Lets talk about these new ragdoll KOs

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  • the_rainman
    Rookie
    • Jul 2020
    • 24

    #16
    Re: Lets talk about these new ragdoll KOs

    somehow looks worse

    Comment

    • wyrm187
      Rookie
      • Feb 2009
      • 393

      #17
      Re: Lets talk about these new ragdoll KOs

      Hilarity. I'm happy they're back in

      Comment

      • TapOrSnap
        EA Sports UFC Gameplay Developer
        • Aug 2020
        • 149

        #18
        Re: Lets talk about these new ragdoll KOs

        Originally posted by wyrm187
        Hilarity. I'm happy they're back in

        https://youtu.be/bZXVhRmjSPs
        I'm glad you are enjoying it. We knew when we put it back in we would get some weird falls but that was kind of the point.

        For those of you concerned that the ragdolls might introduce any sort of exploit I want to let you know that they only happen when the fight is already over, much like how jumping into the finish the fight strikes happens when the fight is already over. Any other situation which would have been survivable via the twiddle the stick mechanic we had in UFC 3 during FTF instead takes you to the GnP positions where the bottom fighter is given a chance to actually intelligently defend instead of just madly wearing out their analogue stick.

        We have gated the full ragdolls on knockouts which are well above the severity required to ko to simulate the situation in a fight where the winner knows his opponent is out as soon as the punch lands. The diving punch finish the fights will still occur on knockouts which are severe enough to ko the opponent but not severe enough to cause a full ragdoll.

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        • oilersfan365
          Rookie
          • Apr 2019
          • 296

          #19
          Re: Lets talk about these new ragdoll KOs

          Originally posted by TapOrSnap
          I'm glad you are enjoying it. We knew when we put it back in we would get some weird falls but that was kind of the point.

          For those of you concerned that the ragdolls might introduce any sort of exploit I want to let you know that they only happen when the fight is already over, much like how jumping into the finish the fight strikes happens when the fight is already over. Any other situation which would have been survivable via the twiddle the stick mechanic we had in UFC 3 during FTF instead takes you to the GnP positions where the bottom fighter is given a chance to actually intelligently defend instead of just madly wearing out their analogue stick.

          We have gated the full ragdolls on knockouts which are well above the severity required to ko to simulate the situation in a fight where the winner knows his opponent is out as soon as the punch lands. The diving punch finish the fights will still occur on knockouts which are severe enough to ko the opponent but not severe enough to cause a full ragdoll.
          I cannot thank you guys enough for the ragdoll ko's. That was the only reason I still played 2. Hopefully with the new consoles being out now hopefully UFC 5 can improve these physics.

          Comment

          • Reinfarcements
            Pro
            • Nov 2017
            • 633

            #20
            Re: Lets talk about these new ragdoll KOs

            Originally posted by TapOrSnap
            We have gated the full ragdolls on knockouts which are well above the severity required to ko to simulate the situation in a fight where the winner knows his opponent is out as soon as the punch lands. The diving punch finish the fights will still occur on knockouts which are severe enough to ko the opponent but not severe enough to cause a full ragdoll.
            I actually like the idea of the "looseness" of the ragdoll being based on how severe the knockout was. Thats a cool concept.

            That being said, this is causing a very large amount of forced Walk-off KOs to happen due to the inability to enter Finish the Fight on a "Lights out" KO. I feel it is an overall step back in this area of the game and a lesser representation of the sport. I believe walk-off KOs should never be forced, it should be the choice of the player just as it is the choice of the fighter in real life.

            The current system seems to restrict the teams ability to achieve "the best of both worlds". It seems we are constantly battling over having better KO physics and having a better Finish the Fight experience. How likely is it we could see an overhaul of this overall "KO system" to allow for these things to more seamlessly coexist?

            Comment

            • Skynet
              EA Sports UFC Developer
              • Mar 2015
              • 703

              #21
              Re: Lets talk about these new ragdoll KOs

              Originally posted by Reinfarcements
              The current system seems to restrict the teams ability to achieve "the best of both worlds". It seems we are constantly battling over having better KO physics and having a better Finish the Fight experience. How likely is it we could see an overhaul of this overall "KO system" to allow for these things to more seamlessly coexist?
              100% not happening in patches.

              Comment

              • Reinfarcements
                Pro
                • Nov 2017
                • 633

                #22
                Re: Lets talk about these new ragdoll KOs

                Originally posted by Skynet
                100% not happening in patches.
                Had a feeling something like that was not possible with patches. I can understand that. While a rework like that isn't possible for the current game, I still hope you guys can improve this area of the game in smaller ways via patches.

                I think KO/TKO scenarios in EA UFC 4 have potential to look and feel better than they do now.

                Comment

                • Stealthhh
                  Pro
                  • Nov 2017
                  • 516

                  #23
                  Re: Lets talk about these new ragdoll KOs

                  Originally posted by TapOrSnap
                  I'm glad you are enjoying it. We knew when we put it back in we would get some weird falls but that was kind of the point.

                  For those of you concerned that the ragdolls might introduce any sort of exploit I want to let you know that they only happen when the fight is already over, much like how jumping into the finish the fight strikes happens when the fight is already over. Any other situation which would have been survivable via the twiddle the stick mechanic we had in UFC 3 during FTF instead takes you to the GnP positions where the bottom fighter is given a chance to actually intelligently defend instead of just madly wearing out their analogue stick.

                  We have gated the full ragdolls on knockouts which are well above the severity required to ko to simulate the situation in a fight where the winner knows his opponent is out as soon as the punch lands. The diving punch finish the fights will still occur on knockouts which are severe enough to ko the opponent but not severe enough to cause a full ragdoll.

                  Hey TapOrSnap, is there a possibility to patch in the ref to actually run to the fighter that got knocked out, instead of just wave his arms? We already have ref interactions so this would definitely add to the realism. Also is it possible to have the ref stay in the ring instead of disappear? Would really love to see these additions, since we can't jump in after a full ragdoll KO, this would solve this issue imo. I believe there's also a bug when you dive in after a knockdown or KO. Your fighter will sound like he throws 1 or 2 more punches, but the animation will stop and then the ref comes in. Is this an audio bug or is this intended to have your fighter keep throwing until the ref comes in like in UFC 3? I ask this because when using Masvidal, he keeps striking and doesn't pause, how it should be.
                  Last edited by Stealthhh; 12-11-2020, 08:36 PM.

                  Comment

                  • wyrm187
                    Rookie
                    • Feb 2009
                    • 393

                    #24
                    Re: Lets talk about these new ragdoll KOs

                    How about the occasional mouth piece flying out? Loved that in undisputed

                    Comment

                    • TapOrSnap
                      EA Sports UFC Gameplay Developer
                      • Aug 2020
                      • 149

                      #25
                      Re: Lets talk about these new ragdoll KOs

                      Originally posted by Stealthhh
                      Hey TapOrSnap, is there a possibility to patch in the ref to actually run to the fighter that got knocked out, instead of just wave his arms? We already have ref interactions so this would definitely add to the realism. Also is it possible to have the ref stay in the ring instead of disappear? Would really love to see these additions, since we can't jump in after a full ragdoll KO, this would solve this issue imo. I believe there's also a bug when you dive in after a knockdown or KO. Your fighter will sound like he throws 1 or 2 more punches, but the animation will stop and then the ref comes in. Is this an audio bug or is this intended to have your fighter keep throwing until the ref comes in like in UFC 3? I ask this because when using Masvidal, he keeps striking and doesn't pause, how it should be.
                      Adding ref interactions on that scale would be a difficult challenge and would not be an efficient use of the resources we have available. I think we would be doing our players a disservice is that was where we spent our time. Every iteration of the game we have looked for ways to improve the ref and will continue to do so but you won't see any changes in that area in future UFC4 patches.

                      Comment

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