Ragdolls
Collapse
Recommended Videos
Collapse
X
-
Ragdolls
Me and a lot of other guys have been begging to get ragdoll kos back to be in the game ever since ufc 3 beta came out..later Gpd said don't worry their going to be a day one patch... needles to say that didn't happen now were on to ufc 4 with more ragdolls and with Gpd now at a new studio is all hope lost of getting this back in the game?Last edited by melo627; 07-14-2020, 03:32 PM.Tags: None -
Re: Ragdolls
[QUOTE=melo627;2050149681]Me and a lot of other guys have been begging to get ragdoll kos back bbn in the game ever since ufc 3 beta came out..later Gpd said don't worry their going to be a day one patcb... needles to say that didn't happen now were on to ufc 4 with more rahdolls and with Gpd now at a new studio is all hope lost of getting this back in the game?[/QUOTE
I agree they need to go back to full ragdoll of ufc 2 I will take a ragdoll backflip ko over these trash animation ko's with a little bit of ragdoll we need full ragdoll on knovkoute and knockdowns like UFC 2 like how freaking hard is it to just copy the coding from the knockouts from UFC 2 and paste it to this game -
Re: Ragdolls
ragdoll ko from ufc2 was completely unrealistic. it was a bull****. I don't understand Why do you guys want more realistic game play but want to bring back unrealistic ragdoll ko? It's an totally inconsistency. I don't want to bring back ufc2's ragdoll ko. but i want to tweak ko animation from now. Don't be mat at me. It's just my opinion.Comment
-
Re: Ragdolls
I honestly think the game will be good by launch. It is a beta, they could keep stuff from us until the full game releases, I mean afterall.. they didn't even include a tutorial so there's that. Just remain hopeful like I am, the game will be good by launch.Comment
-
Re: Ragdolls
ragdoll ko from ufc2 was completely unrealistic. it was a bull****. I don't understand Why do you guys want more realistic game play but want to bring back unrealistic ragdoll ko? It's an totally inconsistency. I don't want to bring back ufc2's ragdoll ko. but i want to tweak ko animation from now. Don't be mat at me. It's just my opinion.Comment
-
Re: Ragdolls
Looks like I'm going to be making more Knockout Physics posts, comparing UFC 2 ragdoll to UFC 4.
Improving the KO physics also aligns with UFC 4's mission of attracting more casual gamers. What does every casual UFC fan want? KNOCKOUTS (for better or worse).Comment
-
Re: Ragdolls
Almost all of my effort in the years of being here has been giving feedback about KOs/TKOs. UFC 3 was a huge step back compared to UFC 2. UFC 4 beta seems to be making improvements but I'd be lying if I said I wasn't disappointed after 2.5 years of waiting.
The KOs clearly have more physics in them than UFC 3, which I appreciate, but still not as dynamic as UFC 2. Finish the Fight still has a pause, and in the UFC 4 beta you follow with one initial shot and into the FtF animation and thats always it, never any more shots.
The absolute KEY into making finishes feel right is making them feel DYNAMIC. Not only the actual KOs should feel unique like in UFC 2, but the finish the fight sequence should also feel unique. I believe the best way to go about this is to have only the still conscious fighter enter into Finish the Fight animations while the unconscious fighter does not undergo ANY animation, they just react with physics to whatever the conscious fighter does. I understand this means the conscious fighter's animations may often not line-up correctly and we would get goofy looking finish the fights sometimes, but the pay off would be some of the coolest looking finishes in video game history.
I'm sure I'll be making threads for the next couple of years about this stuff....again. But hey we gotta try at least right.Comment
-
Re: Ragdolls
The absolute KEY into making finishes feel right is making them feel DYNAMIC. Not only the actual KOs should feel unique like in UFC 2, but the finish the fight sequence should also feel unique. I believe the best way to go about this is to have only the still conscious fighter enter into Finish the Fight animations while the unconscious fighter does not undergo ANY animation, they just react with physics to whatever the conscious fighter does. I understand this means the conscious fighter's animations may often not line-up correctly and we would get goofy looking finish the fights sometimes, but the pay off would be some of the coolest looking finishes in video game history.
Comment
-
Re: Ragdolls
ragdoll ko from ufc2 was completely unrealistic. it was a bull****. I don't understand Why do you guys want more realistic game play but want to bring back unrealistic ragdoll ko? It's an totally inconsistency. I don't want to bring back ufc2's ragdoll ko. but i want to tweak ko animation from now. Don't be mat at me. It's just my opinion.
The fact they are using more pre-canned animations for everything is where so many of all these issues lie because its mostly not naturally physics driven anymore. Even with GnP they are relying on this approach now and i think overall UD3 is still thing king of fight finishing sequences undoubtedly. Mr_Cool_Ice has many examples, like the one below and until it goes back to being more physics driven then your always going to get weird animation snapping/non gradual animation transtions & worse looking collisons.
My whole way of looking at this is that if a game like Undisputed 3 that came out 10 years ago on last generation can do this and still be the best showcase of it, then there is clearly something wrong with the way EA higher ups are approcaching things with the overall presenation. They are likley not giving the talented devs a chance to fix these problems. For example even with Geoff being the former lead gameplay developer he recongized and highlighted these issues on multiple occasions but nothing changed.
Last edited by ab541; 07-14-2020, 01:38 PM.Comment
-
Re: Ragdolls
Well I scored a few ko's on this beta for UFC 4 and they appear to be ragdoll and look somewhat realistic. BUT the FTF sequence after the KO definitely dont resemble UD3's. On a positive note I was really testing the KO's via uppercut and straight punches, out of the 3 uppercut KO's I scored none of them made my opponent do a backflip across the cage. Head snapped back and crumpled to the ground. Rather pleasing to see, the straights I landed connected and turned their head in the direction the punch was trajecting and also crumpled. One thing I dont really like is the FTF sequence afterwards. They are KO'd fights over and I went in to get a few more hits in before the ref stepped in and 1 of the 3 punches actually touched their face the rest of them had the sounds but never connected also the head doesnt move like they did on UD3 which is a negativeComment
-
Re: Ragdolls
The game releases in less then a month this is not a beta it's a demo..and now I see why they didn't promote this during ea play it seems like they're putting this franchise on the backburner..it's head a graphics downgrade for what reason I don't know...and man ragdolls add to replay value this needs to be solved before any other problem.Comment
-
Re: Ragdolls
Looks like I'm going to be making more Knockout Physics posts, comparing UFC 2 ragdoll to UFC 4.
Improving the KO physics also aligns with UFC 4's mission of attracting more casual gamers. What does every casual UFC fan want? KNOCKOUTS (for better or worse).
You would think they would want ragdolls to lure the casual marketComment
Comment