina Updates Video

                        love this

                        hate this


                        we need a five-minute time graphic
                        Just like watching TV

                        Comment

                        • tissues250
                          MVP
                          • Apr 2016
                          • 1526

                          #117
                          Re: New Stamina Updates Video

                          FNC's head movement was fantastic.. super fluid and responsive... felt very real time to me but it was a boxing game. I think, it is not unsuitable for a mma game because every fighters can't fight like Anderson Silva in REAL LIFE but some fighters have good head movement like a boxer in mma fight. so I hope they are going to separate their skill and some good fighters should have good head movement skill like FNC and the other not good fighters shouldn't have it.
                          and the beta's head movement needs to be more tweaked because it felt very unresponsive... so we had to play as prediction when we used head movement.

                          Comment

                          • Phillyboi207
                            Banned
                            • Apr 2012
                            • 3159

                            #118
                            Re: New Stamina Updates Video

                            Originally posted by MartialMind
                            I know it's sometimes dumbfounding when you have an Idea you are sure would make the game more realistic and then you realize that "Oh crap, not everyone wants this".....

                            EVEN this stamina change has some people pissed off. "It's gonna make the game less fun, now everyone is just gonna play like Woodley, now the game will be boring"... I disagree ofcourse, but this is what it is.

                            ALOT of people are not vocal UNTIL a change is confirmed that they don't like. They can see the idea swirling all around them and they won't say a thing, until it's confirmed that the change is happening, then all of a sudden, they all pop out like "Woah no, we didn't want that, now the game is ruined!!".

                            You might genuinely think there's a consensus now with things like "Reactive Head movement" until the change is confirmed and everyone and their grandma starts complaining about how "No one will ever throw a combo now, it'll be too easy to counter strikes, everyone will feel like Anderson Silva etc".

                            That said, I DO agree that head movement should be reactive. I want it to be reactive for one reason.... Because it is reactive in real life. Solid and others might have solid arguments against it when it comes to game balance but i'm of the opinion that if man could invent an Airplane, man can also figure out a way to keep things REALISTIC and BALANCED in a video game.

                            This is an argument I've made for a while. I want head movement and counter speed to depend on how far you lean, and I want how far you lean to depend on how much you feather the stick. If I push the stick JUST slightly, I want my fighter to move his head JUST out of the way, still enough to slip but giving me the ability to counter very quickly.... Like fighters do in real life.

                            Part of what a fighter learns is how to move his head JUST enough and still be able to counter.

                            If I want pure defensive head movement, then I move my head like Cody was moving it against Cruz, bending heavy at the waist and leaning far.

                            But as ZombieRommel explained to me a while back....

                            Basically, in FNC your head is a beach ball and the opponent's fist tracks the beach ball. If it's still for too long it tracks properly. Time the slip right and it screws the tracking. In UFC3, its digital, the game sees:

                            "If duck, then hook = miss"

                            And the precise timing of head movement isn't as important.

                            Does this dumb down AND restrict head movement? Yes it does without a doubt in a "Realism sense", BUT balance wise, the head movement in the game works.

                            Not really sure what more could be said on the topic. Some people ALREADY think Head movement is too good in this game.... I know, crazy, but there are ALOT of people that would throw a massive fit if Head movement is buffed in anyway shape or form right now.

                            Hell I want the ability to block and sway but I ain't holding my breath on that one.
                            What I dont understand us why people think that would hurt balance. With proper ratings most fighters head movement would be basic and slow. Plus even if you tried to act like Silva/Cody you would open yourself up to kicks,clinches, takedowns. It would force people to mix up their offense. Also the accuracy rating would matter much more. Head movement would be dangerous against accurate strikers.

                            Usind that style of head movement should give your opponent huge GA, and it should make leg kicks do more damage.

                            This isnt something I expect to change for this game but I do hope it’s really looked into for the next one.

                            I’d love to Solid Altar’s argument for why it wouldnt work.

                            Comment

                            • Kingslayer04
                              MVP
                              • Dec 2017
                              • 1482

                              #119
                              Re: New Stamina Updates Video

                              Originally posted by MartialMind
                              I know it's sometimes dumbfounding when you have an Idea you are sure would make the game more realistic and then you realize that "Oh crap, not everyone wants this".....

                              EVEN this stamina change has some people pissed off. "It's gonna make the game less fun, now everyone is just gonna play like Woodley, now the game will be boring"... I disagree ofcourse, but this is what it is.

                              ALOT of people are not vocal UNTIL a change is confirmed that they don't like. They can see the idea swirling all around them and they won't say a thing, until it's confirmed that the change is happening, then all of a sudden, they all pop out like "Woah no, we didn't want that, now the game is ruined!!".

                              You might genuinely think there's a consensus now with things like "Reactive Head movement" until the change is confirmed and everyone and their grandma starts complaining about how "No one will ever throw a combo now, it'll be too easy to counter strikes, everyone will feel like Anderson Silva etc".

                              That said, I DO agree that head movement should be reactive. I want it to be reactive for one reason.... Because it is reactive in real life. Solid and others might have solid arguments against it when it comes to game balance but i'm of the opinion that if man could invent an Airplane, man can also figure out a way to keep things REALISTIC and BALANCED in a video game.

                              This is an argument I've made for a while. I want head movement and counter speed to depend on how far you lean, and I want how far you lean to depend on how much you feather the stick. If I push the stick JUST slightly, I want my fighter to move his head JUST out of the way, still enough to slip but giving me the ability to counter very quickly.... Like fighters do in real life.

                              Part of what a fighter learns is how to move his head JUST enough and still be able to counter.

                              If I want pure defensive head movement, then I move my head like Cody was moving it against Cruz, bending heavy at the waist and leaning far.

                              But as ZombieRommel explained to me a while back....

                              Basically, in FNC your head is a beach ball and the opponent's fist tracks the beach ball. If it's still for too long it tracks properly. Time the slip right and it screws the tracking. In UFC3, its digital, the game sees:

                              "If duck, then hook = miss"

                              And the precise timing of head movement isn't as important.

                              Does this dumb down AND restrict head movement? Yes it does without a doubt in a "Realism sense", BUT balance wise, the head movement in the game works.

                              Not really sure what more could be said on the topic. Some people ALREADY think Head movement is too good in this game.... I know, crazy, but there are ALOT of people that would throw a massive fit if Head movement is buffed in anyway shape or form right now.

                              Hell I want the ability to block and sway but I ain't holding my breath on that one.
                              By the way I like how if you choose to strike, you strike - you commit, and are thus vulnerable to counters. So you have to pick your shots, not throw a wild hook but still have the safety net (the block). It's one or the other.

                              Comment

                              • Nugget7211
                                MVP
                                • Nov 2017
                                • 1401

                                #120
                                Re: New Stamina Updates Video

                                Why I personally don't want 360 head movement in UFC 3 (I'd like it in a future game, but I don't want it in this one) is because of the analogue punch reading, which is something I really, really doubt they'll change.

                                My concern would be that if they basically tacked full head movement control on at the end of development, there could be a "magic angle" that would avoid almost all strike animations (kinda how leaning back worked in 2 tbh). Because all the strike are animated to hit the head on the center line and don't track at all, like if someone stays ducking your fighter doesn't jab down at them or lower their hooks, they'll just keep winging strikes at where their head is supposed to be.

                                This could cause, for example, ducking down to the left or right, to avoid uppercuts and knees that go up the center line and straight and hooking punches, and perhaps even high kicks depending on the angle. I'm aware that this is a fairly apocalyptic scenario for the feature, but I'm just using it to illustrate a point.

                                To be 100% clear, full 360 degree head movement in a future game with the striking system built to account for it would be awesome, but I think shoving it into 3 a month before launch would be ****.
                                **** off, Nugget7211 - GPD, 2017 & 2018
                                Internet Hero - Jack Slack, 2018

                                Comment

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