Head Movement: Final Boss Thread

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  • AeroZeppelin27
    MVP
    • Nov 2017
    • 2287

    #496
    Re: Head Movement: Final Boss Thread

    Originally posted by Solid_Altair

    What would the diagonal slips do?
    That depends on how they were implemented, there is atleast 10 posts that have had great examples of what you could do with diagonal slips that will explain it 100x better than me, but try and bear with me as I'm awful at articulating these things, but, they could be used as short slips, giving us some level of distance management (though I've read you can throw at 3 different stages of a slip so this perhaps isn't as much a use)

    They'd give us more angles to work with from idle, I don't mind of there is the 4 moving slips, but from idle it looks very janky going from say, Ducking to right using sustained slips, it looks awkward and fling yourself much further than required sometimes.

    Whereas, with an 8 point system, you could have the option to, while ducking, move your torso/head off centre to the right or left (to say, reactively dodge an uppercut) without fully. Committing to going to the right or left sway.

    The pull back would work the same, again, the frame of reference is FNC, which, while having 360* headmovement, which you could use to make these angles.
    They'd allow more options to the headmovement, say your ducking, working the vody, and you anticipate the uppercut, move your head just enough off centre while maintaining the duck to be able to return with a lightening counter to the body.

    And on the flipside of this, if you do get caught, slip to late, the wrong way, the damage done should be severe make them riskier, but more rewarding.

    It could partially alleviate the way headmovement looks from idle when you go say, duck,left,back, and the character awkwardly kinda flicks between each, as there'd only be half the animation/time before you hit the angle inbetween, and could choose to hold it. (I don't think I'm making sense. Sorry. As I keep saying, I suck at putting it into words)

    The actual angles you'd be using would be. If you look at Pull back, right sway, duck then left sway as North East South West, these angles would be NE, SE, SW, NW.

    Who knows. Maybe it'd only add an asthetic level to the gameplay, maybe it would alleivate a lot of the problems with the head movement, maybe it wouldn't work with the digital "X hits Y but Z dodges X" accuracy system. I don't know.

    To me, personally, having 8 angles to work with as opposed to four just feels better, its hard to put into words, I may be wrong, as I said above, maybe it wouldn't work in the system. there are plenty of better arguments than mine in this thread for diagonal slips as a compromise over 360* who are probably more qualified to explain this.

    Are there any reasons they wouldn't work? I'm not asking that to be smug or dickish, I'd honestly like to know if there is a reason you think they wouldn't work, or aren't needed I guess.

    Comment

    • Solid_Altair
      EA Game Changer
      • Apr 2016
      • 2043

      #497
      Re: Head Movement: Final Boss Thread

      Originally posted by AeroZeppelin27
      That depends on how they were implemented, there is atleast 10 posts that have had great examples of what you could do with diagonal slips that will explain it 100x better than me, but try and bear with me as I'm awful at articulating these things, but, they could be used as short slips, giving us some level of distance management (though I've read you can throw at 3 different stages of a slip so this perhaps isn't as much a use)

      They'd give us more angles to work with from idle, I don't mind of there is the 4 moving slips, but from idle it looks very janky going from say, Ducking to right using sustained slips, it looks awkward and fling yourself much further than required sometimes.

      Whereas, with an 8 point system, you could have the option to, while ducking, move your torso/head off centre to the right or left (to say, reactively dodge an uppercut) without fully. Committing to going to the right or left sway.

      The pull back would work the same, again, the frame of reference is FNC, which, while having 360* headmovement, which you could use to make these angles.
      They'd allow more options to the headmovement, say your ducking, working the vody, and you anticipate the uppercut, move your head just enough off centre while maintaining the duck to be able to return with a lightening counter to the body.

      And on the flipside of this, if you do get caught, slip to late, the wrong way, the damage done should be severe make them riskier, but more rewarding.

      It could partially alleviate the way headmovement looks from idle when you go say, duck,left,back, and the character awkwardly kinda flicks between each, as there'd only be half the animation/time before you hit the angle inbetween, and could choose to hold it. (I don't think I'm making sense. Sorry. As I keep saying, I suck at putting it into words)

      The actual angles you'd be using would be. If you look at Pull back, right sway, duck then left sway as North East South West, these angles would be NE, SE, SW, NW.

      Who knows. Maybe it'd only add an asthetic level to the gameplay, maybe it would alleivate a lot of the problems with the head movement, maybe it wouldn't work with the digital "X hits Y but Z dodges X" accuracy system. I don't know.

      To me, personally, having 8 angles to work with as opposed to four just feels better, its hard to put into words, I may be wrong, as I said above, maybe it wouldn't work in the system. there are plenty of better arguments than mine in this thread for diagonal slips as a compromise over 360* who are probably more qualified to explain this.

      Are there any reasons they wouldn't work? I'm not asking that to be smug or dickish, I'd honestly like to know if there is a reason you think they wouldn't work, or aren't needed I guess.
      I'm interested in what would they evade and mitigate. And what would track them and cath them at high vulnerability.

      "Slipping uppercuts by dodging side to side while you're still ducking, because you don't want to commit to full left to right slips" doesn't mean much.

      How would the diagonal slips actually be different? Evasions, mitigation, tracking, vulnerability...

      Comment

      • Phillyboi207
        Banned
        • Apr 2012
        • 3159

        #498
        Re: Head Movement: Final Boss Thread

        Originally posted by MartialMind
        Yes. If you sustain a lean I can simply walk up and hit you right in the head.
        Funny enough I know that’s not completey true from watching your videos lol.



        Go to 2:50 of that video. Anyone that makes gifs can show it in slow mo for me.

        Martial dips to his right and sits there while Connor throws a left that should’ve took his head off but it misses on some UFC 2 stuff.

        12:08 he dips early to his left and Nate’s jab still whiffs.

        12:12 he sits to his right as Nate throws an overhand left. Makes no sense that it whiffed.

        14:35 sits to hit right, straigt left comes out a sec later and whiffs

        15:59 same thing. Sits to his right, left jab comes out whiffs

        16:02 he dips left right into a straight right and it whiffs

        7:55 he mistimes a duck against a hook but gets rewarded simply because ducks beat hooks.

        14:21 dips right into a straight left but it whiffs. Funny enough he did the sane thinng a few seconds earlier but the left hook caught him. It’s clearly less about distance and angles and more about paper beats rock

        14:42 same thing. His second slip was great timing tho
        In some of Martial’s videos he literally sits on one side or just ducks waitin for a strike to whiff being throwing hooks/uppercuts.

        Sorry but that’s no bueno. Head movement isnt about a particular type of strike it’s about distance , timing and angles.

        I get the video game aspect and I’m not even asking y’all to remove what you have. Just hoping for the 8 way with diagonal inputs and quicker slip chains
        Last edited by Phillyboi207; 12-29-2017, 06:58 AM.

        Comment

        • AeroZeppelin27
          MVP
          • Nov 2017
          • 2287

          #499
          Re: Head Movement: Final Boss Thread

          Originally posted by AydinDubstep
          Diagonal lean over front leg:
          - Body uppercut
          - Body shovel hook
          - Uppercut
          - Creates distance from opponent rear hand (Southpaw vs Orthodox)
          - Useful for tight & close punches, smaller fighters especially

          Diagonal lean towards opposite leg (weight still front heavy):
          - Rear body hook
          - Rear body uppercut
          - Rear hand uppercut
          - Would again need to be close for it to be useful

          Back lean behind both legs
          - Death
          - Useful for transitioning between back leans & avoiding hooks?

          Back lean towards rear leg
          - Loads up for power overhand Dan Hendo style
          - Creates distance & takes head off centre
          - Better weight distribution than straight back lean

          EDIT: I think I remember one of the body hooks in the game automatically leaning you forward diagonal before delivering the shot. Same with the off centre left straight taking your head into forward diagonal.
          I knew someone would be able to articulate it 100x better than I ever could.

          Thankyou.

          Comment

          • Phillyboi207
            Banned
            • Apr 2012
            • 3159

            #500
            Re: Head Movement: Final Boss Thread

            Originally posted by Solid_Altair
            I'm interested in what would they evade and mitigate. And what would track them and cath them at high vulnerability.

            "Slipping uppercuts by dodging side to side while you're still ducking, because you don't want to commit to full left to right slips" doesn't mean much.

            How would the diagonal slips actually be different? Evasions, mitigation, tracking, vulnerability...
            It would be based on timing.

            If you throw a straight left and im doing a small slip right i’ll get hit. It’ll be up to me to chain to a small slip left. Diagonal left/right would be faster and a perfect counter to straights. But if mistimed could be hit by same side straights or hooks/uppercuts. Their evasive value would lie in the quicker start up frames and the ability to cancel into other slips faster.

            They also give a more realistic way to bait strikes without having to fully commit to any direction.

            Comment

            • Phillyboi207
              Banned
              • Apr 2012
              • 3159

              #501
              Re: Head Movement: Final Boss Thread

              Originally posted by RetractedMonkey
              With that confirmed, I think this system works perfectly as a cross between realism and balanced gameplay.

              We absolutely do not need full 360 FNC head movement for an MMA game. Add some complimentary animations during movement to compensate for potential spotty looks.

              We do not need to replicate the full chaotic nature of MMA in game. Ducking should get you hit with uppercuts, leaning right/left should get you hit with hooks 100% of the time. This is a game and sacrifices must be made for balance and competent mechanics that guarantee skilled players come out on top.

              I really don't see the appeal adding head movement mechanics that less than 5% of the roster use and the ones that do only rarely when this current system works great and has balanced, predictable outcomes that also allow for depth.
              Was fight night not skilled based? Knowing distance, angles and timing plus having the ability to inplement them is a skill.

              But i cant argue against you wanting an easier/simpler striking system.

              To each his own

              Comment

              • Serengeti1
                MVP
                • Mar 2016
                • 1720

                #502
                Re: Head Movement: Final Boss Thread

                Originally posted by Phillyboi207
                Funny enough I know that’s not completey true from watching your videos lol.



                Go to 2:50 of that video. Anyone that makes gifs can show it in slow mo for me.

                Martial dips to his right and sits there while Connor throws a left that should’ve took his head off but it misses on some UFC 2 stuff.

                12:08 he dips early to his left and Nate’s jab still whiffs.

                12:12 he sits to his right as Nate throws an overhand left. Makes no sense that it whiffed.

                14:35 sits to hit right, straigt left comes out a sec later and whiffs

                15:59 same thing. Sits to his right, left jab comes out whiffs

                16:02 he dips left right into a straight right and it whiffs

                7:55 he mistimes a duck against a hook but gets rewarded simply because ducks beat hooks.

                14:21 dips right into a straight left but it whiffs. Funny enough he did the sane thinng a few seconds earlier but the left hook caught him. It’s clearly less about distance and angles and more about paper beats rock

                14:42 same thing. His second slip was great timing tho
                In some of Martial’s videos he literally sits on one side or just ducks waitin for a strike to whiff being throwing hooks/uppercuts.

                Sorry but that’s no bueno. Head movement isnt about a particular type of strike it’s about distance , timing and angles.

                I get the video game aspect and I’m not even asking y’all to remove what you have. Just hoping for the 8 way with diagonal inputs and quicker slip chains
                Man... This isn't a good look. Especially considering there are people defending this system. I had no idea you could do that in the beta. It actually seems like the ideal way to play considering how unresponsive the head movement can be. Intuition doesn't tell you to play that way though.

                I honestly think the head movement could do with a good deal of work man.

                Comment

                • Phillyboi207
                  Banned
                  • Apr 2012
                  • 3159

                  #503
                  Re: Head Movement: Final Boss Thread

                  Many apologies for the terrible grammar/spelling errors.

                  Im always on mobile and my browser acts up so I have to rush when making posts

                  Comment

                  • DaisukEasy
                    Pro
                    • Jul 2016
                    • 577

                    #504
                    Re: Head Movement: Final Boss Thread

                    Originally posted by Phillyboi207
                    Funny enough I know that’s not completey true from watching your videos lol.



                    Go to 2:50 of that video. Anyone that makes gifs can show it in slow mo for me.
                    I'll do it when I get home.

                    Comment

                    • MartialMind
                      EA Game Changer
                      • Apr 2016
                      • 321

                      #505
                      Re: Head Movement: Final Boss Thread



                      This is the Auto lean at work.

                      At the event when I first played the game, I didn't like it at all. I felt it dumbed down sways because if you guess right, the game actually helps you sustain the lean preventing your head from popping back to the center until the strike misses and then you can counter.

                      Or maybe I didn't input the counter after the sway fast enough so It sustained the lean until the strike missed before the counter then played.

                      I don't totally understand EXACTLY when this help from the game kicks in but without it, I THINK i would've swayed and countered with the straight even before Conors straight landed... Solid can correct me if i'm wrong on this.

                      So yes it's a rock/paper/scissors kind of system.

                      You still have to initiate the sway on time... in each of those clips you mentioned, I initiated the sway at the start of the strike animation (Which might not look like it because the wind-up on some of those strikes are so subtle it looks like I swayed waaay before the strike started) and the game sustained it until the whole strike animation played out as a way to reward the player for swaying "Correctly".

                      In the first Gif, that wouldn't have looked like I leaned forever if the damn straight didn't have such a long wind-up.

                      This is the start of that straight animation:

                      Image25.jpg

                      Conor McGregors arm should've been extended at least halfway by this point in the lean animation but it's still in the wind-up phase:

                      Image26.jpg


                      I didn't like it at first, but I don't mind it now because I get the gameplay benefits, I also know how dangerous getting caught slipping wrong is and how fast strikes are.

                      As someone who loves realism, this was a hard one for me and honestly still is, but I cannot deny that I enjoy the consistent reward I get for swaying correctly "Gameplay-wise", even If I have the games help sometimes.

                      A similar thing happened here:



                      I leaned back and swayed to the right just as the overhand animation started to play... It sustained the lean for me until the overhand missed then played the counter.

                      *shrug
                      Last edited by MartialMind; 12-29-2017, 01:32 PM.

                      Comment

                      • Pappy Knuckles
                        LORDTHUNDERBIRD
                        • Sep 2004
                        • 15966

                        #506
                        Re: Head Movement: Final Boss Thread

                        I can't wait until the game comes out so we can better illustrate our points with video. It's been a while since any of us has played now, so thoughts based on more recent experience will be nice.

                        I'm not gonna waste any more energy debating the range of head movement right now. There are different camps as to what it should be, so who knows what's going to happen in the future with this game. All I know is that the head movement has to be more responsive then it was in the beta. If I can at least not feel like my inputs are being delayed, it will go a long way to helping me enjoy the game more.

                        Sent from my Z981 using Tapatalk
                        Last edited by Pappy Knuckles; 12-29-2017, 04:13 PM.

                        Comment

                        • FCB x Finlay
                          MVP
                          • Nov 2017
                          • 1293

                          #507
                          Re: Head Movement: Final Boss Thread

                          Originally posted by MartialMind


                          This is the Auto lean at work.

                          At the event when I first played the game, I didn't like it at all. I felt it dumbed down sways because if you guess right, the game actually helps you sustain the lean preventing your head from popping back to the center until the strike misses and then you can counter.

                          Or maybe I didn't input the counter after the sway fast enough so It sustained the lean until the strike missed before the counter then played.

                          I don't totally understand EXACTLY when this help from the game kicks in but without it, I THINK i would've swayed and countered with the straight even before Conors straight landed... Solid can correct me if i'm wrong on this.

                          So yes it's a rock/paper/scissors kind of system.

                          You still have to initiate the sway on time... in each of those clips you mentioned, I initiated the sway at the start of the strike animation (Which might not look like it because the wind-up on some of those strikes are so subtle it looks like I swayed waaay before the strike started) and the game sustained it until the whole strike animation played out as a way to reward the player for swaying "Correctly".

                          In the first Gif, that wouldn't have looked like I leaned forever if the damn straight didn't have such a long wind-up.

                          This is the start of that straight animation:

                          [ATTACH]144497[/ATTACH]

                          Conor McGregors arm should've been extended at least halfway by this point in the lean animation but it's still in the wind-up phase:

                          [ATTACH]144498[/ATTACH]


                          I didn't like it at first, but I don't mind it now because I get the gameplay benefits, I also know how dangerous getting caught slipping wrong is and how fast strikes are.

                          As someone who loves realism, this was a hard one for me and honestly still is, but I cannot deny that I enjoy the consistent reward I get for swaying correctly "Gameplay-wise", even If I have the games help sometimes.

                          A similar thing happened here:



                          I leaned back and swayed to the right just as the overhand animation started to play... It sustained the lean for me until the overhand missed then played the counter.

                          *shrug
                          Not going to lie but the animations look unatural. I think this proves ssomething needs to be done to headmovement and to tracking systems

                          Comment

                          • johnmangala
                            MVP
                            • Apr 2016
                            • 4525

                            #508
                            Re: Head Movement: Final Boss Thread

                            I can't really recall but are the special strikes chained off slips still in EAUFC3?

                            Like the off center jab, or wide uppercut etc.

                            Comment

                            • Phillyboi207
                              Banned
                              • Apr 2012
                              • 3159

                              #509
                              Re: Head Movement: Final Boss Thread

                              I definitely respect the fact that you’re willing to admit it’s not realistic.

                              All im asking for is the addition of the 8 way slips with minislips/faster chaining.

                              People could continue to autolean while we’d also have the option to perform more realistic head movement.

                              I understand the need for competitive balance and I’m not looking to disrupt that.

                              Comment

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

                                #510
                                Re: Head Movement: Final Boss Thread

                                Originally posted by MartialMind
                                I THINK i would've swayed and countered with the straight even before Conors straight landed...
                                That's not correct, strike inputs and other lean inputs will always override the sustained leaning.

                                Comment

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