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Old 05-20-2018, 01:40 PM   #27
Counter Punch
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Re: The problem isn’t inside fighting or outside fighting. It’s both

Quote:
Originally Posted by MartialMind
Here's the explanation I got when I asked about the "Magnetic Effect".

Basically in the game, range determines whether a strike will land or not. If you're in range, and you throw a strike suitable for that range, the strike will land, unless your opponent does something to make it miss.

The magnetic feature was implemented to prevent situations where you're in range and still miss. This happened in UFC2, sometimes due to the fighters idle resulting in slight shifts to the fighters head. To ensure that things are more predictable and "weird misses" aren't occurring, this was implemented.

The interesting part is that it works both ways. It extends as well as shrinks strikes.

If the game calculates that a strike will miss due to range, the game will either do nothing and let the regular animation play out, or it'll go as far as making the strike move forward less to ensure that it doesn't make contact.
On the other hand, if it's calculated that the strike should hit, the game pulls the striker forward to ensure contact. Hence the magnetic effect.

A limit to how much pull happens exists though. If the game determines that a strike should land, but also determines that the pull would be too big, the pull still happens but it doesn't go all the way which leads to the strike missing.

Simply put, it's less about physics and more about math.

The question now is: Is there a better way to do this?

This feature has led to annoyance for both defensive minded players and aggressive players. It has also aided both aggressive and defensive players.


If you're usually the player moving forward and leading the dance, you've most likely benefited numerous times from having your strike pulled forward to ensure it lands. BUT... You've also probably fallen victim to range reduction on your strikes because the game determines you should miss. When the game pulls you forward and ensures you land, you're happy.... but when it affects you negatively and you miss, you notice.... AKA "Running is too easy".

If you're usually the player looking to fight from the outside, you've probably benefited from stationary strikes that should remain stationary, suddenly covering a lot of distance because you get pulled forward to ensure connection. When this happens, you're happy because you can plant and rip... BUT... You've also fallen victim to strikes that track you too well, even when you use defensive measures.... AKA "There's no way to stop aggression".

This is why everyone is complaining. In some ways, running is too easy and in other ways it's hard as hell. Being aggressive is also too easy in ways and in other ways it is under-powered. So a lot of times, we see fights happen in the phone booth and other times, there's so much space between players it's like it's not even a fight anymore.

This feature has its flaws, it isn't working completely as intended and it was tuned too aggressively. I've talked to the Devs about this and it is being looked at. I don't know how soon we'll get a definite answer, but with how much I've bitched and moaned about this, trust me.... they are going to look into it.
How is the game determining under any circumstance that a strike that clearly shouldn’t have landed should have landed?

This points to some super faulty logic undet the hood.
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