3 Gamebreaking Buffer Input Bugs. Fix ASAP, they've been happening since Launch

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  • Reinfarcements
    Pro
    • Nov 2017
    • 633

    #16
    Re: 3 Gamebreaking Buffer Input Bugs. Fix ASAP, they've been happening since Launch

    Not really an Input bug but I will mention that lunging backwards and blocking is bugged. It seems even if you are half the octagon away strikes will still "land" and damage your block.

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    • SUGATA
      MVP
      • Apr 2016
      • 1375

      #17
      Re: 3 Gamebreaking Buffer Input Bugs. Fix ASAP, they've been happening since Launch

      Originally posted by Skynet
      This isn't a bug, it's you entering two lunges from aggressive flicks on the stick where the stick goes back in the other direction after. We can't just ignore immediately pushed lunges in other directions, as one of the other issues here is asking for that exact thing (but without the running, which is a bug).

      The thresholds for how far the stick has to move to register an input is actually pretty far already, the farther out it goes, the slower your intentional inputs get in. Sometimes you can even lose a frame or two if it's really far from center. That being the case, we're unlikely to change this threshold and help a handful of people while likely harming many others, when it's within your power to help yourself.
      Skynet, I don’t get r u going to fix Run bug & BWD lunge into FWD lunge impossibility issues?
      Run input would be TWICE FWD click LS and keep HOLDING LS after 2nd so we could to perform 2 consecutive FWD lunges too as well.
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      • manliest_Man
        MVP
        • May 2016
        • 1203

        #18
        Re: 3 Gamebreaking Buffer Input Bugs. Fix ASAP, they've been happening since Launch

        Originally posted by RetractedMonkey
        Not at all. Only against the people that consistently make these topics. This isn't an issue on problems I personally prioritize. It's an issue with the life-or-death tone of objectively small issues.

        If the game crashed and booted you from Xbox Live every time you threw a punch after a leg kick, I'd call that gamebreaking.

        The fact that someone thinks when you can't cancel a taunt after a lunge to be a priority fix ASAP is not only indefensible, but offensive to my sensibilities.

        And this guy makes these topics coooooonstantly. And if you can't see where someone would have an issue with any of this, ya might just be on the receiving end.

        You guys don't even recognize the times where I do bite my tongue because I'm not wanting to be inflammatory. raypace made a topic which I vehemently disagree with the tone of. He likely experienced one match where his opponent subbed him and made an exaggerated topic about how it happens all the time. He doesn't normally do that and I haven't seen him be a nuisance anywhere else, so I just tried to help him. No 'personal flare' necessary. manliest_man has a very long track record of useless and ignorant posts. That draws my ire.
        I don't get why you are upset at this post of mine? How exactly are the issues I mentioned not a priority? I've been encountering them in the game for at least the past 5-6 patches and are most likely there, since launch. It seems as if there are only a handful of patches left to come out for the game and I know, if those issues aren't brought up, might never get fixed until the next game, where they will possibly get overshadowed by bigger issues, coming with the next game's launch.

        They seem easy to fix, as they are only input issues, so no mo-cap or full mechanics remake, is required to fix em or anything. They feel as if they are there, due to not having been brought up to the devs' attention. That's why I made a post about em.

        __________________________________________________ __________________________

        "The fact that someone thinks when you can't cancel a taunt after a lunge to be a priority fix ASAP is not only indefensible, but offensive to my sensibilities."

        That's why I didn't dedicate a whole post, but instead gathered a few more issues of the same category "buffered inputs". Still, if this was the only input issue I found, how do you propose I go on about bringing it into the devs' attention, if not by making a post about em? Why do you take posting on this forum, in such a serious and professional light? There is no harm done in making a post... It's just a post.

        Micro Lunges are constantly inputed accidentally, so if someone's style is to bait opponents after taunts and accidentaly tries to move away, but the game registers it as a minor lunge first, then a full Mc Gregor hands behind the back animation will play out, that will cost you the fight... The solution is not "Just shut up and don't taunt bro". It's "Let the devs know and have them fix this silly, yet gamebreaking/Fight result-altering bug whenever it occurs."

        __________________________________________________ _____________________

        "And this guy makes these topics coooooonstantly. And if you can't see where someone would have an issue with any of this, ya might just be on the receiving end."

        Usually when I make a post here, it's got to do with trying to improve the game, either by posting ideas or by complaining about some existing issues, that are ruining my experience. I find that this forum in general serves this purpose well for the most part and I am only trying to help out, by pointing somethings like that out. The fact that you don't consider those 3 input bugs "gamebreaking" is in a difference of opinion... What I might consider "literally unplayable" aka game not even starting etc. you might consider as "gamebreaking" and I find that no reason to get so confrontational and upset over my opinion...

        I haven't been posting/participating on this forum in a while and that's, because I've been enjoying the game and had accepted it for what it was.

        Every now and then, while playing it, I get simple issues like that piling up, that feel way too common and easy to fix, but also hard in their nature to spot as a Dev, if someone isn't particularly describing them as an issue. Most people who encounter input issues like the ones I mentioned above, just get em every now and then, since most people don't utilize everything the game has to offer. As a result they only get frustrated once in a while when encountering them and move on as they don't understand what's going on.

        If I am in the mood, I'll take some up some of my time, post about some of those issues and express my frustration if they've been happening for a long time and haven't seen any acknowledgement, just to get em some traction and hopefully have em fixed, before the patching season for gameplay issues, is over.
        Last edited by manliest_Man; 11-15-2018, 01:35 AM.

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        • manliest_Man
          MVP
          • May 2016
          • 1203

          #19
          Re: 3 Gamebreaking Buffer Input Bugs. Fix ASAP, they've been happening since Launch

          Originally posted by SUGATA
          Skynet, I don’t get r u going to fix Run bug & BWD lunge into FWD lunge impossibility issues?
          Run input would be TWICE FWD click LS and keep HOLDING LS after 2nd so we could to perform 2 consecutive FWD lunges too as well.
          Personally, I'd just like to see running, reserved only to Holding L1 and pushing the right stick towards your opponent and completely remove the "double lunge towards your opponent = running." but I guess that would make it hard to throw a running jab or running straight as most people get confused and keep holding L1 while running.

          Comment

          • SUGATA
            MVP
            • Apr 2016
            • 1375

            #20
            Re: 3 Gamebreaking Buffer Input Bugs. Fix ASAP, they've been happening since Launch

            Originally posted by manliest_Man
            Personally, I'd just like to see running, reserved only to Holding L1 and pushing the right stick towards your opponent and completely remove the "double lunge towards your opponent = running." but I guess that would make it hard to throw a running jab or running straight as most people get confused and keep holding L1 while running.
            Run = keep holding LS after twice LS click (w or w/o L1 or R1, no matter)
            L1 and R1 are used for different types of Lunges
            Allows to perform several Lunges in a row.
            In short this is very simple:
            Not keep holding LS after 2nd click = no Run.


            RS - agree may be only for Run (w L1/R1) while all other Footwork on LS, but I think keeping ALL Footwork on ONE LS is better and more intuitive!
            Last edited by SUGATA; 11-15-2018, 03:12 AM.
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            • DaisukEasy
              Pro
              • Jul 2016
              • 577

              #21
              Re: 3 Gamebreaking Buffer Input Bugs. Fix ASAP, they've been happening since Launch

              Originally posted by Skynet
              Were this an ideal world, that would be true. However, due to restrictions in the engine the game is built, we can't dynamically modify the ranges of the input like that. Might not make sense, and perhaps it doesn't, but the input system in our engine is very static in regards to what controller states constitute an input. It doesn't change at runtime at all, so we can't have temporary differences in the inputs.

              All we can do, and what we've done in the past, is ignore inputs within a certain amount of time. However, that would also include ignoring inputs that were intentionally entered. I don't claim to know/understand why the engine is this way and what benefits or necessities if any went into that design, but it's the way it is and not something we have the power to change.
              That's what I was missing then.. I figured my solution was too simple to not have been considered for good reasons, but I figured it was worth posting anyway because you never know.. xD

              Edit: There are convoluted ways of achieving this by having multiple similar inputs that all have different thresholds, and only allowing some of them under different circumstances...but that's gross from a design point. Perhaps still worth doing if it solves the problem and there isn't a better way...the joys of game design!
              That is definitely the least elegant solution of all time, but still infinitely more elegant than not solving it at all..

              Hope y'all figure it out..

              Comment

              • Skynet
                EA Sports UFC Developer
                • Mar 2015
                • 703

                #22
                Re: 3 Gamebreaking Buffer Input Bugs. Fix ASAP, they've been happening since Launch

                Originally posted by SUGATA
                Skynet, I don’t get r u going to fix Run bug & BWD lunge into FWD lunge impossibility issues?
                Run input would be TWICE FWD click LS and keep HOLDING LS after 2nd so we could to perform 2 consecutive FWD lunges too as well.
                I'm going to see what I can do. No promises, as things can always go sideways on us, but I'll at least try and get the backward lunge -> run to stop.

                As a note, you can't actually run out of a sideways lunge, though it can sometimes be hard to know that with how the camera moves about...

                Comment

                • 1212headkick
                  Banned
                  • Mar 2018
                  • 1823

                  #23
                  Re: 3 Gamebreaking Buffer Input Bugs. Fix ASAP, they've been happening since Launch

                  My biggest issue is ill lunge back and it registers as a side lunge because of the camera. The camera and hit detection doesnt feel as good as ufc 2

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