Your New UFC / WWE THQ Community Manager

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  • JoeMimic
    Pro
    • Feb 2005
    • 963

    #61
    Let me first say I'm glad we have someone from the UFC community over here because the official forum isn't very good in terms of user quality. I'll probably cover a lot that already has been said but I want in! Submissions. I like submissions. I think they need tweaked or tied into the ratings a bit more, I don't think it's very realistic to have to always wear down your opponent for a submission. If I'm a great grappler ala Damian Maia and I mount Drew McFredries in the first round and attempt a submission, I should have to completely screw up my shine to not submit him. I'm not sure if there is really anything that can be done about this now but it has to be mentioned.

    I don't play online much, take that back I almost never play online. I like the idea of creating fighters who aren't in the game and making my roster even bigger. The way the game is setup now it's nearly impossible to do that because you can't make a decent CAF without dragging him all the way through career mode. Now I know someone might say you can do the copy trick (Which is probably going to be patched unfortunately) but I just wish there was an option put in there for you to select when you use the CAF outside that disables using it online but allows you access to everything so you can make the roster of your dreams and just have fun.

    Again thanks for being here and listening to my gripes, and please don't takeout the copy trick! It's all I've got at this point.

    Comment

    • SA1NT401
      Banned
      • Sep 2007
      • 3498

      #62
      Re: Your New UFC / WWE THQ Community Manager

      I am done personally with UFC10 until something is done about KO's/Stamina etc etc....

      Game has/had SO much potential...WHy did they, in all actuality, DUMB it down so much? I know casuals were a bigger focus, but if someone bought/played UFC09...There is a HUGE probablility they would BUY UFC10....WHy simplify the game?

      THis went from a REALLY good sim-ish MMA fighting game to a ARCADE brawler.....

      54 fights in Exhibition (EXPERT difficulty) ALL ended in KO but 2 which ended in sub(not me...CPU)....I my LW career...my guy is currently on an 11 KO streak and Striking/Kicks are my LOWEST attribute by FAR (did that for a reason)....Really shows 1 of 2 things...1-Ratings LITERally mean ZERO 2-KO are just emphasized WAY TOO MUCh.

      Everyone sees this...Everyone experiences this....Everyone here wants something done about it....And i know we are MAYBE 3-5% of the overall community, but the rest of UFC10 owners HAVE to want these issues addressed in some way.

      This game just becomes an act of WHo can get the KO 1st...ANd you always know a KO is gonna come 99.9% of the time....Just go toe to toe and get it over with....That is ARCADE 100%.....

      Frustrated and disappointed is not the word for how i feel....

      Comment

      • SHAKYR
        MVP
        • Nov 2003
        • 1795

        #63
        Originally posted by SA1NT401
        I am done personally with UFC10 until something is done about KO's/Stamina etc etc....

        Game has/had SO much potential...WHy did they, in all actuality, DUMB it down so much? I know casuals were a bigger focus, but if someone bought/played UFC09...There is a HUGE probablility they would BUY UFC10....WHy simplify the game?

        THis went from a REALLY good sim-ish MMA fighting game to a ARCADE brawler.....

        54 fights in Exhibition (EXPERT difficulty) ALL ended in KO but 2 which ended in sub(not me...CPU)....I my LW career...my guy is currently on an 11 KO streak and Striking/Kicks are my LOWEST attribute by FAR (did that for a reason)....Really shows 1 of 2 things...1-Ratings LITERally mean ZERO 2-KO are just emphasized WAY TOO MUCh.

        Everyone sees this...Everyone experiences this....Everyone here wants something done about it....And i know we are MAYBE 3-5% of the overall community, but the rest of UFC10 owners HAVE to want these issues addressed in some way.

        This game just becomes an act of WHo can get the KO 1st...ANd you always know a KO is gonna come 99.9% of the time....Just go toe to toe and get it over with....That is ARCADE 100%.....

        Frustrated and disappointed is not the word for how i feel....
        I think if a KO can come at anytime, that's realistic. If you don't defend you ko"d in real-life. If a fighter were to go toe to toe in real-life you have a good chance of getting KO'd.

        Alot of back and forth with no thread of being Ko'd is arcadish.
        Poe is an advocate for realistic boxing videogames.

        Comment

        • jb12780
          Hall of Fame
          • Oct 2008
          • 10665

          #64
          Re: Your New UFC / WWE THQ Community Manager

          Originally posted by SHAKYR
          I think if a KO can come at anytime, that's realistic. If you don't defend you ko"d in real-life. If a fighter were to go toe to toe in real-life you have a good chance of getting KO'd.

          Alot of back and forth with no thread of being Ko'd is arcadish.
          Plus the fact the submissions are non-existent makes this game a KO fest.
          GT:jb12780
          PSN:jb12780

          Comment

          • statum71
            MVP
            • Nov 2006
            • 1985

            #65
            Originally posted by SHAKYR
            I think if a KO can come at anytime, that's realistic. If you don't defend you ko"d in real-life. If a fighter were to go toe to toe in real-life you have a good chance of getting KO'd.

            Alot of back and forth with no thread of being Ko'd is arcadish.
            I'm with you. Yes I see alot of KO's. But its also attributed to the fact that a lot of hard shots are landed in those fights.

            I watched UFC 114 last night...the reason most of those fights went the distance is because guys were standing back and dancing around a lot. If you do a lot of that on the game I'm sure it'll go the distance too. And vice versa, if more real life fights had the number of landed hard shots that I see in this game...there would be more KO's in the first round as well.

            Personally, I don't feel its arcadish.
            The Lord is my shepard.

            Comment

            • Jukeman
              Showtime
              • Aug 2005
              • 10955

              #66
              Re: Your New UFC / WWE THQ Community Manager

              im knocking guys out instantly with straights and jabs...

              Comment

              • jb12780
                Hall of Fame
                • Oct 2008
                • 10665

                #67
                Re: Your New UFC / WWE THQ Community Manager

                I was experimenting yesterday and I want you guys to test a theory I've developed. I think Experienced is the most realistic difficulty setting IMO. Ive had fights go to the distance at that level and I think there is where the ratings matter the most. Its just a hunch though. It still needs more testing.
                GT:jb12780
                PSN:jb12780

                Comment

                • MC Fatigue
                  Banned
                  • Feb 2006
                  • 4150

                  #68
                  Re: Your New UFC / WWE THQ Community Manager

                  Originally posted by statum71
                  I'm with you. Yes I see alot of KO's. But its also attributed to the fact that a lot of hard shots are landed in those fights.

                  I watched UFC 114 last night...the reason most of those fights went the distance is because guys were standing back and dancing around a lot. If you do a lot of that on the game I'm sure it'll go the distance too. And vice versa, if more real life fights had the number of landed hard shots that I see in this game...there would be more KO's in the first round as well.

                  Personally, I don't feel its arcadish.
                  Bonner vs Griffen
                  Liddell vs Silva
                  Lytle vs Burns
                  Quarry vs Credeur

                  just a few examples of absolute wars with people landing a lot of big shots that all went the distance.

                  Just because a fight is a war doesn't mean someone's getting KO'd or TKO'd. In fact, a lot of the "best fights" that end up being wars with people getting pounded do go the distance.

                  In this game, that's simply impossible. I "war" in this game is maybe 2-3 big exchanges that result in someone getting KO'd in the first or latest in the early second.

                  People are upset because it's impossible to have a war in there, and even fighters who are generally pretty weak and not known for being able to knock people out are KO machines.

                  It's also the rate of KO's that people are complaining about. Even in wars that result in KO's, it's often a flurry that stuns the guy and results in a punch eventually KOing the guy, or as in most fights, a guy taking a lot of shots and the ref stopping it for a TKO. Straight up KO's just happen far too often; the rocked state needs to be activated more often.

                  Another problem I have is that once rocked, you're almost always knocked down right away a left helpless. There needs to be more control over a rocked fighter and it needs to result in more scrambled on the ground, but it never does. I mean, the game entirely lacks the excitement and pace of a guy getting rocked and dropping and grabbing onto his opponent's leg and trying to pull himself in to avoid shots, and scrambling to try to buy time.

                  Instead, there's really just a few options. You get nailed and lay on your side just blocking and praying. Or you try to initiate a takedown, which for some reason just automatically clears the rocked state.

                  Another thing that annoys me (thinking about this game, I could go on forever) why the hell does a guy who's mounted and just rocked a guy stand up and get off his opponent when he can't finish it? Who the hell does that? I always have to go for a sub and cancel it so that I can stand up in range and dive back on him - otherwise my guy gets pushed up and back so my opponent can stand up.

                  I guess I just don't understand what THQ is thinking with so many of their decisions.

                  For instance - why is it that I cannot dive into the guard of a rocked opponent, posture up a bit and just start dropping bombs? Why is my guy forced into up position where he stands up and attempts the KO and then again gets pushed back and off if he fails?

                  And why is it that this year you can't seem to go into that up/down position this year except when your opponent is rocked?

                  The more I think about the game, the more I realize how much it lacks.

                  it seems to me that THQ has a tree that basically splits off one or two ways max, when it needs to split up 10 ways sometimes. Each action shouldn't always result in just one or two possible other actions or reactions, there should be a lot of possibilities.
                  Last edited by MC Fatigue; 05-30-2010, 06:48 PM.

                  Comment

                  • Stormyhog
                    All Star
                    • Feb 2004
                    • 5304

                    #69
                    Re: Your New UFC / WWE THQ Community Manager

                    Originally posted by jb12780
                    I was experimenting yesterday and I want you guys to test a theory I've developed. I think Experienced is the most realistic difficulty setting IMO. Ive had fights go to the distance at that level and I think there is where the ratings matter the most. Its just a hunch though. It still needs more testing.
                    I have been playing experienced as well and have had a couple of fights go the distance one of them being a majority draw. I still see more KO's and TKO's on experienced than going the distance but the level like you said feels more realistic and better pacing. I have always felt in sports games that higher difficulties leads to the cpu being to overpowered and frustrating to play and it feels like ratings mean nothing as everything is just ramped up.
                    "If you don't have anything good to say, say it often"- Ed the sock

                    Comment

                    • jb12780
                      Hall of Fame
                      • Oct 2008
                      • 10665

                      #70
                      Re: Your New UFC / WWE THQ Community Manager

                      Originally posted by Stormyhog
                      I have been playing experienced as well and have had a couple of fights go the distance one of them being a majority draw. I still see more KO's and TKO's on experienced than going the distance but the level like you said feels more realistic and better pacing. I have always felt in sports games that higher difficulties leads to the cpu being to overpowered and frustrating to play and it feels like ratings mean nothing as everything is just ramped up.
                      Yeah its not the greatest cause the KO's and TKO's still happen a bunch, but i think its the most realistic IMO.

                      EDIT: I know this had probably been said before, but the AI needs to be reworked. Every fighter wants to come out and stand and bang. GSP and Fitch should not have the same fighting style as Kimbo Slice and Cro Cop, but thats how it is now at the moment.
                      Last edited by jb12780; 05-30-2010, 10:40 PM.
                      GT:jb12780
                      PSN:jb12780

                      Comment

                      • Illustrator76
                        Sorry, I Got Nothing...
                        • Jan 2003
                        • 2216

                        #71
                        Re: Your New UFC / WWE THQ Community Manager

                        Originally posted by MC Fatigue
                        Bonner vs Griffen
                        Liddell vs Silva
                        Lytle vs Burns
                        Quarry vs Credeur

                        just a few examples of absolute wars with people landing a lot of big shots that all went the distance.

                        Just because a fight is a war doesn't mean someone's getting KO'd or TKO'd. In fact, a lot of the "best fights" that end up being wars with people getting pounded do go the distance.

                        In this game, that's simply impossible. I "war" in this game is maybe 2-3 big exchanges that result in someone getting KO'd in the first or latest in the early second.

                        People are upset because it's impossible to have a war in there, and even fighters who are generally pretty weak and not known for being able to knock people out are KO machines.

                        It's also the rate of KO's that people are complaining about. Even in wars that result in KO's, it's often a flurry that stuns the guy and results in a punch eventually KOing the guy, or as in most fights, a guy taking a lot of shots and the ref stopping it for a TKO. Straight up KO's just happen far too often; the rocked state needs to be activated more often.


                        Another problem I have is that once rocked, you're almost always knocked down right away a left helpless. There needs to be more control over a rocked fighter and it needs to result in more scrambled on the ground, but it never does. I mean, the game entirely lacks the excitement and pace of a guy getting rocked and dropping and grabbing onto his opponent's leg and trying to pull himself in to avoid shots, and scrambling to try to buy time.

                        Instead, there's really just a few options. You get nailed and lay on your side just blocking and praying. Or you try to initiate a takedown, which for some reason just automatically clears the rocked state.

                        Another thing that annoys me (thinking about this game, I could go on forever) why the hell does a guy who's mounted and just rocked a guy stand up and get off his opponent when he can't finish it? Who the hell does that? I always have to go for a sub and cancel it so that I can stand up in range and dive back on him - otherwise my guy gets pushed up and back so my opponent can stand up.

                        I guess I just don't understand what THQ is thinking with so many of their decisions.

                        For instance - why is it that I cannot dive into the guard of a rocked opponent, posture up a bit and just start dropping bombs? Why is my guy forced into up position where he stands up and attempts the KO and then again gets pushed back and off if he fails?

                        And why is it that this year you can't seem to go into that up/down position this year except when your opponent is rocked?

                        The more I think about the game, the more I realize how much it lacks.

                        it seems to me that THQ has a tree that basically splits off one or two ways max, when it needs to split up 10 ways sometimes. Each action shouldn't always result in just one or two possible other actions or reactions, there should be a lot of possibilities.
                        Awesome post, I agree 100% with everything you said. What I would really like to see implemented is sliders. I don't understand why we can't have sliders for things like Flash KO Frequency, Sprawl Success, etc... This would solve a lot of problems in that people who want a Flash KO every match can get one, and the people who want a more realistic Flash KO percentage can get that too. As it stands right now, I am with you in that I am very disappointed because it seems like this game has actually regressed/not progressed in many areas since last year.

                        Comment

                        • Acedeck
                          Pro
                          • Sep 2004
                          • 518

                          #72
                          Re: Your New UFC / WWE THQ Community Manager

                          Not having sliders is a sign of a shallow game. It's the second iteration of the UFC series now. I really hope to see it make it into next years game. Any type of simulation sports game needs to have sliders. People have far too different tastes when it comes to playing style.

                          Comment

                          • eeyor
                            Rookie
                            • Nov 2008
                            • 206

                            #73
                            Re: Your New UFC / WWE THQ Community Manager

                            Although some people attribute the need to add sliders to overall lazyness of the developers, sliders are needed in games that try to attract a wide variety of players. Something I really don't understand is that they have Sliders in their wrestling games. Why don't they have sliders in their "simulation" game? that doesn't make any sense at all. They had a chance to get a head start on EA, but they did not try to capitalize on that. The game offers too less customizability, which might strongly lessen the replayvalue, once EA enters the market.
                            EA will certainly have sliders.
                            EA will certainly have a replay function.
                            EA will certainly have fighter share.
                            All these things will be things that add to replayvalue of a sportsgame. In UFC 2010 we can't make Instant-Cafs that are on the level of the UFC guys. We can't record highlight reels and share them with others, hell, we can't even save a replay of a nice KO/submission. THey put so much emphasis on presentation, but forgot replays? I can't think of any good reason why.

                            Comment

                            • LP
                              Johnny Canuck
                              • Dec 2004
                              • 1279

                              #74
                              Re: Your New UFC / WWE THQ Community Manager

                              Originally posted by MC Fatigue
                              Bonner vs Griffen
                              Liddell vs Silva
                              Lytle vs Burns
                              Quarry vs Credeur

                              just a few examples of absolute wars with people landing a lot of big shots that all went the distance.

                              Just because a fight is a war doesn't mean someone's getting KO'd or TKO'd. In fact, a lot of the "best fights" that end up being wars with people getting pounded do go the distance.

                              In this game, that's simply impossible. I "war" in this game is maybe 2-3 big exchanges that result in someone getting KO'd in the first or latest in the early second.

                              People are upset because it's impossible to have a war in there, and even fighters who are generally pretty weak and not known for being able to knock people out are KO machines.

                              It's also the rate of KO's that people are complaining about. Even in wars that result in KO's, it's often a flurry that stuns the guy and results in a punch eventually KOing the guy, or as in most fights, a guy taking a lot of shots and the ref stopping it for a TKO. Straight up KO's just happen far too often; the rocked state needs to be activated more often.

                              Another problem I have is that once rocked, you're almost always knocked down right away a left helpless. There needs to be more control over a rocked fighter and it needs to result in more scrambled on the ground, but it never does. I mean, the game entirely lacks the excitement and pace of a guy getting rocked and dropping and grabbing onto his opponent's leg and trying to pull himself in to avoid shots, and scrambling to try to buy time.

                              Instead, there's really just a few options. You get nailed and lay on your side just blocking and praying. Or you try to initiate a takedown, which for some reason just automatically clears the rocked state.

                              Another thing that annoys me (thinking about this game, I could go on forever) why the hell does a guy who's mounted and just rocked a guy stand up and get off his opponent when he can't finish it? Who the hell does that? I always have to go for a sub and cancel it so that I can stand up in range and dive back on him - otherwise my guy gets pushed up and back so my opponent can stand up.

                              I guess I just don't understand what THQ is thinking with so many of their decisions.

                              For instance - why is it that I cannot dive into the guard of a rocked opponent, posture up a bit and just start dropping bombs? Why is my guy forced into up position where he stands up and attempts the KO and then again gets pushed back and off if he fails?

                              And why is it that this year you can't seem to go into that up/down position this year except when your opponent is rocked?

                              The more I think about the game, the more I realize how much it lacks.

                              it seems to me that THQ has a tree that basically splits off one or two ways max, when it needs to split up 10 ways sometimes. Each action shouldn't always result in just one or two possible other actions or reactions, there should be a lot of possibilities.
                              When an opponent is rocked on the ground, use the same L2 and the RS like you would for a takedown, and you will dive into guard.

                              Comment

                              • MC Fatigue
                                Banned
                                • Feb 2006
                                • 4150

                                #75
                                Re: Your New UFC / WWE THQ Community Manager

                                Originally posted by LP
                                When an opponent is rocked on the ground, use the same L2 and the RS like you would for a takedown, and you will dive into guard.
                                Right - but like I said - you're then forced into standing up over him and attacking. I don't want to have to be forced to do that, I want to just posture up in guard and attack, for instance.

                                Comment

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