NEW Analog STRIKING mechanics (concept, ideas, discussions)

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  • RetractedMonkey
    MVP
    • Dec 2017
    • 1624

    #16
    Re: NEW Analog STRIKING mechanics (concept, ideas, discussions)

    Originally posted by SUGATA
    Dont waste your time on this person, his only hobby on this forum is to provoke and insult others personally, so the people paid attention to him and his empty posts. I dont remember any useful and helpful for the game or community infos from him here.

    And i am not surprised that he criticize other ideas even W/O reading them.
    Proof:

    W/O SWITCHING your finger from RS sway to face buttons as we have NOW.

    _____________________________________________

    Honestly, i dont think that adding 2 types (classic button and alternative analog stick) will be bad - everyone will have a CHOICE.
    That is not an acceptable use of the word "proof".

    Releasing R2 and then either holding or flicking the stick in another direction is in no way elegant. Notice I said you probably DO have a solution, but I was absolutely right, it was janky and convoluted by design. Right now I can easily flick the stick, hit a button, and then immediately flick the stick and hit another button (creating a chain of slip, punch, slip, punch). Four inputs for four actions. That's elegant design.

    Holding R2 with the stick and then releasing the stick immediately while simultaneously yanking the stick in the opposite direction to strike (which you would have to because slipping and punching toward the same side is not fluid), then clicking R2 and pushing the stick another direction only to then AGAIN immediately release R2 and jerk the stick over to get a strike out is NOT good game design. That's a lot of inputs for four actions. And for what? Because the alternative is to press three buttons at once for moves that should only be used sparingly? You're throwing the baby out with the bath water.

    Seriously. You think that is more intuitive than what we have now? I finally figured out why you perpetuate so many bad ideas. You're all theory, no practice. Try that right stick sequence on your controller and let me know how it goes for you. You think up all these in depth designs without actually putting thought into how it would play out in reality. This is exactly like your claim that you were unstoppable with minor side lunges without even testing it against a human. Take a second to breath instead of creating massive walls of text.

    And by the way, I know you're emotionally hurt by your ideas being dissected, but I'll humor you. The reason you don't see my topics is because: 1. I only make them for things that are important to share. 2. All of my ideas are backed up by facts and in game knowledge/footage. There are no arguments in my topics, meaning they don't span 40 pages debating whether or not I'm stupid. They get read and then filed away.

    You even saw my topic where I put down all my notes and then did the same thing with a topic of your own afterwards. Let's not play dumb here.

    Comment

    • RetractedMonkey
      MVP
      • Dec 2017
      • 1624

      #17
      Re: NEW Analog STRIKING mechanics (concept, ideas, discussions)

      Originally posted by LoveThisLife
      To some extent you are right, however, it is not for selfish reasons.

      I can just recognize that the best striking experience I have experienced was FNC. I also found the TSC in EA MMA wonderful (after several patched which eliminated hook spam and other spam issues).

      Once again, with TSC, there were no dropped inputs, no delay in response. Frankly, if you had an issue with the TSC you needed to up your skill by working with someone that knew what they were doing or practicing the skill games.

      As Gameplay Dev already conceded, there are FAR TOO MANY modifiers in this game... there is no excuse for needing to press 4 buttons for 1 strike.

      TSC is much more intuitive and will give us a more dynamic striking experience.
      Dude, you're so far into your own viewpoint that you don't see you just made the same argument I did about the current control scheme. You made the git gud argument and told me to spend more time learning it.

      That's exactly what I (and others) told you and you responded with how not everyone has the time and accessibility to learn it. What a massive double standard.

      The fact is, the community has spoken and TSC was eliminated by popularity. I know quite a bit about the FNC meta (as I was around then too) and the stick was only used for strikes the face buttons couldn't, plus uppercuts because that input was ten times worse than the one now. Top players used the face buttons for straights and hooks because it was clearly easier to do.

      This alone shows you that, no, the stick controls were not more intuitive or they wouldn't have been scrapped.

      And no, GPD was making fun of this board because they complain about the modifiers but also want a power modifier. He didn't concede there were too many. You made that up. The point was you guys don't know what you're talking about, not anything to do with modifiers.

      Also, dropped inputs are a myth. There are no dropped inputs in this game. You can make a mistake and accidentally throw a leg kick, but inputs don't simply go away. You press a button, something happens.
      Last edited by RetractedMonkey; 11-30-2018, 05:33 PM.

      Comment

      • CamelN36
        Rookie
        • Jul 2018
        • 67

        #18
        Re: NEW Analog STRIKING mechanics (concept, ideas, discussions)

        I’m apparently in the minority in thinking TSC is a better experience. I feel like the top online players are making the call here. Maybe that’s how it should be, but I wish an option existed where you could use it offline and maybe do more simple grappling experience with buttons:

        Probably isn’t possible but switching from FNC to EA UFC just hurts lol. EA UFC has the best grappling system in an mma game but the strikes just isn’t right, at least to me but I probably just suck.

        Any idea why the cage isn’t regulation size? It feels really small. If it were bigger footwork could be utilized better. Maybe that’s the problem. Was the cage standard size in EA MMA?

        Edit:
        I actually just put EA UFC on and the striking did feel better than when I last played. I understand the argument for button striking, it’s just not my preferred method.
        Last edited by CamelN36; 12-07-2018, 05:04 AM. Reason: New info

        Comment

        • CamelN36
          Rookie
          • Jul 2018
          • 67

          #19
          Re: NEW Analog STRIKING mechanics (concept, ideas, discussions)

          I am 100% behind this. When EA got the license I was pumped because I thought it would be EA MMA, or what it should have been.

          Instead it feels like Tekken or something.

          Looks amazing though.

          Comment

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