It's Got to Go: 4 Inputs = 1 Strike

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  • RetractedMonkey
    MVP
    • Dec 2017
    • 1624

    #16
    Re: It's Got to Go: 4 Inputs = 1 Strike

    I find it funny that no one ever brings up the complicated nature of other fighting games and their controls/combo schemes.

    You have to do quarter turns on a d-pad, sometimes frame perfect for some of these combos in Tekken and Street Fighter to work. No one questions the casual friendly nature of those games.

    But because this is based on a real sport, I think people get the idea that it should be easy to pull off the flashy combo equivalent moves.

    The only "hard" button combos are ones that involve the face buttons being pressed in unison. The only basic strike that involves this motion is the uppercut. The basic kicks and all other punches (basic or otherwise) have only modifiers.

    You wanna throw that Shoryuken? You gotta learn the button combo. Wanna throw that jump spinning head kick? Learn the combo. This control scheme is miles easier than any other fighting game on the market without auto-combos.

    A simple logical system can be implemented to remember these inputs as well. We know that spinning kicks always require the first L and R buttons to be pressed plus the kick button and we know that L2 is the body modifier. So, it goes without saying that the spin modifiers plus the body modifiers will produce a spinning kick to the body.

    L1 are regular head kicks and R1 modifies to fancy head kicks. You also know that pressing two buttons sometimes produces a different effect. Therefore, hold L1 or R1 and press the two on either the right or the left. Now remember there is a body modifier. So that will enable you to throw the same kick to the body.

    You know R2 is block, but also for elbows and knees as well. So, hold L1 and R2 and you get special elbows and flying knees.

    This is day one stuff for me. It didn't take a thousand hours of practice. I just went through the moves in CAF and made some logical deductions. If you don't even want to take the time to do that and you just wanna get into the game right away and be proficient, I don't think that is reasonable and I question your motivations.

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    • tomitomitomi
      Pro
      • Mar 2018
      • 987

      #17
      Re: It's Got to Go: 4 Inputs = 1 Strike

      You also seem to be above average at games though so I don't think your experiences (or most people here) really represent the average gamer. While you broke down the different modifiers very concisely, it is still difficult for an inexperienced player to remember all of them while playing. L1+R2+kick is not an intuitive input for a flying knee unless it is in your muscle memory.

      Street Fighter's Shoryukens and combos are harder than most things in UFC but you don't have to concern yourself with them if you just want to hang out and play with friends which usually devolves into buttonbashing wackiness. Clown fiesta buttonbash brawls are more enjoyable in UFC 2 because of the simplified controls which enable more variety.

      Like I said, I think the current control system is fine for the more dedicated players though I would probably look into simplifying front kicks.
      ¯\_(ツ)_/¯

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      • ragreynolds
        Rookie
        • Sep 2017
        • 264

        #18
        Re: It's Got to Go: 4 Inputs = 1 Strike

        Originally posted by tomitomitomi
        You also seem to be above average at games though so I don't think your experiences (or most people here) really represent the average gamer. While you broke down the different modifiers very concisely, it is still difficult for an inexperienced player to remember all of them while playing. L1+R2+kick is not an intuitive input for a flying knee unless it is in your muscle memory.

        Street Fighter's Shoryukens and combos are harder than most things in UFC but you don't have to concern yourself with them if you just want to hang out and play with friends which usually devolves into buttonbashing wackiness. Clown fiesta buttonbash brawls are more enjoyable in UFC 2 because of the simplified controls which enable more variety.

        Like I said, I think the current control system is fine for the more dedicated players though I would probably look into simplifying front kicks.
        Please suggest a full control scheme that would be better than the current one. I’ll wait.

        Using the stick definitely makes things more complicated, plus you’d have less strike variety. No casual player NEEDS to throw a cartwheel kick or any of these other fancy strikes that require you to hold down a strange combination of buttons. So long as they can throw the basic strikes easily (which they can) plus some more powerful strikes easily (which they can by holding down one button) then everything is fine. The control scheme is as simple as it can be already. How could you make it more simple? Change it so that X and circle are head kicks and triangle and square are hooks? Should be just take away the basic strikes so that they can throw more complex strikes easier?

        I agree that when you first pick up this game, it’s daunting to try and think what combination of buttons you need to press to throw a spinning back kick to the body. It’s very intimidating when you look at a novelist and see it written out. But that’s not something that a casual player has to concern themselves with. All they need to know is the very basic inputs and if they care enough to do more complex things in game then they will work it out. As was already said, it’s not hard to work out what strikes you want to throw when you know that L2 is the body modifier, R2 is for knees and elbows, and L1 and R1 are for power/fancy strikes. It’s not hard, really it’s not.

        I got EA Access around a year ago and decided to try some of the other EA Sports games that I’d never played before. I tried out Madden, NHL, and NBA. I struggled to pick up and play all three of those games. I played the tutorials and still wasn’t sure what I was doing. I played a few matches of each game and lost almost all of them. But not once did I actually get mad or upset over the fact that the game was difficult to just pick up and play for me. I accepted that if I wanted to be able to play well and pull of the best moves, then I’d need to put time and effort in, just like I’d expect others to do with UFC or any other game.

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

          #19
          Re: It's Got to Go: 4 Inputs = 1 Strike

          The game has too many modifiers, but at the same time the biggest problem with the game is there's no power modifier.

          Comment

          • TheShizNo1
            Asst 2 the Comm Manager
            • Mar 2007
            • 26341

            #20
            Re: It's Got to Go: 4 Inputs = 1 Strike

            Always funny how individual's issues in this game are also the issues of the masses....

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            Originally posted by Mo
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            Originally posted by Mo
            **** ya


            ...

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            • DaisukEasy
              Pro
              • Jul 2016
              • 577

              #21
              Re: It's Got to Go: 4 Inputs = 1 Strike

              Originally posted by LoveThisLife
              I do not know why you seem to take this so personally.
              I'm not. I'm just spelling out why I think your idea is dumb.

              And my point is that we move back to the analog stick. I liked where EA MMA was heading with its original control set up and think it could be modified to address some of the more complex strikes.
              Both control sticks are taken. I'm pretty sure you know this. Head movement while moving needs two sticks. I should've apparently spelled that out too.

              This is an idea.
              Yes, a bad one.

              Do not tell me what to post ever. I will say what I want.
              Who's taking things personally again?

              Anyway, I'll tell you when, where and what to post as much as I like. Whether you follow my advice is up to you.

              Comment

              • tomitomitomi
                Pro
                • Mar 2018
                • 987

                #22
                Re: It's Got to Go: 4 Inputs = 1 Strike

                Originally posted by ragreynolds
                Please suggest a full control scheme that would be better than the current one. I’ll wait.
                I literally said the current system is fine for non-casuals lol. I'd rather have R1+kick be the front kick modifier instead of both L1 and R2 + kick being reserved for different headkicks..

                The control scheme is as simple as it can be already. How could you make it more simple? Change it so that X and circle are head kicks and triangle and square are hooks? Should be just take away the basic strikes so that they can throw more complex strikes easier?
                The left stick movement modifier is unnecessary at best and harmful at worst at casual couch gaming level. In UFC 2 strikes were also modified by the left stick which enabled simpler shoulder buttton modifiers. That is why I think the optional casual-control schemes should get rid of the backwards/sideways strikes (forward one is debatable).

                But that’s not something that a casual player has to concern themselves with. All they need to know is the very basic inputs and if they care enough to do more complex things in game then they will work it out.
                I doubt that the casual player wants an experience of throwing 1-2s. Most of them like wacky crazy shenanigans.

                I accepted that if I wanted to be able to play well and pull of the best moves, then I’d need to put time and effort in, just like I’d expect others to do with UFC or any other game.
                And some people want to pick up a game and have a fun evening with friends without needing to spend thirty minutes memorizing modifiers then forgetting half of them anyway.

                FIFA literally has a control scheme that's just pass and shoot. That doesn't mean it's somehow an easier way to be competitive.
                ¯\_(ツ)_/¯

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                • LeonVegaSuarez
                  Rookie
                  • Apr 2016
                  • 429

                  #23
                  Re: It's Got to Go: 4 Inputs = 1 Strike

                  Pressing the buttons isn't the issue for me, it's remembering which fighters has which strikes for which input.

                  Comment

                  • SUGATA
                    MVP
                    • Apr 2016
                    • 1375

                    #24
                    Re: It's Got to Go: 4 Inputs = 1 Strike

                    Originally posted by LoveThisLife
                    The title really says it all.

                    I am blown away with how cumbersome these controls have become... and I think it all stems back to the Analog Stick vs Button issue which started during EA MMA...

                    Unfortunately the button people won the argument and this is what we all have to live with as a result: 4 inputs for 1 strike! For all those that like this button config... you really think it makes sense to press 4 buttons to throw a basic body hook or uppercut? Reeeally?

                    This is absurd. There was a system out there that worked (analog stick striking), it was intuitive and I am hoping that we can get that back.

                    Get rid of this crazy combo queue striking, make the stamina CLOSER to what we see IRL, and separate power from kicks and punches.

                    Please.... please.

                    I always liked Analog striking for SIM game much more than Buttons striking.

                    I think this is more realistic and has/open more depth.

                    I make a separate (from flooding and blaming here) thread with a CONCRETE concept to discuss CONCRETE elements of Analog striking layout and possible issue - this will be a PRACTICAL alternative to current scheme.

                    https://forums.operationsports.com/f...post2049622097
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                    • LoveThisLife
                      Rookie
                      • Oct 2018
                      • 92

                      #25
                      Re: It's Got to Go: 4 Inputs = 1 Strike

                      Originally posted by SUGATA
                      I always liked Analog striking for SIM game much more than Buttons striking.

                      I think this is more realistic and has/open more depth.

                      I make a separate (from flooding and blaming here) thread with a CONCRETE concept to discuss CONCRETE elements of Analog striking layout and possible issue - this will be a PRACTICAL alternative to current scheme.

                      https://forums.operationsports.com/f...post2049622097
                      Thanks SUGATA!

                      I am on my way over now!

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