UFC 4: Needs vs. Wants

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  • Good Grappler
    Pro
    • May 2018
    • 615

    #331
    Re: UFC 4: Needs vs. Wants

    NEEDS

    GRAPPLING
    -reversals and denials are done via separate inputs (a denial should NEVER result in a change of position)

    - Grapple Advantage is eradicated. Stamina, health, and stats are all that should affect your transition speed on the ground. When you have a silly mechanic like grapple advantage, it’s just going to become the meta - and any tactics which reward GA are going to dominate the grappling game. See EA UFC 3.

    - Transitions have 2 “steps”, like in Undisputed 3, and are executed via swooping the stick. So the first part of the transitions is performed by pressing the stick in a direction, then the transition is finished by swooping the stick. The player then has the ability to stall on step 1, or abandon the transition entirely, as opposed to being committed to an entire transition with a single input like it is on EA UFC 3. This gives the player more control over their fighter, and looks more realistic than the rapid-fire “transition faking” we’ve seen from all of EA’s UFC games thus far.

    - Takedowns and clinch attempts cannot be denied in entirety via a simple flick of the stick. Denying must require some degree of pushing, holding, running - anything but flicking an analog stick.

    - At least every position, transition, and strike that existed on the ground in UD3 is present. This includes body knees from back side, elbows from bottom, cage seated position, swaying to avoid GnP, cancelling ground strikes, etc.

    - Far less harsh stamina penalties for missing takedowns, especially for fighters known for their grappling endurance

    - Holding is reintroduced to the grappling in some way. It doesn’t need to be the primary means of denying transitions, but it needs to be present. It makes the game so much more immersive, and keeps the player much more engaged. On EA UFC 3, you can basically set your controller down between denials. There is no button to press unless you’re quickly flicking the analog stick for a denial. It makes the grappling feel like a waiting/reaction game, instead of an active, engaging game. It murders immersion. Undisputed 3’s system of pushing the stick into your opponent at all times, in order to maintain any position, did a great job of keeping players engaged and making us feel like we were actively in control of our fighter at all times.

    In EA UFC 3, it doesn’t feel like we’re actively in control of our fighter at all. There is no visual feedback to prove we’re actually controlling our opponent at all until they transition and we deny it. Then it’s back to just watching the screen, not even touching our controller, until the next denial.


    STRIKING

    - Far more individual strike power.

    - The ability to move MUCH faster, in any direction, without a massive stamina penalty. Also the ability to sprint in any direction.

    WANTS

    - Denying clinch entries should be more oriented on escaping the clinch, as opposed to denying the entry itself. We should see clinches happen far more often, and be far easier to obtain - yet far harder to hold and maintain, especially in open space away from the cage. Rarely in real life do you see two fighters lock up and become engaged in a minutes long clinch battle in the middle of the octagon. Yet brief clinches happen all the time, and should be far easier to obtain.
    Last edited by Good Grappler; 06-30-2020, 03:46 AM.
    Xbox GT: the relaxed guy

    Comment

    • smokeface
      Rookie
      • Aug 2017
      • 415

      #332
      Re: UFC 4: Needs vs. Wants

      Originally posted by Good Grappler
      NEEDS

      GRAPPLING
      -reversals and denials are done via separate inputs (a denial should NEVER result in a change of position)

      - Grapple Advantage is eradicated. Stamina, health, and stats are all that should affect your transition speed on the ground. When you have a silly mechanic like grapple advantage, it’s just going to become the meta - and any tactics which reward GA are going to dominate the grappling game. See EA UFC 3.

      - Transitions have 2 “steps”, like in Undisputed 3, and are executed via swooping the stick. So the first part of the transitions is performed by pressing the stick in a direction, then the transition is finished by swooping the stick. The player then has the ability to stall on step 1, or abandon the transition entirely, as opposed to being committed to an entire transition with a single input like it is on EA UFC 3. This gives the player more control over their fighter, and looks more realistic than the rapid-fire “transition faking” we’ve seen from all of EA’s UFC games thus far.

      - Takedowns and clinch attempts cannot be denied in entirety via a simple flick of the stick. Denying must require some degree of pushing, holding, running - anything but flicking an analog stick.

      - At least every position, transition, and strike that existed on the ground in UD3 is present. This includes body knees from back side, elbows from bottom, cage seated position, swaying to avoid GnP, cancelling ground strikes, etc.

      - Far less harsh stamina penalties for missing takedowns, especially for fighters known for their grappling endurance

      - Holding is reintroduced to the grappling in some way. It doesn’t need to be the primary means of denying transitions, but it needs to be present. It makes the game so much more immersive, and keeps the player much more engaged. On EA UFC 3, you can basically set your controller down between denials. There is no button to press unless you’re quickly flicking the analog stick for a denial. It makes the grappling feel like a waiting/reaction game, instead of an active, engaging game. It murders immersion. Undisputed 3’s system of pushing the stick into your opponent at all times, in order to maintain any position, did a great job of keeping players engaged and making us feel like we were actively in control of our fighter at all times.

      In EA UFC 3, it doesn’t feel like we’re actively in control of our fighter at all. There is no visual feedback to prove we’re actually controlling our opponent at all until they transition and we deny it. Then it’s back to just watching the screen, not even touching our controller, until the next denial.


      STRIKING

      - Far more individual strike power.

      - The ability to move MUCH faster, in any direction, without a massive stamina penalty. Also the ability to sprint in any direction.

      WANTS

      - Denying clinch entries should be more oriented on escaping the clinch, as opposed to denying the entry itself. We should see clinches happen far more often, and be far easier to obtain - yet far harder to hold and maintain, especially in open space away from the cage. Rarely in real life do you see two fighters lock up and become engaged in a minutes long clinch battle in the middle of the octagon. Yet brief clinches happen all the time, and should be far easier to obtain.
      This. So much this.

      Sent from my SM-N950U1 using Operation Sports mobile app

      Comment

      • capnlarge
        Rookie
        • Oct 2003
        • 222

        #333
        Re: UFC 4: Needs vs. Wants

        I don't know how to do it but the whole ground game needs to be reworked.

        Maybe submissions should be transition based instead of mini-game based? Would open up some options like say you can't quite finish the triangle because your opponent is blocking everything, so you elbow the **** out of his head for a TKO. Pretty common and realistic finish
        Last edited by capnlarge; 06-30-2020, 10:17 AM.

        Comment

        • johnmangala
          MVP
          • Apr 2016
          • 4525

          #334
          Re: UFC 4: Needs vs. Wants

          Originally posted by capnlarge
          I don't know how to do it but the whole ground game needs to be reworked.

          Maybe submissions should be transition based instead of mini-game based? Would open up some options like say you can't quite finish the triangle because your opponent is blocking everything, so you elbow the **** out of his head for a TKO. Pretty common and realistic finish
          Yeah transition based submissions are my main need.

          Not only would it be more realistic it also gives more gameplay options like submissions v submissions. Say you're in 50/50 position both fighters could go for a submission. Same thing with the von flue choke.

          Also you would have HUDless submissions which allows more immersive sub gameplay. Even if we dont get TBS this year the least I hope for is an option to turn off the HUD if it's another mini game. Have the camera zoom in the deeper you are in a submission so there's no need for the sub HUD.

          Comment

          • rabbitfistssaipailo
            MVP
            • Nov 2017
            • 1625

            #335
            Re: UFC 4: Needs vs. Wants

            If there is a boxing mode or anything that has to do with boxing , perhaps in practice mode or even an introduction to a card in universe mode.

            I wouldn't mind if Teddy Atlas lends his voice to the game . I think it would be crazy.

            I would also advise the UFC to give him a trial for guest commentary on one of the live events.



            Sent from my Infinix X604 using Operation Sports mobile app

            Comment

            • Jizamurai
              Rookie
              • Dec 2019
              • 320

              #336
              Re: UFC 4: Needs vs. Wants

              Remove block breakdown and implement fight night champions block where you can split through the guard with good accuracy, timing ,create angles to split the guard and timed power strikes through the guard to deal damage.

              Comment

              • mr420_qq
                Rookie
                • Nov 2017
                • 262

                #337
                Re: UFC 4: Needs vs. Wants

                Originally posted by Jizamurai
                Remove block breakdown and implement fight night champions block where you can split through the guard with good accuracy, timing ,create angles to split the guard and timed power strikes through the guard to deal damage.
                Exactly how does the block in fnc work? It feels alot like RNG to me but i havent rly "looked into it"

                Comment

                • gsp4392
                  Banned
                  • Dec 2017
                  • 233

                  #338
                  Re: UFC 4: Needs vs. Wants

                  Stamina system is broken, needs to be much more balanced between striking and grappling. By round 2 fighters gas out which are lightweights? Not realistic at all, even if they taking damage watch Dustin vs Hooker

                  The most annoying thing add combo spams causing your fighter to freeze, there should be less restrictions and just let the strikes roll like in Undisputed.

                  Ground and pound needs to be more fluid, and connect like in undisputed 3. Also knockouts from ground and pound animation are just terrible, nobody just lays there dead after like one jab to the head it’s very rare. Most of the ground and pound finishes should have referee just come in and intervene to finish the fight

                  Also the wrestling has headed to the right direction in EA 3. I think the basic takedowns from standing positions that are still there from EA UFC 1 needs to be deleted and revamped
                  Last edited by gsp4392; 07-01-2020, 08:47 AM.

                  Comment

                  • tomitomitomi
                    Pro
                    • Mar 2018
                    • 987

                    #339
                    Re: UFC 4: Needs vs. Wants

                    Originally posted by gsp4392
                    Stamina system is broken, needs to be much more balanced between striking and grappling. By round 2 fighters gas out which are lightweights? Not realistic at all, even if they taking damage watch Dustin vs Hooker
                    I find this hilarious. The consensus among sim fanatics here is that you don't gas quickly enough which they also claim is not realistic at all.

                    (FWIW, I'm okay with the current stamina)
                    ¯\_(ツ)_/¯

                    Comment

                    • Irish0331
                      Banned
                      • Oct 2016
                      • 485

                      #340
                      Re: UFC 4: Needs vs. Wants

                      Originally posted by johnmangala
                      Yeah transition based submissions are my main need.

                      Not only would it be more realistic it also gives more gameplay options like submissions v submissions. Say you're in 50/50 position both fighters could go for a submission. Same thing with the von flue choke.

                      Also you would have HUDless submissions which allows more immersive sub gameplay. Even if we dont get TBS this year the least I hope for is an option to turn off the HUD if it's another mini game. Have the camera zoom in the deeper you are in a submission so there's no need for the sub HUD.
                      Transition based subs are a slippery slope. I would love to fight/struggle in that kind of system to take an arm home with me...but its not uncommon IRL to slide right into a sub without having to set it up. You kinda fall right into it. So there would have to be a balance.

                      Comment

                      • johnmangala
                        MVP
                        • Apr 2016
                        • 4525

                        #341
                        Re: UFC 4: Needs vs. Wants

                        Originally posted by Irish0331
                        Transition based subs are a slippery slope. I would love to fight/struggle in that kind of system to take an arm home with me...but its not uncommon IRL to slide right into a sub without having to set it up. You kinda fall right into it. So there would have to be a balance.
                        Well the submission gates could be turned into positions. So you would still set up your subs. It wouldn't be one transition and that's it. Depending on move levels some subs would require more or less transitions. The final step would be holding a position for a certain period of time, denying transitions. Also you could finish a sub from earlier positions but you would have to hold it for longer.

                        Comment

                        • johnmangala
                          MVP
                          • Apr 2016
                          • 4525

                          #342
                          Re: UFC 4: Needs vs. Wants

                          Originally posted by Irish0331
                          Transition based subs are a slippery slope. I would love to fight/struggle in that kind of system to take an arm home with me...but its not uncommon IRL to slide right into a sub without having to set it up. You kinda fall right into it. So there would have to be a balance.
                          I read this wrong. Yeah you could snag a submission without much setup too with TBS. It depends on the move level so submission experts would have less positions to transition through and less time to hold position to finish.

                          Comment

                          • johnmangala
                            MVP
                            • Apr 2016
                            • 4525

                            #343
                            Re: UFC 4: Needs vs. Wants

                            Originally posted by tomitomitomi
                            I find this hilarious. The consensus among sim fanatics here is that you don't gas quickly enough which they also claim is not realistic at all.

                            (FWIW, I'm okay with the current stamina)
                            You have to do a lot more work to gas someone than the other way around. You have to evade, land body shots, block etc, but that doesn't punish spam it just curbs it. I think if stamina were to drain more by it self just for excessive volume it would be okay. Also the countless KD and rocks also increase spam.

                            Rocks and KDs should be rare but devastating when they happen. The game is too forgiving when it comes to comebacks. I get the reason they went that way but more people complain about it than not.

                            A sim mode would solve things. Or even making sim the default and have an arcade mode.

                            Comment

                            • tomitomitomi
                              Pro
                              • Mar 2018
                              • 987

                              #344
                              Re: UFC 4: Needs vs. Wants

                              Originally posted by johnmangala
                              You have to do a lot more work to gas someone than the other way around. You have to evade, land body shots, block etc, but that doesn't punish spam it just curbs it. I think if stamina were to drain more by it self just for excessive volume it would be okay. Also the countless KD and rocks also increase spam.

                              Rocks and KDs should be rare but devastating when they happen. The game is too forgiving when it comes to comebacks. I get the reason they went that way but more people complain about it than not.

                              A sim mode would solve things. Or even making sim the default and have an arcade mode.
                              I agree with that. I was just pointing out how funny it is that his opinion on stamina couldn't be more opposite of a lot of players here yet both sides say it's unrealistic.
                              ¯\_(ツ)_/¯

                              Comment

                              • johnmangala
                                MVP
                                • Apr 2016
                                • 4525

                                #345
                                Re: UFC 4: Needs vs. Wants

                                Originally posted by tomitomitomi
                                I agree with that. I was just pointing out how funny it is that his opinion on stamina couldn't be more opposite of a lot of players here yet both sides say it's unrealistic.
                                I was referring to being okay with current stamina.

                                Comment

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