Do not let this be passed by

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  • Find_the_Door
    Nogueira connoisseur
    • Jan 2012
    • 4051

    #1

    Do not let this be passed by

    Some absolutely needed changes for UFC 4 to ensure it corrects blatant flaws of UFC 3.

    TRANSITION FAKES - they don't work as anticipated in EA UFC 3 at all. We were told that if a top opponent denys a fake they'll be penalized stamina wise for denying a fake (can confirm this doesn't happen). Currently zero point to fakes other than to get your stamina destroyed by the guy you're trying to fake.


    TRANSITION SPEED - there was a point in EA UFC 1 when the transition windows were widened to allow for players to be more competitive on the ground. This was never changed back when we had a new grappling system in EA UFC 2. The current speed of transition windows is far too forgiving and is currently tuned for the lower ranks this results in a denial fest at higher level play.

    FIGHTER INDIVIDUALITY - we have BJJ get ups 1,2,3,4,5 but I couldn't tell you the difference between those and Wrestling get ups 1,2,3.... Same goes for reversals and transitions. In fact some of the more defining transition differentiaters are hidden by requiring the opponent to be very gassed for them to be an option.

    There's a gaping hole lacking in fighter individuality in this regard. Animations should be tiered. We should have multiple guard pass animations etc for different fighters. Maybe a amateur guard pass that takes longer (more steps) and a elite guard pass that finishes quicker (one step).


    DAMAGE OUTPUT - There's currently not enough damage. Again I feel this is done to appease the casuals that either make or break the game by sticking around. One shot (i.e not a combo) counter damage needs greater tide turning impact. Currently with the lack of damage there's no real threat - you always feel far too safe in this game.

    STAMINA DRAIN - I just did a fight with Kamaru Usman and threw 166 strikes landed 56 in the first round. Came out next round with just as much stamina as my opponent (over 80%!) combine this lack of loss for lazy spammy striking with the fact that you have near zero stamina penalty for missed punches if you hit your opponents block. Problem here is then it just creates incentive to lazily combo spam.

    FIGHTER ARCHETYPES - BJJ guys feel next to no different than wrestlers etc. In fact the only thing that really truly separates one from another is which kicks and I guess punches they have. UFC Undisputed 2009 for example (their first iteration) had specific transitions for wrestlers, BJJ guys that made it to where you could actually feel the difference from fighter to fighter.


    COMMUNITY ACCOLADES / FIGHT HISTORY - Instead of making me watch the tale of the tape etc show me my fight history against my opponent or my last 5 fights and my tendencies etc. In Undisputed it gave a brief synopsis prior to the fight when you reached certain levels such as "Submission Machine" when you got a bunch of subs.

    Things like this the community absolutely loves and they're absent. Not only that but an actual online title belt would great similar to Fight Night. Also submission leader boards etc. In the fight intro tell me that my opponent is the best submission artist online or something.

    GROUND GAME REVAMP - The whole Simon says system just needs to go. The limit of the same four animations across all fighters is incredibly predictable and tiresome. You can master the ground in 2 weeks. Not really going to elaborate on this but it needs revamped on a big way.

    Those are just a handful of things I absolutely think need to be in the next iteration. Oh and of course Prime Big Nog [emoji44][emoji4]
    Antonio Rodrigo "Minotauro" Nogueira - UFC Hall of Fame
  • 1212headkick
    Banned
    • Mar 2018
    • 1823

    #2
    Re: Do not let this be passed by

    Originally posted by Find_the_Door
    Some absolutely needed changes for UFC 4 to ensure it corrects blatant flaws of UFC 3.

    TRANSITION FAKES - they don't work as anticipated in EA UFC 3 at all. We were told that if a top opponent denys a fake they'll be penalized stamina wise for denying a fake (can confirm this doesn't happen). Currently zero point to fakes other than to get your stamina destroyed by the guy you're trying to fake.


    TRANSITION SPEED - there was a point in EA UFC 1 when the transition windows were widened to allow for players to be more competitive on the ground. This was never changed back when we had a new grappling system in EA UFC 2. The current speed of transition windows is far too forgiving and is currently tuned for the lower ranks this results in a denial fest at higher level play.

    FIGHTER INDIVIDUALITY - we have BJJ get ups 1,2,3,4,5 but I couldn't tell you the difference between those and Wrestling get ups 1,2,3.... Same goes for reversals and transitions. In fact some of the more defining transition differentiaters are hidden by requiring the opponent to be very gassed for them to be an option.

    There's a gaping hole lacking in fighter individuality in this regard. Animations should be tiered. We should have multiple guard pass animations etc for different fighters. Maybe a amateur guard pass that takes longer (more steps) and a elite guard pass that finishes quicker (one step).


    DAMAGE OUTPUT - There's currently not enough damage. Again I feel this is done to appease the casuals that either make or break the game by sticking around. One shot (i.e not a combo) counter damage needs greater tide turning impact. Currently with the lack of damage there's no real threat - you always feel far too safe in this game.

    STAMINA DRAIN - I just did a fight with Kamaru Usman and threw 166 strikes landed 56 in the first round. Came out next round with just as much stamina as my opponent (over 80%!) combine this lack of loss for lazy spammy striking with the fact that you have near zero stamina penalty for missed punches if you hit your opponents block. Problem here is then it just creates incentive to lazily combo spam.

    FIGHTER ARCHETYPES - BJJ guys feel next to no different than wrestlers etc. In fact the only thing that really truly separates one from another is which kicks and I guess punches they have. UFC Undisputed 2009 for example (their first iteration) had specific transitions for wrestlers, BJJ guys that made it to where you could actually feel the difference from fighter to fighter.


    COMMUNITY ACCOLADES / FIGHT HISTORY - Instead of making me watch the tale of the tape etc show me my fight history against my opponent or my last 5 fights and my tendencies etc. In Undisputed it gave a brief synopsis prior to the fight when you reached certain levels such as "Submission Machine" when you got a bunch of subs.

    Things like this the community absolutely loves and they're absent. Not only that but an actual online title belt would great similar to Fight Night. Also submission leader boards etc. In the fight intro tell me that my opponent is the best submission artist online or something.

    GROUND GAME REVAMP - The whole Simon says system just needs to go. The limit of the same four animations across all fighters is incredibly predictable and tiresome. You can master the ground in 2 weeks. Not really going to elaborate on this but it needs revamped on a big way.

    Those are just a handful of things I absolutely think need to be in the next iteration. Oh and of course Prime Big Nog [emoji44][emoji4]
    Denying fakes is incredibly difficult and the fact you give away ga when striking is sheer madness. Fakes need to be easier to deny if spammed

    Comment

    • Evil97
      MVP
      • Apr 2016
      • 1099

      #3
      Re: Do not let this be passed by

      Door, unless I'm reading it wrong, I think you might be confusing "denying fakes and trying to deny but too late". Fakes can be anticipated and actually denied. This will not hurt the person denying (for good reason). However, if the person is late and misses the denial, it does penalize them. I hear that on PS4, fakes tend to linger which might be causing way more actual fake denials as intended. Also, please don't read this explanation as me defending the faking system. I'm not in love with it.

      Sent from my SM-N960U using Operation Sports mobile app
      Last edited by Evil97; 07-16-2019, 11:43 AM.

      Comment

      • TheGentlemanGhost
        MVP
        • Jun 2016
        • 1321

        #4
        Re: Do not let this be passed by

        When I play EA MMA, I feel so comfortable on my back when I use guys like Aoki compared to non sub specialist. In this game it just feels all the same, pick a any fighter and you just stamina watch/deny and you keep that stamina advantage throughout the entire process of the sub. They have to change this so stamina is used during the sub like in EA MMA.

        Plus the sub ratings only really seem to matter once that stamina advantage is made and maybe how fast they transition into the sub. But it just doesn’t feel like Souza is any better than a Lawler once the sub starts, it’s all about the circumstances (stamina) and then your hand/eye coordination (which is an awful way to implement a sub system).


        Sent from my iPhone using Operation Sports

        Comment

        • Solid_Altair
          EA Game Changer
          • Apr 2016
          • 2043

          #5
          Re: Do not let this be passed by

          Actually denying a fake penalizes stamina if the move is not a get or sweep (maybe also not a submission). I like to call this cooking. It is rarely a relevant tactic. It's more about a fail safe in case the opponent tries to stall really hard, because in short term the denial still favors him, but if he doesn't use his GA, the faker will gain a stamina profit.

          Denying too late (during the cancel animation) penalizes GA and applies a denial cooldown.

          Comment

          • Solid_Altair
            EA Game Changer
            • Apr 2016
            • 2043

            #6
            Re: Do not let this be passed by

            Originally posted by TheGentlemanGhost
            When I play EA MMA, I feel so comfortable on my back when I use guys like Aoki compared to non sub specialist. In this game it just feels all the same, pick a any fighter and you just stamina watch/deny and you keep that stamina advantage throughout the entire process of the sub. They have to change this so stamina is used during the sub like in EA MMA.

            Plus the sub ratings only really seem to matter once that stamina advantage is made and maybe how fast they transition into the sub. But it just doesn�t feel like Souza is any better than a Lawler once the sub starts, it�s all about the circumstances (stamina) and then your hand/eye coordination (which is an awful way to implement a sub system).


            Sent from my iPhone using Operation Sports
            How do you think things compare to UFC 2's submission specialists? And how do you feel about Ortega in UFc 3?

            Comment

            • 1212headkick
              Banned
              • Mar 2018
              • 1823

              #7
              Re: Do not let this be passed by

              Originally posted by Solid_Altair
              How do you think things compare to UFC 2's submission specialists? And how do you feel about Ortega in UFc 3?
              Ortegas subs beside his armbars are incredibly difficult. What is this cancel animation you speak of. Every fighter feels the same on the ground

              Comment

              • Solid_Altair
                EA Game Changer
                • Apr 2016
                • 2043

                #8
                Re: Do not let this be passed by

                Originally posted by 1212headkick
                Ortegas subs beside his armbars are incredibly difficult. What is this cancel animation you speak of. Every fighter feels the same on the ground
                The cancel is when you're going from the sub-transition, such as a hip out, to the standard position, such as full guard. That's usually when late denials against fakes happen. If the denial happens while the fighter is still going for the sub-transition (after the stick was already let go), then you can have cooking, depending on the move.

                Comment

                • 1212headkick
                  Banned
                  • Mar 2018
                  • 1823

                  #9
                  Re: Do not let this be passed by

                  Originally posted by Solid_Altair
                  The cancel is when you're going from the sub-transition, such as a hip out, to the standard position, such as full guard. That's usually when late denials against fakes happen. If the denial happens while the fighter is still going for the sub-transition (after the stick was already let go), then you can have cooking, depending on the move.
                  Gifs by chance?

                  Comment

                  • TheGentlemanGhost
                    MVP
                    • Jun 2016
                    • 1321

                    #10
                    Re: Do not let this be passed by

                    Originally posted by Solid_Altair
                    How do you think things compare to UFC 2's submission specialists? And how do you feel about Ortega in UFc 3?


                    I don’t see any real difference from them to now. I’m just as uninterested in executing subs as I was in UFC 2 lol. I mostly do subs just to act like I can be a threat. My hand/eye coordination isn’t good enough for this system I guess. But I definitely feel like I saw more subs online in UFC 2.

                    All I can say is that whether I use Ortega or Barbosa, it doesn’t feel any different. Also on the receiving end of subs, I don’t feel any difference when opponents use a great sub fighter or a poor one. Gates and stamina are all that matter and I dislike the gates b/c it adds this unnecessary fixed timed mechanic that subs shouldn’t have. Just can’t immerse myself into it.

                    The system is awful imo, but the lack of using the full 100 pt ratings system for these stats also don’t help.

                    Comment

                    • 1212headkick
                      Banned
                      • Mar 2018
                      • 1823

                      #11
                      Re: Do not let this be passed by

                      Ground stats need to matter again. I don’t know who’s terrible idea it was to make them not matter but it completely kills the realism. These bums get saved too much and are too lazy to work their way to their feet. Why when I throw an elbow in side control do they get full ya? Why do I concede ya when I’m throwing punches? Why does the ref stand you up on top mount? Why are denials so much LESS fluid than ufc 2. Fakes were easier to deny as well. Not to mention the undeniable fake exploit

                      Comment

                      • 1212headkick
                        Banned
                        • Mar 2018
                        • 1823

                        #12
                        Re: Do not let this be passed by

                        Bums can’t just cry for nerfs and always get their way

                        Comment

                        • Papadoc60
                          Rookie
                          • Jun 2017
                          • 393

                          #13
                          Re: Do not let this be passed by

                          Originally posted by Find_the_Door
                          Some absolutely needed changes for UFC 4 to ensure it corrects blatant flaws of UFC 3.

                          TRANSITION FAKES - they don't work as anticipated in EA UFC 3 at all. We were told that if a top opponent denys a fake they'll be penalized stamina wise for denying a fake (can confirm this doesn't happen). Currently zero point to fakes other than to get your stamina destroyed by the guy you're trying to fake.


                          TRANSITION SPEED - there was a point in EA UFC 1 when the transition windows were widened to allow for players to be more competitive on the ground. This was never changed back when we had a new grappling system in EA UFC 2. The current speed of transition windows is far too forgiving and is currently tuned for the lower ranks this results in a denial fest at higher level play.

                          FIGHTER INDIVIDUALITY - we have BJJ get ups 1,2,3,4,5 but I couldn't tell you the difference between those and Wrestling get ups 1,2,3.... Same goes for reversals and transitions. In fact some of the more defining transition differentiaters are hidden by requiring the opponent to be very gassed for them to be an option.

                          There's a gaping hole lacking in fighter individuality in this regard. Animations should be tiered. We should have multiple guard pass animations etc for different fighters. Maybe a amateur guard pass that takes longer (more steps) and a elite guard pass that finishes quicker (one step).


                          DAMAGE OUTPUT - There's currently not enough damage. Again I feel this is done to appease the casuals that either make or break the game by sticking around. One shot (i.e not a combo) counter damage needs greater tide turning impact. Currently with the lack of damage there's no real threat - you always feel far too safe in this game.

                          STAMINA DRAIN - I just did a fight with Kamaru Usman and threw 166 strikes landed 56 in the first round. Came out next round with just as much stamina as my opponent (over 80%!) combine this lack of loss for lazy spammy striking with the fact that you have near zero stamina penalty for missed punches if you hit your opponents block. Problem here is then it just creates incentive to lazily combo spam.

                          FIGHTER ARCHETYPES - BJJ guys feel next to no different than wrestlers etc. In fact the only thing that really truly separates one from another is which kicks and I guess punches they have. UFC Undisputed 2009 for example (their first iteration) had specific transitions for wrestlers, BJJ guys that made it to where you could actually feel the difference from fighter to fighter.


                          COMMUNITY ACCOLADES / FIGHT HISTORY - Instead of making me watch the tale of the tape etc show me my fight history against my opponent or my last 5 fights and my tendencies etc. In Undisputed it gave a brief synopsis prior to the fight when you reached certain levels such as "Submission Machine" when you got a bunch of subs.

                          Things like this the community absolutely loves and they're absent. Not only that but an actual online title belt would great similar to Fight Night. Also submission leader boards etc. In the fight intro tell me that my opponent is the best submission artist online or something.

                          GROUND GAME REVAMP - The whole Simon says system just needs to go. The limit of the same four animations across all fighters is incredibly predictable and tiresome. You can master the ground in 2 weeks. Not really going to elaborate on this but it needs revamped on a big way.

                          Those are just a handful of things I absolutely think need to be in the next iteration. Oh and of course Prime Big Nog [emoji44][emoji4]
                          I have to agree about the transition speed. The game relies heavily on grapple advantage at the highest level, so a lot of the time it doesn't matter if you have McGregor or Khabib if you build up GA. With a PS4 Pro+monitor it doesn't matter if you have Khabib or not, their denial will come out like you were using Diego Sanchez.

                          The differences between high level fighters on the feet is INCREDIBLY apparent though. Nick Diaz and Conor McGregor are the most broken characters in the game.

                          Comment

                          • BigSmoke
                            Rookie
                            • Oct 2018
                            • 148

                            #14
                            Re: Do not let this be passed by

                            Faking on the ground should not be in an mma game and needs to go. Yeah, I'm gonna slap my elbow side to side on someone's leg like a spastic then magically transition.

                            I'd love to see a fight where this happens in real life. Same with that submission then one elbow tko. This game has so many unrealistic things on the ground it isn't even funny.

                            Comment

                            • Find_the_Door
                              Nogueira connoisseur
                              • Jan 2012
                              • 4051

                              #15
                              Re: Do not let this be passed by

                              Originally posted by BigSmoke
                              Faking on the ground should not be in an mma game and needs to go. Yeah, I'm gonna slap my elbow side to side on someone's leg like a spastic then magically transition.



                              I'd love to see a fight where this happens in real life. Same with that submission then one elbow tko. This game has so many unrealistic things on the ground it isn't even funny.
                              As someone who does Jiu-jitsu there are definitely subtle things you can show as far as position and certain ways you can bait people to chase things.

                              When rolling I often post my outside hand on the mat when passing in half guard which is a big no no - but I did that to bait my partner to go for the predictable Kimura that we'd train there which when they chase it I'd then take their back or go for an arm triangle and hop over as they came up for the Kimura.

                              Now that doesn't have anything to do with how fakes are currently implemented but I'd love to be able to have access to certain transitions depending on what my opponent is or isn't doing that you could react to in real time. As in be able to show something to bait my opponent. Nogueira made a career for example out of letting people think they can get up of the ground and catching them there.

                              As far as fakes within the game as it exists now - it's not about if they're realistic or not really but more so that a system is just needed with how Simon says the grappling is. I mean grappling currently is all about punch punch pass which is terrible considering how OP grapple advantage is but nonetheless.
                              Antonio Rodrigo "Minotauro" Nogueira - UFC Hall of Fame

                              Comment

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