I respect forum rules - and never wanted to teach how to cheat and use exploits.
Now, i am not talking about how to use Haptic feedback.
I am talking about 1) Why this is not a cheat now 2) Why it must be available for all by default 3) Why HF is realistic 4) Why HF is important balancing gameplay tool in EA UFC and 5) How to evolve it for more IRL SIM gameplay.
HAPTIC FEEDBACK (HF) - shows you the level of the incoming strike/GM by vibration - High or Low AFTER the move starts.
1) Why Haptic feedback is NOT a cheat:
CHEAT - is using not standard not mentioned by devs method of the gameplay.
Some thoughts that HF is a support tool to visually impaired people to feel better the strike level. Then, HOW they could play grappling game, transition meter, determine position, and etc which are much more harder to see than the level of incoming strike?!
Resume: they can not! HF helps them to play on the easiest level of the game, while other levels of the game does not provide them ANY support.
So, HF for visually impaired people is USELESS.
HF is available for ALL, and available OFFICIALLY. This is the same as we have Aim assist option in all shooters. Is it a cheat for using it? No.
HF is not a cheat also b/c is does NOT give the player a critical advantage:
- TEST 1: go to Practice and test it by yourself, record Dummy a Combo w mix-up levels and try to res level only by Vibration > then try to react on his incoming strike ONLY by Vibration.
Resume: You will see that 1. HF does NOT grant 100% clear Strike level by Vibration, b/c it is jamming by another vibration (received hit, landed strike, etc) and Vibration is irradiating the entire gamepad.
2. Some strikes (like Kicks) has different Vibration pattern which is in closer to the middle of the gamepad - harder to read level (left or right).
So, HF gives ONLY a max 50% of FEELING of the Strike level, NOT 100% and it is hard to use during intense fight.
2) Why HF must to be available by DEFAULT to ALL:
This is an option (OFF by default as i remember?), opened to everyone. Someone used this, some one not.
This brings the difference between players, so for more cybersport it must to be used by the most online players.
3) Why HF is REALISTIC:
UFC is a fight between PRO fighters, not novices.
Pro fighters can READ the opponent and catch TELEGRAPHING of his moves.
Read by:
- his initial shoulder / feet move or position
- his eyes movement
- his mimics
- his breath
- etc
So many minor factors are telegraphing about time and level of his attack.
BUT
We have NOT them in the game (no micro animations, no eye catching, no breath signals, etc), b/c game gives us much MORE RESTRICTED infos/telegraphing than PRO fighters gets in REAL life fights.
Btw, even now different strikes has DIFFERENT CLARITY of their level and properties via HF!
So, HF is a cumulative signal of all these micro factors and is realistic.
4) Why HF is an important BALANCING gameplay tool:
1. Look on all others arcade figthings. The most important element in them is MIX-UP - changing strike level to hit opened body part of the opponent.
Why Mix-ups are balanced there? b/c they have this mix-up mainly in Combos, which are hard coded and you (after learning the match up) KNOW when and which Mix-up can be, = so you are ready and have prepared counters.
In EA UFC 3 exists many fast Mix-ups in Combos available to all fighters which allows to mix-up quickly and ANY time, = so you do NOT KNOW when and which Mix-up can be here = you are forced to counter them the mostly ON REACTION, which is impossible, so MORE RANDOM.
HF will decrease a bit this randomness, and will bring more clarity IF you are fast enough, attentive enough, and has not others jamming vibration factors.
2. PS4 Pro has 60fps, PS Standard has 30 fps. What does it mean? it means that 30fps user will see twice less frames of animation of incoming strike and it will be twice harder to him to read this strike level and type = twice harder to play against 60fps player.
If you dont understand or dont believe me, test it here with the ball (where you can read ball's moving trajectory better?):
<!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> https://frames-per-second.appspot.com/
This 60fps is must more "cheating" than HF, and this "cheating" is officially allowed.
In ALL fighting games including EA UFC 60fps must to be a STANDARD for all players even in costs of weaker graphics/resolution.
<!--[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:TrackMoves/> <w:TrackFormatting/> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w



5) How to EVOLVE HF to bring more IRL SIM elements to the game:
1. Make every strike and move which has HF telegraphing DIFFERENT its own ORIGINAL CLARITY of this HF vibration:
- more readable straight strike = has more readable HF (less jammed/mixed vibration between Left and Right motors).
- less readable move= less readable HF
2. More INDIVIDUALITY between fighters:
- bring 2 new Fighters' stats: Readability - how effectively he can read opponent's move, Telegraphing - how better he shows his intentions and vice versa how better he can hide (not telegraphs) his moves/intentions.
- some fighters are able to read BETTER telegraphing of the opponent's moves than others = gives them Bonus up to HF clarity
- some fighters can HIDE their strikes better (more unpredictable techniques) = gives them bonus up to HF unclarity to the opponent vibration
- dumbest fighter (low Readability stats) will almost has not HF tips.
RESUME: HAPTIC FEEDBACK is not a cheat, it is realistic, it must to be for all, it must to be evolved to bring MORE real fight simulation and more individuality and more depth to the game!
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