Patch 2.01 now out on PS4

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  • lbnt149
    Rookie
    • Apr 2016
    • 353

    #76
    Re: Patch 2.01 now out on PS4

    Originally posted by Skynet
    Most developers likely don't know it's a thing, because they're busy in their little caves. Busy working on the many wonders yet to be seen by the outside world.

    HOWEVER! Those in the know, know. And for the most part we agree that stamina is draining too slowly. Most of the game changers agree, more tax for the tax man! But we must be mindful not to overdo it, as different playstyles can in fact drain considerable amount of stamina against a similarly matched opponent.

    One big thing most people probably don't recall or notice is that basic core strikes have a stamina floor, where throwing them at low stamina eventually falls off draining more. So you can throw a few hundred jabs without hitting 0, but you sure as heck couldn't spam a few hundred overhands.
    Thanks Skynet for your replies .

    I think every single person in here would agree what we want from ftf is referee interaction, no one likes the going limo from ground and pound. Can yous honestly provide a big amount of real life situations where that happens? If if you could where it has happened in a few situations, the ratio of refs diving in to stop it must be 100s:1

    The game is far better than the beta, I'm playing it just now and I'm enjoying it. It's also better than UFC 3, so there is progress

    Some things need changed but it's on the right path, I hope the same level of patches are kept up this time round as they kept improving the last game

    More stamina tax
    More danger from single shots, higher damage I suppose
    Better ref interaction
    Less KOs from GnP
    Elbows and hammerfists from GnP ( why were they removed??)
    Less of a lag between the celebration and emote celebration screens

    Were definately on the right path, but these things above seem unanimous from all the feedback on here and Reddit

    Comment

    • RollTideRoll0929
      Rookie
      • Jun 2019
      • 330

      #77
      Re: Patch 2.01 now out on PS4

      Originally posted by Skynet
      Gather around children, let me tell you a quick story...

      A looong loong time ago, in the world of UFC 2, there were had ragdoll KOs. People loved em, even though they looked pretty screwy sometimes. Guys flipping over, guys bending in half, guys with ankles at all weird angles, guys pretending to be helicopters, the advent of the 'mummy guard' and "incredible flexibility of the bones, Joe"...good times. But once a guy was KO'd, you could never jump on top of him. If someone got knocked down, they'd always recover before you could drop a fist on their face. The people.... oh the people they were upset. The forums had their pitch forks out for this one...

      So we made a bunch of technical changes and innovations that would allow us to get the two fighters to interact properly, without limbs exploding everywhere or clipping through each other. With one fighter's fist actually finding the other fighter's face. And we let people dive onto their near-deceased opponent to hasten them to the grave. Sadly, the cost of this was that the downed opponent would have to eventually assume one of a number of pre-determined positions so that animations would allow the two to interact. So we kept as much ragdoll as we could, for as long as we could, before transitioning slowly into one of said positions. A marvel of technology and science. And for this, the people praised us... "Finally! My fist of fury can pummel my defeated opponent for yet a few more brutal seconds!" they cried. "We're so grateful you listed to us!" they exclaimed...

      And then, time passed. And the people forgot the greener grass they had been led to. And they demanded ragdolls "Like the good ol' days". "Why did you take this away from me?!" they asked. "How could the world have come to this..." they bemoaned. LITTLE DID THEY KNOW, THEY DAMN WELL ASKED FOR IT.

      SO.

      When are you getting a decent finish the fight, you ask? I'd say you've got one of the best ones ever created in a virtual simulation of MMA that's ever been done. I think that's pretty decent.

      However, we don't much care for torches and pitchforks, so we're hoping to make it even better. Though I do not know precisely when. Sadly, my todo list doesn't have dates on it.
      We're gonna be fighting against werewolves and snow golems in an underground fight arena but KOed fighters doing flips is where we're going to draw the line?? OK then. But seriously, most of those ragdolls actually looked pretty good honestly. Yes 30% looked pretty crazy but those other 70% were pretty sweet. Have a couple hundred on my hard drive still to this day. Give yourselves some credit where it due. For the record, I do like the kumite arena
      Last edited by RollTideRoll0929; 08-14-2020, 11:40 AM.

      Comment

      • NEWSS
        Rookie
        • Aug 2018
        • 291

        #78
        Re: Patch 2.01 now out on PS4

        Originally posted by Skynet
        Gather around children, let me tell you a quick story...

        A looong loong time ago, in the world of UFC 2, there were had ragdoll KOs. People loved em, even though they looked pretty screwy sometimes. Guys flipping over, guys bending in half, guys with ankles at all weird angles, guys pretending to be helicopters, the advent of the 'mummy guard' and "incredible flexibility of the bones, Joe"...good times. But once a guy was KO'd, you could never jump on top of him. If someone got knocked down, they'd always recover before you could drop a fist on their face. The people.... oh the people they were upset. The forums had their pitch forks out for this one...

        So we made a bunch of technical changes and innovations that would allow us to get the two fighters to interact properly, without limbs exploding everywhere or clipping through each other. With one fighter's fist actually finding the other fighter's face. And we let people dive onto their near-deceased opponent to hasten them to the grave. Sadly, the cost of this was that the downed opponent would have to eventually assume one of a number of pre-determined positions so that animations would allow the two to interact. So we kept as much ragdoll as we could, for as long as we could, before transitioning slowly into one of said positions. A marvel of technology and science. And for this, the people praised us... "Finally! My fist of fury can pummel my defeated opponent for yet a few more brutal seconds!" they cried. "We're so grateful you listed to us!" they exclaimed...

        And then, time passed. And the people forgot the greener grass they had been led to. And they demanded ragdolls "Like the good ol' days". "Why did you take this away from me?!" they asked. "How could the world have come to this..." they bemoaned. LITTLE DID THEY KNOW, THEY DAMN WELL ASKED FOR IT.

        SO.

        When are you getting a decent finish the fight, you ask? I'd say you've got one of the best ones ever created in a virtual simulation of MMA that's ever been done. I think that's pretty decent.

        However, we don't much care for torches and pitchforks, so we're hoping to make it even better. Though I do not know precisely when. Sadly, my todo list doesn't have dates on it.
        You're talking about ragdoll KOs, I think he was referring to the TKO scenarios, especially in ground and pound situations, where the fighter would shell up until the referee stops the fight instead of going always limp even after blocking a jab

        Sent from my SM-A505FN using Operation Sports mobile app

        Comment

        • slikkster
          Rookie
          • Sep 2006
          • 89

          #79
          Re: Patch 2.01 now out on PS4

          Originally posted by Skynet
          Gather around children, let me tell you a quick story...

          A looong loong time ago, in the world of UFC 2, there were had ragdoll KOs. People loved em, even though they looked pretty screwy sometimes. Guys flipping over, guys bending in half, guys with ankles at all weird angles, guys pretending to be helicopters, the advent of the 'mummy guard' and "incredible flexibility of the bones, Joe"...good times. But once a guy was KO'd, you could never jump on top of him. If someone got knocked down, they'd always recover before you could drop a fist on their face. The people.... oh the people they were upset. The forums had their pitch forks out for this one...

          So we made a bunch of technical changes and innovations that would allow us to get the two fighters to interact properly, without limbs exploding everywhere or clipping through each other. With one fighter's fist actually finding the other fighter's face. And we let people dive onto their near-deceased opponent to hasten them to the grave. Sadly, the cost of this was that the downed opponent would have to eventually assume one of a number of pre-determined positions so that animations would allow the two to interact. So we kept as much ragdoll as we could, for as long as we could, before transitioning slowly into one of said positions. A marvel of technology and science. And for this, the people praised us... "Finally! My fist of fury can pummel my defeated opponent for yet a few more brutal seconds!" they cried. "We're so grateful you listed to us!" they exclaimed...

          And then, time passed. And the people forgot the greener grass they had been led to. And they demanded ragdolls "Like the good ol' days". "Why did you take this away from me?!" they asked. "How could the world have come to this..." they bemoaned. LITTLE DID THEY KNOW, THEY DAMN WELL ASKED FOR IT.

          SO.

          When are you getting a decent finish the fight, you ask? I'd say you've got one of the best ones ever created in a virtual simulation of MMA that's ever been done. I think that's pretty decent.

          However, we don't much care for torches and pitchforks, so we're hoping to make it even better. Though I do not know precisely when. Sadly, my todo list doesn't have dates on it.


          This was glorious. This thread has kind of turned into an AMA thread for you skynet. Ever think of doing an official one?


          Sent from my iPhone using Operation Sports

          Comment

          • MeowingForVengeance
            Pro
            • May 2016
            • 576

            #80
            Re: Patch 2.01 now out on PS4

            One annoying bug I've found: in career mode, my female fighter has mismatching top and shorts. Somehow she ended up wearing blue UFC shorts and a plain black tank bra.

            I've enabled vanity override and equipped matching black UFC gear as a workaround, but hopefully this gets fixed in the next patch.

            Comment

            • Adambrehh
              Banned
              • Aug 2020
              • 1

              #81
              Re: Patch 2.01 now out on PS4

              Any plans on fixing this arcade game?

              0 stamina drain.

              Eta on patch????

              Comment

              • johnhughthom
                Rookie
                • Mar 2018
                • 249

                #82
                Re: Patch 2.01 now out on PS4

                Originally posted by MeowingForVengeance
                One annoying bug I've found: in career mode, my female fighter has mismatching top and shorts. Somehow she ended up wearing blue UFC shorts and a plain black tank bra.

                I've enabled vanity override and equipped matching black UFC gear as a workaround, but hopefully this gets fixed in the next patch.

                I'm having this issue too, what do you mean by 'vanity override'? I haven't been able to change her attire.

                Comment

                • MeowingForVengeance
                  Pro
                  • May 2016
                  • 576

                  #83
                  Re: Patch 2.01 now out on PS4

                  Originally posted by johnhughthom
                  I'm having this issue too, what do you mean by 'vanity override'? I haven't been able to change her attire.
                  In settings there's an option to let your created fighter wear whatever, regardless of whether they're in the WFA or UFC or whatever. By default it's set to no, but if you change it to yes your fighter will wear whatever clothes you assign them.

                  Comment

                  • rsl1
                    Rookie
                    • Mar 2016
                    • 101

                    #84
                    Re: Patch 2.01 now out on PS4

                    Does anybody know what the fighter update that I just got was/did?
                    I got the day 1 patch yesterday but got a fighter update just now when turning the game on.

                    Comment

                    • johnhughthom
                      Rookie
                      • Mar 2018
                      • 249

                      #85
                      Re: Patch 2.01 now out on PS4

                      Originally posted by MeowingForVengeance
                      In settings there's an option to let your created fighter wear whatever, regardless of whether they're in the WFA or UFC or whatever. By default it's set to no, but if you change it to yes your fighter will wear whatever clothes you assign them.
                      Thanks, man! Been driving me nuts.

                      Comment

                      • lbnt149
                        Rookie
                        • Apr 2016
                        • 353

                        #86
                        Re: Patch 2.01 now out on PS4

                        Originally posted by rsl1
                        Does anybody know what the fighter update that I just got was/did?
                        I got the day 1 patch yesterday but got a fighter update just now when turning the game on.

                        Same, after playing for about 10 hours on day 1. Wierd it's not been announced?

                        Comment

                        • Skynet
                          EA Sports UFC Developer
                          • Mar 2015
                          • 703

                          #87
                          Re: Patch 2.01 now out on PS4

                          Originally posted by rsl1
                          Does anybody know what the fighter update that I just got was/did?
                          I got the day 1 patch yesterday but got a fighter update just now when turning the game on.
                          Was a small tuner with some important balance changes, movesets, stat updates, and some other stuff.

                          Decreased side control damage and fixed the infinite back clinch cage drive bug were two gameplay impacting changes.

                          Comment

                          • TurkeyOfJive
                            Rookie
                            • Apr 2016
                            • 109

                            #88
                            Re: Patch 2.01 now out on PS4

                            Originally posted by Skynet
                            Was a small tuner with some important balance changes, movesets, stat updates, and some other stuff.

                            Decreased side control damage and fixed the infinite back clinch cage drive bug were two gameplay impacting changes.

                            This is really useful - thank you. Is there a changelog where small updates like this are listed? I think many people would really like to know what changes are made in the tuners.


                            Thanks

                            Comment

                            • rsl1
                              Rookie
                              • Mar 2016
                              • 101

                              #89
                              Re: Patch 2.01 now out on PS4

                              Originally posted by Skynet
                              Was a small tuner with some important balance changes, movesets, stat updates, and some other stuff.

                              Decreased side control damage and fixed the infinite back clinch cage drive bug were two gameplay impacting changes.
                              Cool, thankyou for the response.

                              Nice that you can fix bugs and gameplay changes like that with tuner sets rather than having to wait for full patches.

                              Comment

                              • Mr_Cool_Ice
                                Rookie
                                • Nov 2017
                                • 173

                                #90
                                Re: Patch 2.01 now out on PS4

                                Originally posted by Skynet
                                Gather around children, let me tell you a quick story...

                                A looong loong time ago, in the world of UFC 2, there were had ragdoll KOs. People loved em, even though they looked pretty screwy sometimes. Guys flipping over, guys bending in half, guys with ankles at all weird angles, guys pretending to be helicopters, the advent of the 'mummy guard' and "incredible flexibility of the bones, Joe"...good times. But once a guy was KO'd, you could never jump on top of him. If someone got knocked down, they'd always recover before you could drop a fist on their face. The people.... oh the people they were upset. The forums had their pitch forks out for this one...

                                So we made a bunch of technical changes and innovations that would allow us to get the two fighters to interact properly, without limbs exploding everywhere or clipping through each other. With one fighter's fist actually finding the other fighter's face. And we let people dive onto their near-deceased opponent to hasten them to the grave. Sadly, the cost of this was that the downed opponent would have to eventually assume one of a number of pre-determined positions so that animations would allow the two to interact. So we kept as much ragdoll as we could, for as long as we could, before transitioning slowly into one of said positions. A marvel of technology and science. And for this, the people praised us... "Finally! My fist of fury can pummel my defeated opponent for yet a few more brutal seconds!" they cried. "We're so grateful you listed to us!" they exclaimed...

                                And then, time passed. And the people forgot the greener grass they had been led to. And they demanded ragdolls "Like the good ol' days". "Why did you take this away from me?!" they asked. "How could the world have come to this..." they bemoaned. LITTLE DID THEY KNOW, THEY DAMN WELL ASKED FOR IT.

                                SO.

                                When are you getting a decent finish the fight, you ask? I'd say you've got one of the best ones ever created in a virtual simulation of MMA that's ever been done. I think that's pretty decent.

                                However, we don't much care for torches and pitchforks, so we're hoping to make it even better. Though I do not know precisely when. Sadly, my todo list doesn't have dates on it.
                                Thanks for giving a bit more background on ragdolls/KO's. I totally get that it can be like playing whack-a-mole trying to appease gamers (especially MMA gamers).

                                I've been one of the guys trying to give constructive feedback on the knockout physics since UFC 3, and I'm passionate about improving it. And I do want to acknowledge the the KO's in UFC 4 are an improvement over UFC 3! But I still think there are ways to make it better, and satisfy most of us picky fans

                                I know it's not helpful for us to just say "bring back UFC 2 ragdollz !", so I'm trying to better understand the constraints we have to work with in UFC 4. From what I gather, we're using a hybrid animation system that applies ragdoll physics that solve with pre-determined poses. So they're not "canned animations". I'm wondering if this system is similar to the Animation Pose Snapshot in Unreal Engine, where you can set target poses to the ragdoll to make blending out of them smoother?

                                I noticed in UFC 4 there seems to be 2 target poses, 1 for the initial knockout, and another for the FTF. You can see what I mean here. Jones falls into the predetermined side posed, then blends into another target pose when Silva jumps on him. Since we're already blending into the "FTF target pose" to allow for follow up strikes, I'm wondering if this first target pose is necessary. This first target pose seems to be the real crux of the "ragdoll issue", and is what is sucking the wind out of the knockouts.

                                Especially since people love doing walk-off KO's in UFC 4

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