Its either going to get ignored or amended in a small way in my view, but its going to keep be complained about every year unless some major overhaul comes. Here is my patch wishlist list over the next few months being really optimistic as i acknowledge there are constraints to mo-cap due to the virus:
- Targeted cuts & swelling system (can then work in doctors stoppages)
- FTF driven heavily by physics removing most if not all pre-canned animations like the seated cage FTF position which is awful (no developer is going to convince me its good to have overused pre-canned animations in the game like this)
- Improved responsiveness when KO occurs when jumping on downed opponent (think UD3)
- From people who played the BETA i have been told under hooks are not possible from clinch anymore which is beyond stupid. Who decided lets go to all the effort of making the clinch looks that beautiful then removes such a basic position. At least it something that can probably be easily fixed via a patch i suppose.
- Add some physics elements to slams
Blood staying on canvas - Add more referee intervention animations and make it occur that it happens for all KO's and subs
- Add tapping out animations in all submissions as in this game and even the last i noticed only sometimes the opponent will actually tap, instead of the attacker just letting go with the ref standing doing nothing. If on the more rare occasion the opponent gets put to sleep then just put the ref interventions.
- GnP should mostly end in TKO's with ref interventions and KO's more rarely (could be based on weight classes, stats & probability etc). If in KO or TKO state all punches should connect driven by physics like UD3 which eliminates the ghosting of punches you see in replays that we have under this condition.
- Ablity to move on ground like UD3 when you are on bottom
- Improved variety of shot selection during ground and pound i.e hammerfists, elbows , different hands etc. Not just one forced way how it currently is.
- Standing TKO's (maybe someone can confirm but i don’t think its currently in the BETA, please correct me if wrong)
- Ragdoll has been improved but keep working on the physics and tuning to make it even more organic
- Remove red rocked state screen and replace with a format similar to UD3 (more minor as you can just turn it off)
- Reduced accuracy for bad cuts on eye (ties in with first point) or reduced stamina from nose damage
- More varied replay angles and actually show both fighters faces in corner 100% of the time which is what UD3 did so well
- Removing the reliance of pre-canned animations removes the sudden character snapping into other set animation postions. For example a fighter KO'ed by GnP should not suddenly get shocked into a dead position like how it looks now (see point 8)
Hopefully when the game drops i can actually put footage explaining my points more visually but if the devs want to know what wrong with FTF, then simply look above and see that most of these features were all present in UD3, a game that came out 10 years ago on a previous generation of consoles...... I don’t like repeating the same points but i will keep doing it till its clear that its a broken system that needs attention or you will keep getting complaints like this over and over again.
I think if all of the above can be targeted and implemented correctly then no one is going to make comparisons to UD3 anymore when finishing scenarios are mentioned & will most definelty surpass it.
Regards
AB541
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