What the hell do you guys want? (Part 1)
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Re: What the hell do you guys want? (Part 1)
I dont mean that they have turned their focus to a new game entirely. With that said, dont assume that just because GPD or Skynet or Bassi are working on UFC 3 that means they arent also working on a new game.
I learned that lesson after UFC 2. I waited too long to come with some ideas thinking I had time and they were alot further in development of than I thought.Comment
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Re: What the hell do you guys want? (Part 1)
Ok so I just used a ridiculous title to draw you guys into this thread but I have a legitimate purpose for it. Given that development for UFC3 is winding down and the devs havent removed me from my GC position yet, I'm starting to think about the next game. Because of that, I'm going to make a few posts about things that I may or may not have input in order to get an understanding about how OS sees things. The first one has to do with stats/ratings.
-So I see posts all the time where someone says "fighter X has a 94 in body strength when he should really only have a 90". I see similar posts for stats like leg strength too. I always wonder what the community thinks should determine those stats.
For example, its easy to give someone a high leg strength rating if they faced a good leg kicker and it didnt result in much damage. The problem is out of the 250 fighters in the game, the large majority of them havent faced someone who is great at leg kicks.
So how should we rate someone who hasnt faced an opponent like a Barbosa, Aldo or a Jeremy Stephens?
Should we automatically give someone like Gilbert Melendez a low leg strength rating simply because he was hurt in the Barbosa and Stephens fight? Should we give him some credit since he finished both of those fights?
Does the fact that Gilbert survived both of those fights with severe leg damage (against great kickers) show that he has great leg strength or does the fact that he was hurt show that he should be rated lower?
This leads to the main point of this thread: What should determine a fighter's leg strength or body strength?
Tough question. I don't know that I have any ideas on how to actually implement the nuts nuts and bolts of it, but I feel like leg damage could perhaps correlate to a fighters heart stat (not even sure how that stat get determined).
It's like this...you take a clean shot on the button or get cranked in the liver you can have all the heart in the world but you're gonna shut off instantaneously the vast majority of the time unless you have a head full of concrete or your name is Scott Smith. Legs get chopped up a lot. With the exception of Corey Hill or Andy Silva injuries or just getting obliterated by a guy with ridiculously good leg kicks like Urijah did, these athletes are dealing with the pain vs. an injury (sometimes injury too) and pressing on. That's heart (and a stiff cocktail of adrenaline on the rocks). No diff than busting a finger or a rib or a toe.
So when it comes to leg damage, maybe some sort of correlation between a fighters heart rating and then bouncing that off of an opponents leg kick level/strength?Last edited by Irish0331; 11-06-2018, 09:12 AM.Comment
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Re: What the hell do you guys want? (Part 1)
Leg health is just a weird stat. I say do away with it. Replace it with leg kick defense. Guys like Jose Aldo just check/avoid leg kicks beautifully. If Aldo (or anyone) just stood there and let you kick his leg, he’d be limping like anyone else.
I also don’t think that a fighter should have a low leg health stat, just because they don’t have good leg kick defense IRL. Guys like the Diaz brothers actually have exceptional leg health, if anything. They don’t really defend leg kicks much at all, yet never end up limping or anything.
So yeah, make the stat about defense, not health. Then add a perk for the unique few guys like Mark Hunt or Nate Diaz who DO have exceptional leg health. Like a “leg kick immunity” perk.Last edited by Good Grappler; 11-07-2018, 12:33 AM.Xbox GT: the relaxed guyComment
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Re: What the hell do you guys want? (Part 1)
Tough question. I don't know that I have any ideas on how to actually implement the nuts nuts and bolts of it, but I feel like leg damage could perhaps correlate to a fighters heart stat (not even sure how that stat get determined).
It's like this...you take a clean shot on the button or get cranked in the liver you can have all the heart in the world but you're gonna shut off instantaneously the vast majority of the time unless you have a head full of concrete or your name is Scott Smith. Legs get chopped up a lot. With the exception of Corey Hill or Andy Silva injuries or just getting obliterated by a guy with ridiculously good leg kicks like Urijah did, these athletes are dealing with the pain vs. an injury (sometimes injury too) and pressing on. That's heart (and a stiff cocktail of adrenaline on the rocks). No diff than busting a finger or a rib or a toe.
So when it comes to leg damage, maybe some sort of correlation between a fighters heart rating and then bouncing that off of an opponents leg kick level/strength?
In a nutshell: leg health should be about heart. Because you can tough through leg damage. A liver shot will shut you down no matter how tough you are, whereas you can tough out a beaten leg.Xbox GT: the relaxed guyComment
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Re: What the hell do you guys want? (Part 1)
Leg health is just a weird stat. I say do away with it. Replace it with leg kick defense. Guys like Jose Aldo just check/avoid leg kicks beautifully. If Aldo (or anyone) just stood there and let you kick his leg, he’d be limping like anyone else.
I also don’t think that a fighter should have a low leg health stat, just because they don’t have good leg kick defense IRL. Guys like the Diaz brothers actually have exceptional leg health, if anything. They don’t really defend leg kicks much at all, yet never end up limping or anything.
So yeah, make the stat about defense, not health. Then add a perk for the unique few guys like Mark Hunt or Nate Diaz who DO have exceptional leg health. Like a “leg kick immunity” perk.EA Sports UFC GameChanger
PSN: RomeroXVII
ESFL UFC 4 PS4 Champion
E-Sports Summer Series EA UFC Champion (Season 1)
ESFL UFC 4 Las Vegas 2022 World ChampionComment
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Re: What the hell do you guys want? (Part 1)
This I like. Makes more sense.EA Sports UFC GameChanger
PSN: RomeroXVII
ESFL UFC 4 PS4 Champion
E-Sports Summer Series EA UFC Champion (Season 1)
ESFL UFC 4 Las Vegas 2022 World ChampionComment
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What the hell do you guys want? (Part 1)
I know this thread is about mechanics of the game more than anything. But I’m a simple man. I want Ben Askren in the game like yesterday. Now he’s under contract with the UFC. Please make it happen for the love of wrestling. Please. [emoji43][emoji120]Comment
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Re: What the hell do you guys want? (Part 1)
I think there should be an average leg and body health worked out. So say we’re working with the 80-100 star range again, let’s say 90 is the average leg or body health that any person has.
If someone has been shown to be susceptible to leg kicks or has not been able to take many, then they should have a rating that is under 90. If someone has shown that they have durable legs, then they should have a rating over 90. Coming from a Muay Thai or say a Taekwondo background should perhaps also give a little boost on top of the base 90. Maybe the base should instead be 85, but Muay Thai or Taekwondo guys start at 88 or 90.
I’d rate body health along the same lines. Start with a baseline that everyone has, then look at their fights and see if they do better than most do against body shots, or whether they fold easily against them. Adjust from there. If there is no strong evidence either way, then the fighter should be left at the average/baseline value.
I’d apply this average/baseline method to most stats in the game quite honestly. I think it’s the best way to fairy work them out. Set everyone to 90 all around and then lower or raise each individual stat between 80 and 100 based on actual evidence. If there is no evidence of a fighter being better than average or worse than average in a certain area, then he or she should be left at the baseline and not changed from it.
I would like to see a wider range used though. Even if it was just an extra 10 so we could see 70-100 instead of 80-100. I think it would help differentiate fighter more since we’d have more specifity in the ratings. Finally, a bit off topic, but I’d like to see many more rating categories added. I want power split up for hands and feet and not lumped together. I’d also like for those individual hands and feet to be rated instead of just having “hand power” and “feet power”. I’d love the same thing to happen for strike speed. I’d also even love to see more specific grappling related stats. Currently we have “bottom” and I’d like to see that split up some more. Just because someone has a dangerous guard, that doesn’t mean they’re great when held in side control. I’d like to see stats for positions, although that may be too much to ask for. I’d like stats for different types of takedowns though, rather than just one single takedown stat. Guys with great double legs don’t necessarily have good single legs, and vice versa.Comment
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Re: What the hell do you guys want? (Part 1)
Won’t likely happen.
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Re: What the hell do you guys want? (Part 1)
Why not ?
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Re: What the hell do you guys want? (Part 1)
@aholbert ...lemme ask you something out of all the champions on the various champion editions of UFC 3 ...how many of them did mo cap for EA ?
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