Things ufc 5 can do to improve.

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Granbyroll
    Rookie
    • Nov 2020
    • 102

    #1

    Things ufc 5 can do to improve.

    Better tutorial system
    More meters in practice mode(frame advantage meter at least)
    More positions on the ground
    Addition of minor transitions with d pad
    Return of ufc 3s sub system
    More legends(would love to see Sakuraba in the game and cro cop)
    Add more venues( Would be extremely happy with an actual ring)
    Choice of weight class in ranked(tired of watching martial struggle to keep his series alive)
    Make head movement easier
    Last edited by Granbyroll; 06-10-2021, 05:35 PM.
  • Irish0331
    Banned
    • Oct 2016
    • 485

    #2
    Re: Things ufc 5 can do to improve.

    1) First and foremost, bring back the clinch game. What we have in 4, is not a clinch game. We need to be able to pummel/transition/deny/reverse/cage grind in the clinch. It happens in almost every single fight we see, in some shape or form.

    2) CAF slots. We need a respectable amount of caf slots. 22 caf slots across the 11 weightclasses that made it to the game? Dude. Yeah, the work around where i have multiple profiles gives me more to work with, but it sucks all the immersion out of the game having to flip profiles and reboot the whole damn game multiple times in order to complete one offline/universe event (which is all done in custom fight now, since event mode is useless across multiple profiles.

    3) CAF editing. Let us edit our cafs the way we'd like please? Massive, massive step back from 3 the way cafs are handled in 4. Now, the archetypes I'm not against at all, it's a great way to quickly get a caf into my universe. If I'm making someone like Rakic (before he got in), damn right im gonn wanna put some work into him because this guy is gonna be around a while and be very successful if he stays healthy. I'm not going to put alot effort into say Maki Pitolo who is on a 3 fight losing streak and then has to bow out of a fight for undisclosed reasons, it's surprising he's still on the roster. So leave archetypes...in fact, let US build our archtypes. Flame me if you will but Tanner Boser and Jake Collier have similar styles to me (and theres plenty more on contract that are similar....i can create a archetype that I want and i can easily get them in the game by assigning it to them. Give us yours (nice job on a few) and then maybe let us have a handful of archetype slots?

    Those are the important ones for me that come to mind right now.

    I think you did a tremendous job with this years roster. DLC was on point. Hopefully the roster can expand now that next gen is the focus (and because you guys apparently made nice bank with this one) but for me caf slot expansion would fill that gap. CAF share would be great but i hear thats a trademark/legal nightmare of something. Some kind of universe mode would be awesome too. Something calendar based where we can create what type of event and when, maybe something that has ranking logic (but one we can manually do if we'd like). PRIDE and strikeforce modes would be amazing. Attention to detail is a big one too. I know things like the little pre fight fighter blurbs arent anywhere near the top of the priority list...but its text. "Won 5 fights n career, lost 1 fight in career, has had 6 fights in career?" How about something we might actually see on a broadcast?

    Comment

    • Raiseup
      Rookie
      • Jul 2020
      • 45

      #3
      Re: Things ufc 5 can do to improve.

      After becoming that guy and buying UD3 again, UFC 5 really needs to up the presentation. It's crazy to be beat out by a game that come out a generation earlier in that respect.

      1. Different commentary teams depending on the show. For smaller cards, get that dude who fumbles over every word alongside Paul Felder and Michael Bisping. Larger cards, get the main guys. Insert lines pertaining to each fighter or at least have the announcer say their name. Having a new DLC fighter referred to as a nickname kills all the immersion.

      2. Have us be able to see the fight card as a full presentation as it is in the real world and UD3. Keep the overlays up to date to those which are seen in the actual UFC. For a product based on a single entity, it's kinda crazy that it doesn't actually correspond to the product we see every week.

      3. Have those emoticon intros be part of the the Bruce buffer announcement. It's kinda weird to have an entire intro you have no control over but you're doing backflips when the ref asks if you're ready.

      4. Rework career mode from the ground up. Was especially let down after EA's own data showed that this was the most played mode and they just put new paint on an old car.

      5. Fight card intro videos, conferences, hype videos, coming up next videos etc. All small things that help immersion massively. Pretty all of this was in UD3, so not sure why this can't be achieved on a PS5.

      Comment

      • Raiseup
        Rookie
        • Jul 2020
        • 45

        #4
        Re: Things ufc 5 can do to improve.

        lol, actually forgot about gameplay.

        1. Revamp the ground game. Actual TKO's, being able to rock someone on the ground as well as actually KO them. Being able to move on the ground/scoot to the cage and cage walk up. Removal of that loading bar, for ground moves, it feels so passive compared to standup.

        2. Punish stamina heavily for repeated signature moves. A player shouldn't be able to move after doing 17 rolling thunder kicks in the first round.

        3. Don't allow the user to throw impossible combos at full speed. If they do it, the move should be ineffectual.

        4. Allow light and heavy versions of the same strike. Pretty much anyone worth their salt disguises their right hand with a light jab purely there to throw the opponent off, allow users to do the same.

        5. Hit reaction and distance management. People should react to every hit and strikes shouldn't elongate themselves to reach the target.

        Comment

        • NEWSS
          Rookie
          • Aug 2018
          • 291

          #5
          Re: Things ufc 5 can do to improve.

          - Put aside your ego and take inspiration from UD3 with regards to the posture up and ground and pound system (including the option to catch strikes into submissions for bjj fighters)

          - Differentiate quick/weaker strikes (less stamina tax) versus slower/power ones (higher stamina tax)

          - Add content to the clinch and bring back clinch control by the cage

          - Add seated cage position

          Sent from my SM-A505FN using Operation Sports mobile app

          Comment

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

            #6
            Re: Things ufc 5 can do to improve.

            Every post on this thread got a thumbs up from me. Posts like this are incredibly informative thank you for sharing this.

            Regards
            TOS

            Comment

            • Granbyroll
              Rookie
              • Nov 2020
              • 102

              #7
              Re: Things ufc 5 can do to improve.

              Originally posted by TapOrSnap
              Every post on this thread got a thumbs up from me. Posts like this are incredibly informative thank you for sharing this.

              Regards
              TOS
              I know you have a boss and a family to feed but if you could please just work on the tutorial system in a mk fashion add a frame advantage meter and make head movement a little better and just a few more positions I would be a happy man. I know you said you use to fight so I respect you opinion on things. I know us hardcores can't get everything we want. But if you make the casuals into hardcores via using the game as an educational tool the game will sell more. And whatever you guys borrow from ud3 is a plus. I know whatever thq did you guys can do even better. Thank you for taking time out of your day when I post to say even just a few words. And also we need parries for straight punches and a power modifer to differentiate hard and fast strikes. Sincerely a die hard mma fan.

              Comment

              • Zyaf
                Rookie
                • Jul 2020
                • 87

                #8
                Re: Things ufc 5 can do to improve.

                Alright, I figure this is as good a post as any to add my full suggestions on the future of the UFC games.


                Firstly: Striking.
                - Remove all remaining speedup combos, such as the leg kick feint to body kick, body kick feint to head kick, lead teep feint to question mark kick, and slip straight overhand.
                - Reduce the range on the body uppercut when it is thrown directly after a jab.
                - Allow knees and uppercuts to more reliably intercept takedowns.
                - Allow hooks and uppercuts to hit opponents when they are throwing knees, right now they miss.
                - Up the long term head health damage off knockdowns so as to lessen the amount of knockdowns needed for a finish.
                - Add some kind of power modifier to allow us to choose the power of our strikes; this is what the tap/hold mechanic was originally presented as although it didn't end up working out. Maybe a press down of the left stick allows for a power strike? Food for thought.
                - I think it's time to attempt to re-introduce parries. Allow them only against straight strikes, and add a long term stamina cost for missing them and a vulnerability window for missing or parrying the wrong direction as well.
                - Allow for more fluid chaining of striking combinations into takedowns.
                - General fixes on tracking and head movement across the board to make them more reliable.
                - Add it to where if a person rapidly chains together 3 head movements within a short amount of time, their block gets disabled as long as they keep moving their head. (This change would be to prevent the bobbleheading we keep seeing be extremely effective due to the ability to endlessly block while doing it.)
                - Fix the bug where occasionally, throwing a head kick at your opponent at the right distance can instantly disable their block and cause a free rock or knockdown. (I have examples if needed.)
                Next up: Clinching
                - Add a transition to double unders, where you can attempt to hold an opponent and stop them from attempting certain transitions via one of the sticks at the cost of slowly losing short term stamina. When the person is up against the cage, you don't lose stamina for holding as you're essentially just leaning on them, but it's easier for them to attempt to repummel.
                - Add over under and double under positions to the cage clinch, and allow reversals for the SUB fighter in the cage clinch.
                - Remove the unblockable uppercut from the game.
                - Allow users to better react to the mixups of body knees and head knees from thai clinch and the single under clinch instead of it being a guessing game.
                - Remove the stamina drain from the standing guillotine walk around.
                - Allow the denial for the standing guillotine to be reactable.
                - Allow for generally more grinding in the clinch instead of it always being so fast paced and whoever can get an action off first.
                - Remove the unblockable hooks off the OU submissive cage clinch escape, these are broken.
                - Remove the back drop undeniable RNC.
                - I think the best clinch suggestions are covered by RomeroXVII in this video: https://www.youtube.com/watch?v=dAk-ZoNAZrY
                Grappling:
                - Ideally, this one would get a complete rework. However, if it's going to get a rework like the clinch did, which is unfinished and disappointing to most people, I'd rather it didn't until y'all can get whatever resources you need to do it right, so...
                - Change the submission system. Either fix // revert the minigame to be more based on stats rather than position, or drop it entirely and move to transition based submissions. The submissions are wayyy too powerful at this point in time, and will never be balanced as long as they are based on position and hardly based on stats and only a little on stamina.
                - Add more positions such as butterfly guard and cage seated.
                - Add more active scrambles to the ground game where it's more chaotic instead of stalling out in positions such as sprawl or back side for long periods of time.
                - Add more long term stamina drain to takedown attempts, still.
                These are just off the top of my head, I'll probably go back and add more things later if I can think of them.
                Last edited by Zyaf; 07-15-2021, 11:35 AM.

                Comment

                • tomitomitomi
                  Pro
                  • Mar 2018
                  • 987

                  #9
                  Re: Things ufc 5 can do to improve.

                  As far as I'm concerned the most important thing for me would be including rollback netcode but I imagine the whole game would have to be designed with that in mind. It would help matchmaking tremendously.

                  The series is also lacking some pretty simple QOL stuff. For instance, you should be able to collect all the random challenges with one input. Similarly, just let people skip post-fight celebrations especially when the majority of the roster has the same basic celebrations. Here's my thread about it.

                  The current perk system could be reworked into more detailed fighter stats. E.g. I like the concept of the perks that increase your footwork in specific situations such as when moving forward but you could accomplish the same thing with footwork stats for forwards/backwards/sideways with more nuance. For example, Tyron Woodley should probably have the highest forward movement speed in his division because of his blitzing ability but the current system can't provide that.

                  I think for UFC 5 you guys should decide what you want the move levels to represent. I prefered the UFC 3 mindset where even 4 star strikes were relatively rare. Post UFC 4 launch updates feels like everyone gets a 4 star leg kick if they win a fight where they threw one.

                  UFC 4 was better at this than 3 but there are still some instances of arbitrary guessing games. Zyaf already mentioned the head/body clinch mix-up. There's still stuff like the ground and pound system as well.

                  I don't really care for all the transition-based submissions stuff et cetera but my current problem with submissions is that the submissions themselves are one-dimensional. I disagree with Zyaf (though I think he agrees with my premise) that I think there should be some hierarchy among submissions so back-mounted RNC should be stronger than kimura from bottom guard.

                  In fact, kimura from bottom guard should have something akin to 1% submission success rate unless there is an outrageous mismatch between either stats or player skill such as Demian Maia vs CM Punk. However, bottom guard kimura could still be useful because your opponent may for instance forfeit top control in order to escape it so it could be used as a pseudo-sweep.

                  This could be even achieved with current mechanics by providing the defensive player an exclusive easy QTE during the submission battle. In contrast, armbars and triangles should be more effective submissions and then players can focus on denying those if they want to avoid getting submitted. In short, add more strategy to different submission moves. Submission attempts can have other goals than actually finishing the fight such as gaining an advantageous position.

                  I think the game should have as many decisions and interactions like this as possible. Choosing which strike to show and when is a tactical choice in stand up yet on ground GNP is reduced to a high variance mix-up.
                  ¯\_(ツ)_/¯

                  Comment

                  • Stealthhh
                    Pro
                    • Nov 2017
                    • 516

                    #10
                    Re: Things ufc 5 can do to improve.

                    - Ability to hand fight, paw, gauge distance.

                    - More contextual animations, like wiping blood off face, sweat, to make the fight look more natural.

                    - Rework Finish The Fight. Add dynamic TKOS to make fights flow in a more realistic fashion, so multiple positions for TKOS.

                    - Ability to jump on an unconscious opponent. This shouldn't have even been removed but I understand the reason, but for UFC 5 this needs to be fixed. The ref is the one that needs to stop the fight, not the game, so please make it that way.

                    - Make ground and pound more vicious, more options, elbows, hammer fists etc.

                    - Revamp the ground game, allow us to butt scoot, move with the left stick at free will.

                    - Rework presentation. For this one just watch events, ppv as well, there's a lot to be done in this area imo.

                    There's a lot more, but this is from the top of my head so hope this helped.

                    Comment

                    • ragreynolds
                      Rookie
                      • Sep 2017
                      • 264

                      #11
                      Re: Things ufc 5 can do to improve.

                      The number one thing they need to do (for me), is not remove old features.

                      It's great that they add new mechanics and features, but when they actively remove certain features, such as being able to move along the ground while your opponent is standing (we could do this in the first EA UFC game) or more importantly, removing the ability to actually edit our CAFs, it's just plain ridiculous.

                      The game should be constantly building on what was in the previous game, they shouldn't be stripping away old things while they add other new things in. Obviously, it's different if they're reworking something like the clinch, and they need all new animations and it works entirely differently etc, but for stuff such as CAF customisation and other small things, they should remain in the game. I was one of the few people on here who didn't seem to mind the focus on CAFs for UFC 4. A lot of online players were mad that CAFs were getting so much focus and that we could use them in ranked. For me, I think CAFs are great, so I was excited that they were at the forefront, since I assumed that meant they'd be getting extra attention and we'd have some great tools to make our own fighters. Then I discovered that despite all the cool new stuff that was added, UFC 4 has the worst CAF system in any modern MMA game, and it's because you can't even edit your own moves. Because of that, I haven't played a single match online using a CAF, and other than career, I haven't even used CAFs offline either. This is a huge change for me considering that CAFs used to be some of my most used fighters in all previous games. I don't want to play as some archetype, I want to play as my unique fighter. Cosmetics mean nothing when the underlying system is rigid and unexciting.

                      Anyway, aside from not removing anything, I actually kinda like where the new clinch system is going. I dislike that we have lost certain positions and we can't employ certain clinch strategies like in real MMA, but I assume this is largely down to the system still being very bare bones compared to other systems in the game. There's no doubt in my mind that this system, although confusing at first, is easily the most fun and fluid clinch system in an MMA game (although I know a lot of people disagree there). So yeah, I'd like to see that system improved and developed on.

                      Striking is in a decent state I think, easily the best of any MMA game ever made. There are issues, no doubt, but it's not in a bad place. I'd like to see more emphasis on players having more control over their strikes, and also on accuracy. Stop moving my fighter closer to the opponent so that the strike hits. If I throw a punch, it my opponent isn't perfectly in range, then it shouldn't hit, don't warp me closer. Soft vs power strikes would also be a welcome addition, and I could see it greatly assisting with stamina issues that people on here complain about all the time. Strong strikes have KO potential, BUT they use A LOT of stamina. Soft strikes aren't going to get a KO or knockdown, but they also use way less stamina. IMO the game as it is now, perfectly reflects a guy like Nate Diaz, Colby Covington, or Max Holloway. Guys that can throw a lot, push a pace, and still be in decent shape at the end of the night. Where the game sucks, is in reflecting basically everyone else's fitness. UFC 4 is definitely a step up from previous games in this regard, but it's still not quite there. The current model should be how the guys with the best stamina play, not everyone.

                      Lastly, grappling and subs... I've posted about this before, but unless we're going to get transition based subs, then I seriously suggest revisiting the EA MMA sub system. I'll fight to the end that that game had easily the best sub system ever in any MMA game. And I'm talking about the joint subs and the chokes. Both systems are far and away better than any other EA submission system. I will admit, however, that I think the premise behind the current system is better than previous years, it's just that it still feels unfun to use, and I'll actively avoid using it, even when I know it's an easy win. As for grappling, that's a tough one. I think that although the new GNP system is heading the right way, it's unfun to use. It feels robotic, and it feels as though you don't have much control due to how the queuing works. It just feels wrong that when I mash left left left right right left, my character is still throwing the first set of lefts when I stop pressing any buttons. It makes the entire thing feel like a guessing game rather than being about skill and reading what your opponent is actually doing. I think Undisputed 3 still reigns supreme as far as GNP is concerned.

                      At first with UFC 4, I enjoyed my time with the game. It had its issues, definitely, but it was still fun. But out of all 4 EA UFC games, it is by far the one I have played the least. It feels very much like UFC 3.5 as opposed to a whole new game. I feel as though the step up from 3 > 4 feels way lesser than the changes between any of the previous iterations. I'm not sure why that is, but that's just how it feels. As others have mentioned, certain quality of life changes would not be amiss. Being able to redeem all challenges at once, for instance, would help greatly. After a couple of days, I simply stopped redeeming my challenges because I hated having to sit through the slow and annoying animation. At the very least, we should be able to skip it/speed it up.
                      Last edited by ragreynolds; 06-13-2021, 11:40 AM.

                      Comment

                      • oilersfan365
                        Rookie
                        • Apr 2019
                        • 296

                        #12
                        Re: Things ufc 5 can do to improve.

                        Completely do away with the combo system and anything to do with arcade fighting game mechanics

                        Comment

                        • johnmangala
                          MVP
                          • Apr 2016
                          • 4525

                          #13
                          Re: Things ufc 5 can do to improve.

                          This is a UFC 4 patch wishlist, I'll post a UFC 5 wishlist later.

                          - Increase damage for strikes but increase striking stamina drain more. Reduce how often stuns happen but make them less survivable.

                          - Have stats discrepancies, specialists (90+), and perks be more impactful. Especially for subs- keep subs as they are for specialists now but make it so others need more stamina advantage for subs. Subs with Oliveria feel appropriate, problem is subbing someone with Conor is basically as easy.

                          - Same for GNP. People with high control stats should have longer posture duration. But low gnp stats should have way less damage.

                          - Stats can be an avenue for fighter uniqueness. Like Derrick Lewis should have reduced muscle modifier stamina drain, maybe even none at all.

                          - Bring back blocking while leaning back, being able to block your body and lean back was a very useful defensive tool.

                          - Over/under input (Hold overhand). Getting it this way should be more for control and positioning, getting o/u through slip or bail can be more for sweeps, trips etc. So the denials and escape speed should be tuned accordingly.

                          Comment

                          • Good Grappler
                            Pro
                            • May 2018
                            • 615

                            #14
                            Re: Things ufc 5 can do to improve.

                            The cage needs to be way more involved in both wrestling and mat grappling. UFC 5 would be more than sufficient if they just copied the same cage-seated positions from Undisputed 3, including takedowns occasionally landing directly there.

                            Also I’d like to see an animation for “holding” positions, aside from some generic base stance, so that players feel more engaged. We don’t have to press any controller inputs on the ground while controlling any position on UFC 4, until the second our opponent attempts to transition. So we just sit there doing nothing between denials.

                            In other words, There’s no “proof” we’re controlling the position, either in the form of an animation, or a controller input. UD3 had 4 separate animations for every position: postured up not holding, postured up holding, postured down not holding, postured down holding. Way more engaging and makes it look and feel more realistic.
                            Xbox GT: the relaxed guy

                            Comment

                            • VictorMG
                              Pro
                              • Jul 2021
                              • 678

                              #15
                              Re: Things ufc 5 can do to improve.

                              I have some ideas I've been thinking about for a little while, and I guess this is pretty much our wishlist thread, so here goes:

                              -Contextual animations based on what's happening at the moment. Small things like a fighter shaking his head "No" after a blocked strike, nodding as if to say "Good one" after eating a hard shot, etc. To avoid making certain fighters look ridiculous, maybe have some sort of "Swagger" rating to dictate how often these animations trigger. Lyoto Machida (IDK, first person I thought of) would be a 0, Conor would be a 101.

                              Also, of course, these animations should all be fully interruptable and should not delay an input or anything like that.

                              -I think there should be more of a gap between the speed, stamina cost, and accuracy of standing strikes and moving strikes. This would incentivize people to fight more fundamentally sound by planting when they throw instead of Terminator-ing forward while winging whatever combo they have queued up.

                              -Moving around using only the left stick should drain stamina. I'm honestly surprised I don't see more people say this. Moving around the octagon is tiring, and you can literally use the left stick to do as much moving as you want for the whole fight and lose not a single sliver of stamina for doing so. It doesn't have to be a lot, but for it to be nothing seems like a severe oversight.

                              -A "Get up" taunt, that's only available when one fighter is down, to tell the referee to get a downed opponent up. Conor vs Nate type stuff. That way you don't have to retreat and give up any octagon-control advantage you had (like if you get a knockdown with your opponent backed against the fence, but you don't want to jump on them).

                              -Speaking of which, taunts. We've seen how good they can be with Cody Garbrandt's taunt package. Whatever process went into making those, do that for the other taunts if possible, because some of the taunts in this game, no disrespect, look like an alien trying to mimic human movements based on a stop-motion video from 1996. I'm exaggerating, but still, some of them are kinda bad.

                              -My biggest idea concerns blocking. IMO, it's at least a little unrealistic to be able to have blocking success simply by holding R1/RT. Fighters in real life don't do this for a few reasons-- it takes their hands away from the optimal position to throw strikes, the gloves could block their vision, etc. (I think that's the case for both, but please correct me if I'm wrong).

                              Also it's pretty much impossible to just block any incoming strikes at will-- the only time you really see a fighter effortlessly block on reaction is with head kicks and other strikes with long start-up.

                              If it were up to me, there'd be a system where if you hold your block for X amount of seconds (maybe as little as 1 or 1.5) consecutively, your block is reduced to only absorbing one strike. So any 2+ hit combo does damage through your block after the first strike. This is pretty realistic to me, because if a fighter just held up his block IRL, any pro fighter would be able to easily see where he/she's blocking and go around the block or split it, depending on which type of block it is.
                              Last edited by VictorMG; 07-16-2021, 08:26 PM.

                              Comment

                              Working...