LOL! HOW???

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  • aholbert32
    (aka Alberto)
    • Jul 2002
    • 33106

    #31
    Re: LOL! HOW???

    Originally posted by MacAttack33
    The devs discovering the reason is the way to fix the judging. We don't need to know or care about the reason in order for it to get fixed.
    The devs dont know if there is an issue with the judging unless people post it. Also this forum has a real issue with overstating problems.

    I'll give you an example of a real judging problem. When the game was released, it scored sub attempts (whether they were long or short) extremely high. So people could just attempt a subs on the ground, lose the sub after one stage and pretty much guarantee a decision. This happened in every fight if someone spammed subs. What happened? The devs fixed that in the first or second patch.

    One think I've noticed on OS is when people post the stats people tend to agree with the poster. But when people actually post the videos of the fight...the community typically sees how the judges couldve made their decision. I hear people talking about how they've had tons of fights that resulted in bad decisions and they post screenshots but no one ever posts the video (and posting a vid takes maybe 2 min longer). It handicaps the team's ability to fix the issue.

    I completely agree that the stats in this one shouldve lead to a Cerrone win but that doesnt mean that the judging is overall "broken". It means that one scenario lead to a bad decision. There are likely other scenarios that lead to bad decisions too and the only way to discover that is by people posting videos and the devs and community analyzing why it happened.

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    • aholbert32
      (aka Alberto)
      • Jul 2002
      • 33106

      #32
      Re: LOL! HOW???

      Originally posted by teezie
      It's more that I'm not getting caught up in semantics. I would hope the devs who spend more time with the game than I do have an idea what the issue is at this point.


      Sent from my iPhone using Operation Sports
      Not if you just post stats. They arent seeing it in their time with the game. Neither is their QA department who tests the game daily. ****, I see "bad decisions" maybe 1 out of every couple of hundred decisions.

      If this regularly happens, it should be easy to post a video so that the devs and others can investigate the problem.

      Comment

      • HereticFighter
        Rookie
        • May 2018
        • 421

        #33
        Re: LOL! HOW???

        Originally posted by GrimLeiper
        I'm slowly but surely beginning to think those without monitors or pros are at a disadvantage down to the limitations in the hardware we are using.

        I noticed with both UFC 2 and UFC 3, when I play offline, it's much smoother. When I say smoother, I mean I'm able to react to certain strikes or transitions, whereas when I'm playing online, it feels like I'm a little less reactive. If the AI throws a certain strike and misses, I know which combo I can use to cause damage. When in similar situations online (they're throwing a strike and miss), when I throw that same combo, it's not as effective as it was vs AI and it feels like a timing issue (or perhaps my hardware is still catching up and as a result, I miss that frame advantage).

        The Body kick for example was the topic of conversation for so long on this forum - people suggesting it was too quick, whereas i suspect the players who are playing on a monitor and pro, have that split extra second to react and therefore the body kick isn't too fast.

        A lot of money to upgrade... but I'm definitely planning on doing it considering the amount of hours I put in.

        Sent from my HTC Desire 530 using Operation Sports mobile app
        Its not just the ps4 pro, body kicks just don't block properly, and the collision is way off on so many things... How is it so easy to block punches to the body at much higher speeds in a combo but body kick block is still so ****ing unreliable... You can block halfway through the windup and still eat it, i don't get it.

        It seems to want to force us to over-commit to body kick blocks instead of reacting, same with head-movement.

        Unfortunately the game is in many ways, fundamentally broken. Its fun to play but the list of stuff in Romero's other thread is massive. Every one of the points he makes are serious fight changing problems. Most of them are the basics: headmovement has serious issues, lunges don't work right, people sliding into range to land strikes they have no business landing, and the collision... omfg sometimes its so bad.

        You can understand them and work within them, but the ps4 pro and the monitor are only going to help mitigate a few of these problems.

        We just gotta take it for what it is at this point. We have a good base for ufc4 hopefully most of this can get sorted out.

        Comment

        • Phillyboi207
          Banned
          • Apr 2012
          • 3159

          #34
          Re: LOL! HOW???

          Originally posted by aholbert32
          Not if you just post stats. They arent seeing it in their time with the game. Neither is their QA department who tests the game daily. ****, I see "bad decisions" maybe 1 out of every couple of hundred decisions.

          If this regularly happens, it should be easy to post a video so that the devs and others can investigate the problem.
          Part of it is that stamina vs power discussion.

          Someone like Nate should have really low power and be forced to overwhelm you with volume

          Comment

          • RomeroXVII
            MVP
            • May 2018
            • 1663

            #35
            Re: LOL! HOW???

            Originally posted by GrimLeiper
            I don't take much notice of points earned from fights but I'm aware people grinding up the leaderboard will be clocking this.

            If the points return was better, I guess there's a reason to use lower tier fighters. But if they just addressed this discussion by increasing the points return, I can't help but feel they're just papering over cracks.

            My concern is that the lower tier fighters are not currently viable at certain levels and therefore, imo, no need for them in ranked. I dunno what the answer is but I suspect it'll be something that influences the meta of the game.

            It's a hard balance to reach in any game - but I feel UFC 2 had a better balance than UFC 3 currently does.

            Sent from my HTC Desire 530 using Operation Sports mobile app
            UFC 2 once you knew the meta for the combo multiplier anybody was viable.

            Fixing tracking issues, lunging issues, maybe reducing the Stam drain on the Arm retreat considering all it is, is simply moving back with your hand in front of you, would help a lot. You already give up a free low single if you go with the retreat anyways.


            It'll up more playstyles if people could successfully lunge, evade, and NOT have strikes that hit the air somehow hit their block. Little things like feinted strikes being able to be slip counter stunned by empty slip strikes screw over lower level Fighters when fighting said higher tier fighters, because you make the one mistake against them, and boop, you're screwed.


            I too, am noticing an issue when it comes to blocking body kicks, and I have a Pro now. Other players with Pros that are my friends also say the common line of, 'I swear I blocked that', and I posted on Twitter, BruceLeeRob throwing a body kick that clearly hits the air, yet 'hits' the Thompson Player.

            Check out @ARomeroXVII’s Tweet: https://twitter.com/ARomeroXVII/stat...065936897?s=09


            I've also seen Body kicks simply go through a player despite it being at the right range, and even against me I'll go, that should have hit me.

            So there's definitely an issue with the body kick tracking for sure, and that is likely what is screwing up the block timing. Obviously the higher level the body kick the harder it is to block, but this seems to be universal now whether you're fighting a Barboza or Khabib.


            (On a side note, can Leg Kicks be given the same rules for body kicks, in which the higher the level the harder it is to check?)
            Last edited by RomeroXVII; 02-05-2019, 06:36 PM.
            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 Champion

            Comment

            • HereticFighter
              Rookie
              • May 2018
              • 421

              #36
              Re: LOL! HOW???

              Originally posted by RomeroXVII
              UFC 2 once you knew the meta for the combo multiplier anybody was viable.

              Fixing tracking issues, lunging issues, maybe reducing the Stam drain on the Arm retreat considering all it is, is simply moving back with your hand in front of you, would help a lot. You already give up a free low single if you go with the retreat anyways.


              It'll up more playstyles if people could successfully lunge, evade, and NOT have strikes that hit the air somehow hit their block. Little things like feinted strikes being able to be slip counter stunned by empty slip strikes screw over lower level Fighters when fighting said higher tier fighters, because you make the one mistake against them, and boop, you're screwed.


              I too, am noticing an issue when it comes to blocking body kicks, and I have a Pro now. Other players with Pros that are my friends also say the common line of, 'I swear I blocked that', and I posted on Twitter, BruceLeeRob throwing a body kick that clearly hits the air, yet 'hits' the Thompson Player.

              Check out @ARomeroXVII’s Tweet: https://twitter.com/ARomeroXVII/stat...065936897?s=09


              I've also seen Body kicks simply go through a player despite it being at the right range, and even against me I'll go, that should have hit me.

              So there's definitely an issue with the body kick tracking for sure, and that is likely what is screwing up the block timing. Obviously the higher level the body kick the harder it is to block, but this seems to be universal now whether you're fighting a Barboza or Khabib.


              (On a side note, can Leg Kicks be given the same rules for body kicks, in which the higher the level the harder it is to check?)
              I’m a drummer in a death metal band. I’m used to practicing with a metronome at very high tempos. As such i have extremely fast twitch muscles and reflexes. Sometimes i block for what feels like an eternity and just eat it. With 100 Mb connection and a monitor at some point i just realized there is nothing more i can do, its just kinda broken

              Comment

              • HereticFighter
                Rookie
                • May 2018
                • 421

                #37
                Re: LOL! HOW???

                I will say i'm excited to see what the dev team come up with for the next game. None of these issues seem particularly insurmountable, they just kinda compound on each other into a bit of a mess sometimes.

                Comment

                • teezie
                  Rookie
                  • Jun 2004
                  • 140

                  #38
                  Re: LOL! HOW???

                  Originally posted by HereticFighter
                  I will say i'm excited to see what the dev team come up with for the next game. None of these issues seem particularly insurmountable, they just kinda compound on each other into a bit of a mess sometimes.

                  Agreed. Just thought I'd point out this example since it was so egregious and has been an issue players have been complaining about for a while. Based on the recent patches the next edition of the game should be a lot more polished upon release.


                  Sent from my iPhone using Operation Sports

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