NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

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  • SUGATA
    MVP
    • Apr 2016
    • 1375

    #1

    NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

    What is the most important feature in cyber sport game after good gameplay, tuned balance and lag free network code? PRACTICE mode with all practice tools which allows you to learn and evolve your game.

    How human MEMORY works:

    When i was in Medical college (psychophysiology) i spend much time on on study how human mind and memory works...

    There are rules to learn fast and to have a live knowledge:
    1) INTEREST:
    i must to want learn the game

    2) EXPLORING:
    the best way to learn something forever is to discover it by yourself via your mind work

    3) FUN:
    emotions is the fuel of your memory processes

    4) ATTENTION:
    is the result of previous 1-3).

    With all these 4) elements you will memorize anything easily quickly and forever.


    Now tell me how much time your spend in Practice mode? i think the best 10% of your session time.
    Why? EA UFC 1-2 practice mode is not so interesting, does not have many practice (exploring ) tools and gauges, is not fun because no 2P human controls and lack of AI patterns.
    > So, the progress and evolution of community skill level is low and slow > poor challenge and cyber sport.


    This is my concept about how to fix this by revamping the entire Practice mode (i have nearly all fighting and wrestlers games and took the best from them in EA UFC points of view):

    1) GAUGES:
    - for Practice mode ONLY (again and again, not for ranked or quick match!)
    - options to toggle on/off every gauge
    Which gauges:
    1. Stamina/Endurance bar (the only gauge which is possible in ranked and quick match)

    2. Grapple advantage bar (we have it now)

    3. Damage bar (or Combo multiplier bar)

    4. Striking advantage bar - is the bar which shows your frame advantage/disadvantage over the opponent:
    more about it is here:
    http://www.operationsports.com/forum...scussions.html

    Spoiler


    Spoiler



    This bar better to make by table for 1P and 2P:
    - Execution
    - Hit stun
    - Damage
    - Advantage
    (descriptions of these names are in my thread above)




    BUT

    as i said in "New Striking mechanics thread" this frame data must to be not fixed but dynamically changed (aka realistic movements) based on some factors like Stamina advantage, Health conditions, etc...

    2) ABILITY TO TAKE ANY POSITION:

    UFC has huge numbers of Clinch and Ground positions.
    We need the ability to select any position (sub or dom) in practice setting and launch it immediately for practicing it it.
    UFC 3 undisputed has it like many other useful practice tools.

    Spoiler


    Spoiler



    3) DUMMY MODE:
    We need the ability to
    1. Record any actions for CPU
    2. Record 2nd and 3rd actions for CPU
    3. Then the possibility to launch its replay with random selection of 1-3 actions - for practicing against Mix-ups


    4) 2P MODE:
    We need the ability to play with our friend OFFLINE and ONLINE, i.e. 1P VS 2P in Practice with ALL gauges and ALL practice tools enabled.
    For practicing difficult multilevel tactics which are difficult to recreate by CPU.


    5) MORE DETAILS in MOVE LIST:

    Not only:
    - its animation
    - command input
    - move level
    - stamina cost
    but also:
    - its based damage
    - its based frame data (execution/startup, hit phase, recovery phase)
    - its hit effect frame data (Striking advantage on hit, on counter hit, disadvantage on Block and whiff).
    I am sure all these numbers already exist even now in devs program code, but it is possible to implement it to the Move list.

    6) MORE CPU SCENARIOS:
    - we have now very few scenarios for CPU (striking, wrestling, basic, advanced)
    - we need an ability to make CUSTOM scenarios, to create our own AI CPU:
    make a table with all possible actions during the fight and check/uncheck them to add/remove from scenarios.
    Examples of actions:
    Dashes, sides steps, sways, parries, risky but rewording signature moves or safe basic strikes style, kickers, punchers, clinchers, BJJ, submission or GnP maniacs, etc.
    > allow to SAVE this CPU profiles, so we could to create and sparring with ant type of fighters (alter ego) whatever we want to spar.

    7) MORE HUMAN/PLAYER SCENARIOS:

    - we need the ability to launch any health event or status conditions (damaged leg, broken block, gassed, etc) from the game in Practice to train how to work or survive in it.

    Spoiler


    8) Ability to SAVE REPLAY of any MATCH with full HUD tools for analysis:
    - Give us the ability to save any replay in post match menu or autosave fpr ex 5 replays with rotation
    - then allow us to launch the Replay, with ability to Pause it, fast FWD/BWD, slow FWD/BWD, frame-by-frame FWD/BWD.
    - plus very important with ability to turn on all Gauges and diagrams/tables from 1) - for analyzing our game, our mistakes and opponent's tactics to find counter tools.

    9) Create a section EA UFC 3 LIVE:
    - which contains replays from the last matches of every player especially of top fighters, allow us to use search to find players and their last replays.
    - allows us to download them and analyze them with playback and HUD analyze tools.
    - for ex. SFV has it and EA UFC 3 need it too.

    10) NEW game mode in EA UFC 3 (like GM/Trainer mode):

    AI tamagochi (chibi, clone) mode was in Virtua Fighter 4 (2001 year)
    A.I. System mode - Here the player is responsible as coach of an A.I. Character, which simply consists of sparring with them and watch them improve through some dubious learning process. This might have been an interesting premise in the context of an elaborate career mode, where you train your dude from underdog to champion. But it's just that - sparring and watching them get better at sparring with you. This may have some merit for determined would-be pros, as it technically simulates a human character reaction to the player's prefered tactics.
    So this might be like a GM mode for EA UFC 3.
    Features:
    - you spar with your AI tamagochi, which is learning from you
    - you rate his actions
    - he evolves match after match from you
    - then he will beat you, by discovering your weak spots
    - than you could stand him against the other player's AI tamagochi.
    Pros:
    - learn from AI which is simulates you the best counter tactics against concrete opponent which you may be can not to discover by yourself.
    - discover your weak spots.
    Here is the tutorial and more details about this unique and revolutionary mode:
    http://www.neoseeker.com/vf4/faqs/53...-training.html



    __________________________________________________ _______

    EFFECTS from this new Practice and Fights analyze tools:

    1) More interest
    2) More exploring
    3) More addictive gameplay and more diversity of the gameplay, more different tactics and styles
    4) More fun
    5) More skill and yomi layers
    6) More evolution of EA UFC community. With enhanced practice and analysis tools the game will blow up the community and will have longer life cycle.

    ... more cyber sport!




    __________________________________________________ _______


    Top SFV player, Infiltration (like many other tops), spend the MOST of his game session time in TRAINING mode and he speaks about How to train effectively and what tools are required:




    <iframe width="560" height="315" src="https://www.youtube.com/embed/aWtj-e6ekAM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
    Last edited by SUGATA; 11-12-2019, 04:21 AM.
    Full PATCH and Live tuners LIST for EA UFC 5
    EA UFC 3 integral META Guide
    Fighting games PSYCHOLOGY Guide
    All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads")
  • Kenetic NRG
    EA Game Changer
    • May 2016
    • 711

    #2
    Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

    There isn't enough time or resources to be allocated for all of that.

    GC'ers have already expressed their concern on an updated practice mode - I'm sure it will change a bit but not to the extent you posted.

    If they had the same budget as Madden it would be no problem. Fact of the matter is, in terms of popularity (sales), the UFC games are at most in the middle of the pack for EA games. The more popular the franchise gets --> the more money they are allocated --> more detailed the game we get.
    Last edited by Kenetic NRG; 12-26-2016, 03:34 PM.
    https://youtu.be/p1Idg-SItm4?t=2377

    Comment

    • SUGATA
      MVP
      • Apr 2016
      • 1375

      #3
      Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

      Originally posted by Kenetic NRG
      There isn't enough time or resources to be allocated for all of that.

      GC'ers have already expressed their concern on an updated practice mode - I'm sure it will change a bit but not to the extent you posted.

      If they had the same budget as Madden it would be no problem. Fact of the matter is, in terms of popularity (sales), the UFC games are at most in the middle of the pack for EA games. The more popular the franchise gets --> the more money they are allocated --> more detailed the game we get.
      1) All these features are not requiring many hours of programming because the most of them are in devs testing programs (gauges in numbers, positions selections, etc)

      2) Yukes made it for 1 year for EA UFC Unsiputed 3 after Undisputed 2.
      Yukes is much smaller team with much less budget.

      3) The question: what now is the most weak spot of EA UFC?
      UT? no
      modes? no
      graphics? no
      quantity of fighters and moves? no
      Network code? may be a bit but this is not about gameplay development team.

      The answer is: Stand up Striking and Learning tools.

      So, if EA wants to make EA UFC 3 the greatest ever UFC game they need these 2 things at least.
      Last edited by SUGATA; 12-26-2016, 03:50 PM.
      Full PATCH and Live tuners LIST for EA UFC 5
      EA UFC 3 integral META Guide
      Fighting games PSYCHOLOGY Guide
      All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads")

      Comment

      • Generative James
        VideoGame PseudoScientist
        • Jun 2016
        • 463

        #4
        Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

        Your post is AWESOME, and I love it.

        My favorite parts:

        Originally posted by SUGATA
        3) DUMMY MODE:
        We need the ability to
        1. Record any actions for CPU
        2. Record 2nd and 3rd actions for CPU
        3. Then the possibility to launch its replay with random selection of 1-3 actions - for practicing against Mix-ups

        6) MORE CPU SCENARIOS:
        - we have now very few scenarios for CPU (striking, wrestling, basic, advanced)
        - we need an ability to make CUSTOM scenarios, to create our own AI CPU:
        make a table with all possible actions during the fight and check/uncheck them to add/remove from scenarios.
        Examples of actions:
        Dashes, sides steps, sways, parries, risky but rewording signature moves or safe basic strikes style, kickers, punchers, clinchers, BJJ, submission or GnP maniacs, etc.
        > allow to SAVE this CPU profiles, so we could to create and sparring with ant type of fighters (alter ego) whatever we want to spar.

        8) Ability to SAVE REPLAY of any MATCH with full HUD tools for analysis:
        - Give us the ability to save any replay in post match menu or autosave fpr ex 5 replays with rotation
        - then allow us to launch the Replay, with ability to Pause it, fast FWD/BWD, slow FWD/BWD, frame-by-frame FWD/BWD.
        - plus very important with ability to turn on all Gauges and diagrams/tables from 1) - for analyzing our game, our mistakes and opponent's tactics to find counter tools.

        9) Create a section EA UFC 3 LIVE:
        - which contains replays from the last matches of every player especially of top fighters, allow us to use search to find players and their last replays.
        - allows us to download them and analyze them with playback and HUD analyze tools.
        - for ex. SFV has it and EA UFC 3 need it too.

        You couple this with some good tutorials and you've got an amazing experience. And the tutorials have such an obvious path. Imagine a tutorial where Greg Jackson explains the concept of Momentum Transitions, demonstrates some scenarios and then puts you through various drills on executing and defending them. Or Ricardo Liborio explains and drills Grapple Advantage. Henri Hooft drills you on the Combo Multiplier. Endless coach/mechanic possibilities. And you don't have to watch the "lesson" every time, you could just go and do some drills.

        Maybe only unlocking the teaching of certain techniques after certain achievements. Of course, if your a prodigy, or see your opponent do something and figure it out for yourself, you don't have to wait to unlock the training session to use the technique. You could have tons of hidden gems for players to discover, and discover officially, not hidden on some internet forum.
        Testing.... Testing....

        Youtube:Generative James's Games's
        Helpful EA UFC 2&3 info with No Commercials!!!

        Comment

        • SUGATA
          MVP
          • Apr 2016
          • 1375

          #5
          Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

          Originally posted by Generative James
          Your post is AWESOME, and I love it.

          My favorite parts:




          You couple this with some good tutorials and you've got an amazing experience. And the tutorials have such an obvious path. Imagine a tutorial where Greg Jackson explains the concept of Momentum Transitions, demonstrates some scenarios and then puts you through various drills on executing and defending them. Or Ricardo Liborio explains and drills Grapple Advantage. Henri Hooft drills you on the Combo Multiplier. Endless coach/mechanic possibilities. And you don't have to watch the "lesson" every time, you could just go and do some drills.

          Maybe only unlocking the teaching of certain techniques after certain achievements. Of course, if your a prodigy, or see your opponent do something and figure it out for yourself, you don't have to wait to unlock the training session to use the technique. You could have tons of hidden gems for players to discover, and discover officially, not hidden on some internet forum.
          Exactly.
          You have discovered and recorded so many hidden tactics and i am sure there are some still... but this is at the decreasing of interests to the game after 2 years are gone. With enhanced practice and analysis tools the game will blow up the community and will have longer life cycle

          And thank you for kind words.
          Those are important when you spend much time and energy to make (i hope) your lovely game greater!
          Last edited by SUGATA; 12-26-2016, 04:06 PM.
          Full PATCH and Live tuners LIST for EA UFC 5
          EA UFC 3 integral META Guide
          Fighting games PSYCHOLOGY Guide
          All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads")

          Comment

          • Generative James
            VideoGame PseudoScientist
            • Jun 2016
            • 463

            #6
            Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

            Custom CPU Scenarios could also make better players by allowing us to emulate the AI. We could set it to fight like how we want to fight ourselves and see what it does. For example, set it for side stepping kickers, not only do you learn to defend that but it could demonstrate the best ways to use side steps to set up kicks. I've seen the AI chain together some grappling moves against me and have then used similar chains against live opponents. Assuming the AI is competent, it could show us alot.
            Testing.... Testing....

            Youtube:Generative James's Games's
            Helpful EA UFC 2&3 info with No Commercials!!!

            Comment

            • SUGATA
              MVP
              • Apr 2016
              • 1375

              #7
              Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

              Originally posted by Generative James
              Custom CPU Scenarios could also make better players by allowing us to emulate the AI. We could set it to fight like how we want to fight ourselves and see what it does. For example, set it for side stepping kickers, not only do you learn to defend that but it could demonstrate the best ways to use side steps to set up kicks. I've seen the AI chain together some grappling moves against me and have then used similar chains against live opponents. Assuming the AI is competent, it could show us alot.
              This may be a good idea for NEW game mode in EA UFC 3 (like GM mode):
              AI tamagochi (chibi, clone) mode was in Virtua Fighter 4 (2001 year)
              <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> A.I. System mode - Here the player is responsible as coach of an A.I. Character, which simply consists of sparring with them and watch them improve through some dubious learning process. This might have been an interesting premise in the context of an elaborate career mode, where you train your dude from underdog to champion. But it's just that - sparring and watching them get better at sparring with you. This may have some merit for determined would-be pros, as it technically simulates a human character reaction to the player's prefered tactics.

              So this might be like a GM mode for EA UFC 3.
              Features:
              - you spar with your AI tamagochi, which is learning from you
              - you rate his actions
              - he evolves match after match from you
              - then he will beat you, by discovering your weak spots
              - than you could stand him against the other player's AI tamagochi.



              Pros:
              - learn from AI which is simulates you the best counter tactics against concrete opponent which you may be can not to discover by yourself.
              - discover your weak spots.


              Here is the tutorial and more details about this unique and revolutionary mode:
              http://www.neoseeker.com/vf4/faqs/53...-training.html

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              Comment

              • godway
                Banned
                • Sep 2014
                • 488

                #8
                Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

                Originally posted by Kenetic NRG
                There isn't enough time or resources to be allocated for all of that.

                GC'ers have already expressed their concern on an updated practice mode - I'm sure it will change a bit but not to the extent you posted.

                If they had the same budget as Madden it would be no problem. Fact of the matter is, in terms of popularity (sales), the UFC games are at most in the middle of the pack for EA games. The more popular the franchise gets --> the more money they are allocated --> more detailed the game we get.
                UFC in general has gained more popularity since the release of UFC 2. The only way you're going to start seeing more money is if you make a really good game that people love and buy the crap out of. Making games like UFC and UFC 2 that are getting middling reviews isn't helping their cause.

                Madden sales have been on a decline for years, yet it'll always sell pretty well because it has brand recognition. UFC games don't have that brand recognition because they're yet to put out a game that has knocked it out of the park.

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                • manliest_Man
                  MVP
                  • May 2016
                  • 1203

                  #9
                  Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

                  The sad reality: http://www.escapistmagazine.com/news...-to-Break-Even

                  While Undisputed 3 was an awsome game that still lives up till this day and compares with EA UFC 2 and surpasses it in many aspects, sadly the truth is that marketing is more important than the actual game's quality.

                  So all the things that were already present in Undisputed 3 and were just chopped off of EA UFC 1 & 2, we'll start getting them once the franchise gets bigger. We'll have to keep buying EA UFC games till they are at 6 or 7 at which point they will be able to handle the content that Undisputed 3 came out with and they'll propably rename it something like EA UFC ONE , to avoid having memes like "Ohh it took you 7 games to get the content a game had 20 years ago"

                  But sadly, seeing EA's track record, even if their game gets bigger, they don't go "hey look our game got more popular let's give em some more money to develop the next one & make it better" They mainly go "okay let's start chopping off content and removing then adding fighters as paid DLC and add a little bit of Microtransactions and let's start selling fighter appearances etc."

                  Also another thing i am scared off for MMA games, is that EA has the tendency to casualize their games as the franchise gets bigger (Look at Battlefield 1 & Star Wars Battlefront) They make the games so casual, that a candy crush player can jump in and play a couple of matches every once a month and not having to practice and get better at the game to be playable.


                  We can only hope, but we can always expect the worse from EA's track record and it doesn't take much to look in the past of their other more popular franchises and see how they treat em. (looking at you EA's Star Wars Battlefront)



                  Even if EA UFC 3 still gets away with using the exact same visuals of EA UFC 1 and the exact same engine and the huge 250 fighters' roaster with the same entrances and celebrations, i don't see EA giving them the resources in improving more than 1 thing at a time.

                  They'll propably go with " EA UFC 3 - fighter movement/Striking + Ground and Pound improvements" then they'll go with "EA UFC 4 grappling and submission improvements" then they'll go with "addition of Practice Mode, interactive celebrations, costumizable outfits and fighter's presentation & a replay of the whole fight" then they'll go with "We heared you! You want to play the game Offline, so we gave you a Career mode and a proper AI and some other modes and fighter costumization that should keep you involved" and so on so forth, each of those changes next to a new number.
                  Last edited by manliest_Man; 12-26-2016, 07:02 PM.

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                  • aholbert32
                    (aka Alberto)
                    • Jul 2002
                    • 33106

                    #10
                    Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

                    Answers below in red.

                    Originally posted by SUGATA
                    1) All these features are not requiring many hours of programming because the most of them are in devs testing programs (gauges in numbers, positions selections, etc). Just because some of these programs are in dev testing programs doesnt mean that they can be easily converted into modes. Sure the devs wont have to create the modes from scratch but I'd guess it would require a good amount of polish and bug testing to be included in the game.

                    2) Yukes made it for 1 year for EA UFC Unsiputed 3 after Undisputed 2.
                    Yukes is much smaller team with much less budget. I wouldnt assume that Yukes/THQ had a much smaller team and budget. Just because this is an EA game doesnt mean that EA breaks the bank budget wise like it does for a FIFA or a Madden. As Kenetic said, EA UFC is a mid tier sports game for EA.

                    3) The question: what now is the most weak spot of EA UFC?
                    UT? no
                    modes? no
                    graphics? no
                    quantity of fighters and moves? no
                    Network code? may be a bit but this is not about gameplay development team.

                    The answer is: Stand up Striking and Learning tools.

                    So, if EA wants to make EA UFC 3 the greatest ever UFC game they need these 2 things at least.

                    Id argue that modes are a weakness. There is a constant complaint about the depth of offline modes like Career mode. There are also constant complaints about things like AI. The striking issues are going to require a good amount of developer time and resources to fix.

                    Honestly while many online competitive guys would love a fully fleshed out practice mode...I dont think the demand is that high across the board. The only time I fought in practice mode was when I played the beta and that was because my beta expired and I couldnt play online anymore. I dont know if its a great idea to expend dev time and resources on a mode that is solely for practice. Just my two cents.

                    Comment

                    • aholbert32
                      (aka Alberto)
                      • Jul 2002
                      • 33106

                      #11
                      Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

                      Originally posted by Generative James
                      Your post is AWESOME, and I love it.

                      My favorite parts:




                      You couple this with some good tutorials and you've got an amazing experience. And the tutorials have such an obvious path. Imagine a tutorial where Greg Jackson explains the concept of Momentum Transitions, demonstrates some scenarios and then puts you through various drills on executing and defending them. Or Ricardo Liborio explains and drills Grapple Advantage. Henri Hooft drills you on the Combo Multiplier. Endless coach/mechanic possibilities. And you don't have to watch the "lesson" every time, you could just go and do some drills.

                      Maybe only unlocking the teaching of certain techniques after certain achievements. Of course, if your a prodigy, or see your opponent do something and figure it out for yourself, you don't have to wait to unlock the training session to use the technique. You could have tons of hidden gems for players to discover, and discover officially, not hidden on some internet forum.
                      Lets break this down because its a good idea but lets look at how much work it would take to make this happen.

                      - You would either need to fly to New Mexico and Miami to record each of those trainers or fly each one of them up to Vancouver for them to record. There is a cost associated with that. Hotels and plane plus whatever money those trainers would charge to take 1-3 days out of their time to record. If you flew the devs in the costs would be the same plus finding a local recording studio.

                      - Now lets say you want a visual representative of the trainers in the game. You either have to fly them up to Vancouver to do motion capture and/or have your Art team create the actual trainers from scratch. Keep in mind this is taking time from the Art team to create other fighters, arenas etc.

                      - This is all before the gameplay team starts working on how the mode would work and structuring it so that its easy for a consumer to access. All of this for a mode that most sports gamers dont use. I would argue that maybe less than 20% of sports gamers actually spend a significant amount of time in that mode.

                      With that said, I love the idea. I just wonder if its worth exerting that amount of time to something that is rarely played.

                      Comment

                      • SUGATA
                        MVP
                        • Apr 2016
                        • 1375

                        #12
                        Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

                        Originally posted by aholbert32
                        Answers below in red.
                        Practice mode is important.

                        Even if devs will make some of this points - it would be awesome. The last could be done later with patch/add on and for the next game.

                        And i am pretty sure the most points of this (except may be AI mode) doe not require so many human hours. Because some of this points will be pre-created on new stand up striking mechanics developing, just be need to give it a bit more popular view (readable by casuals).
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                        • Generative James
                          VideoGame PseudoScientist
                          • Jun 2016
                          • 463

                          #13
                          Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

                          Originally posted by aholbert32
                          Lets break this down because its a good idea but lets look at how much work it would take to make this happen.

                          - You would either need to fly to New Mexico and Miami to record each of those trainers or fly each one of them up to Vancouver for them to record. There is a cost associated with that. Hotels and plane plus whatever money those trainers would charge to take 1-3 days out of their time to record. If you flew the devs in the costs would be the same plus finding a local recording studio.

                          - Now lets say you want a visual representative of the trainers in the game. You either have to fly them up to Vancouver to do motion capture and/or have your Art team create the actual trainers from scratch. Keep in mind this is taking time from the Art team to create other fighters, arenas etc.

                          - This is all before the gameplay team starts working on how the mode would work and structuring it so that its easy for a consumer to access. All of this for a mode that most sports gamers dont use. I would argue that maybe less than 20% of sports gamers actually spend a significant amount of time in that mode.

                          With that said, I love the idea. I just wonder if its worth exerting that amount of time to something that is rarely played.
                          Well, I wasn't really picturing Greg Jackson actually doing the moves as if he was a character you could play, it was more of a waist up explanation of the mechanic and maybe some voice overs for drills with a random sparring partner. And one trainer could teach everything if costs are that prohibitive. Capturing a variety of trainers is icing on the cake and a feature that could be added upon with each release.

                          The main point is we need tutorials that explain these various mechanics and a practice mode extension that allows you to actually be in that scenario. If practice mode had more to actually teach a player, I bet more players would spend time in that mode. Right now it hardly offers anything that the other modes don't.
                          Testing.... Testing....

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                          • TreJayMMA
                            Pro
                            • Jul 2016
                            • 711

                            #14
                            Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

                            ...so we're just gonna pretend someone didn't just write a paragraph of random signs... ok 😴

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                            • OdiniOn
                              Banned
                              • Jul 2016
                              • 119

                              #15
                              Re: NEW fight's ANALYSIS tools and PRACTICE mode for EA UFC 3

                              Originally posted by TreJayMMA
                              ...so we're just gonna pretend someone didn't just write a paragraph of random signs... ok 😴

                              Sent from my SM-G530T using Tapatalk
                              No idea what you're talking about¥»‡

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