Lets talk about these new ragdoll KOs

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  • Reinfarcements
    Pro
    • Nov 2017
    • 633

    #1

    Lets talk about these new ragdoll KOs

    "These new knockouts will have drastically increased ragdoll physics and will cause the fight to end immediately without the fighter jumping on the downed opponent. This will add some exciting flair and unpredictability to fights going forward."

    This is a bit from the official patch notes.

    The last thing I want to do is sound ungrateful or dismissive, because the opposite is true. When I see stuff like this in official patch notes or being mentioned by Devs I get extremely excited because it means you are actively working on a part of the game I am pretty passionate about. That leads me to my input on this.

    Forced walk-off KOs should never be something that happens commonly. This community has had this battle before and I was hoping that it was past us. Now I understand mechanically why its the case. The devs have said in the past that we can either have full ragdolls with no Finish the Fight or we can have partial ragdolls with Finish the Fight (EA UFC 2 had both but I imagine its why we had some big pauses between the KO and Finish the Fight sometimes.). With that understood, I have personally been pushing for the Finish the Fight system to be changed completely if necessary to get the desired end goal: Full ragdoll KOs with Finish the Fight that feels and looks good.

    Now I would like to think this was a step in that direction, but statements like "This will add some exciting flair and unpredictability to fights going forward" make me think this is the teams desired end result.

    If I'm brutally honest, if this area of the game doesn't get updated anymore until EA UFC 5, I'd actually prefer the pre-patch 6.0 state. After playing just one Tournament I've already gotten way too many forced walk-off KOs.

    I wouldn't blame the Devs for rolling their eyes or thinking to themselves "these ragdoll guys can't be pleased!" but I'd be doing myself a disservice if I didn't mention my issues with this.
  • Abstrakt fists
    Rookie
    • Apr 2016
    • 369

    #2
    Re: Lets talk about these new ragdoll KOs

    I have only played a couple games but I definitely don’t like it if this is how it is going to work.

    https://gamerdvr.com/gamer/st0nedape...rsakenblowfish

    Comment

    • Reinfarcements
      Pro
      • Nov 2017
      • 633

      #3
      Re: Lets talk about these new ragdoll KOs

      Originally posted by Abstrakt fists
      I have only played a couple games but I definitely don’t like it if this is how it is going to work.

      https://gamerdvr.com/gamer/st0nedape...rsakenblowfish
      Thats why I feel the system truly needs an overhaul. I don't expect perfection through patches but I do hope improvements are made from where we are now.

      If things are still in need of improvements by the time EA UFC 5 comes out I really hope they finally pour as much resources as possible into making finishes look good. It is long overdue.

      Comment

      • Reinfarcements
        Pro
        • Nov 2017
        • 633

        #4
        Re: Lets talk about these new ragdoll KOs

        I often feel conflicted about bringing up this topic again and again. I feel that maybe I'm repeating the same concept over and over for no reason, but when forced walk-off KOs are reintroduced in a patch I feel like remaining silent is the last thing I should do.

        Comment

        • Abstrakt fists
          Rookie
          • Apr 2016
          • 369

          #5
          Re: Lets talk about these new ragdoll KOs

          Originally posted by Reinfarcements
          Thats why I feel the system truly needs an overhaul. I don't expect perfection through patches but I do hope improvements are made from where we are now.

          If things are still in need of improvements by the time EA UFC 5 comes out I really hope they finally pour as much resources as possible into making finishes look good. It is long overdue.

          As short as the clip is it shows a lot of what I don’t like in the mechanics. I catch him with the knee when he is going for the takedown. It doesn’t even rock him. I throw two uppercuts that don’t appear to do anything. We both throw combos at the same time and neither of us seem to react to any of the shots. Then I get ko’ed off a jab with full head health after landing six power shots with his head flashing. The sequence just doesn’t make any logical sense.

          Comment

          • Gion
            Rookie
            • Apr 2016
            • 490

            #6
            Re: Lets talk about these new ragdoll KOs

            Can you guys post your ragdoll KOs here so everyone can give feedback and see how they perform?

            Sent from my SM-G960U using Operation Sports mobile app

            Comment

            • Reinfarcements
              Pro
              • Nov 2017
              • 633

              #7
              Re: Lets talk about these new ragdoll KOs

              Originally posted by Abstrakt fists
              As short as the clip is it shows a lot of what I don’t like in the mechanics. I catch him with the knee when he is going for the takedown. It doesn’t even rock him. I throw two uppercuts that don’t appear to do anything. We both throw combos at the same time and neither of us seem to react to any of the shots. Then I get ko’ed off a jab with full head health after landing six power shots with his head flashing. The sequence just doesn’t make any logical sense.
              Ah okay I'm specifically talking about KOs and how they aesthetically look. How the sequence played out is another conversation entirely. Unless you somehow think the new "Lights out KOs" caused you to be KOed when pre-patch you would have been fine?

              Comment

              • Abstrakt fists
                Rookie
                • Apr 2016
                • 369

                #8
                Re: Lets talk about these new ragdoll KOs

                Originally posted by Reinfarcements
                I often feel conflicted about bringing up this topic again and again. I feel that maybe I'm repeating the same concept over and over for no reason, but when forced walk-off KOs are reintroduced in a patch I feel like remaining silent is the last thing I should do.
                I like rag doll KOs in theory but they always suck in practice. Since the days of THQ UFC games they always just open an annoying exploit when people figure out the scenario to make it happen every time.

                Comment

                • Reinfarcements
                  Pro
                  • Nov 2017
                  • 633

                  #9
                  Re: Lets talk about these new ragdoll KOs

                  Originally posted by Gion
                  Can you guys post your ragdoll KOs here so everyone can give feedback and see how they perform?

                  Sent from my SM-G960U using Operation Sports mobile app
                  Thing is, they could be the worlds greatest ragdolls and I'd still have an issue with the current system. Walk-off KOs are pretty rare in MMA, but this patch just made them fairly common in the game.

                  I said it in a different thread that if half, or even a quarter, of KOs are forced walk-off KOs its going to be a problem and not feel right. We need an overhauled finishing system.

                  Comment

                  • Abstrakt fists
                    Rookie
                    • Apr 2016
                    • 369

                    #10
                    Re: Lets talk about these new ragdoll KOs

                    Originally posted by Reinfarcements
                    Ah okay I'm specifically talking about KOs and how they aesthetically look. How the sequence played out is another conversation entirely. Unless you somehow think the new "Lights out KOs" caused you to be KOed when pre-patch you would have been fine?
                    Hard to say if I would have been fine pre-patch. But I don’t think I have ever been flat lined like that at random in the past. It seemed like a shot that was a rock at best pre patch but I could be wrong.

                    Aesthetically it just looked ridiculous. Which I guess is the issue when you patch in rag doll

                    Comment

                    • GameplayDevUFC
                      Former EA Sports UFC Gameplay Developer
                      • Jun 2014
                      • 2830

                      #11
                      Re: Lets talk about these new ragdoll KOs

                      Originally posted by Abstrakt fists
                      As short as the clip is it shows a lot of what I don’t like in the mechanics. I catch him with the knee when he is going for the takedown. It doesn’t even rock him. I throw two uppercuts that don’t appear to do anything. We both throw combos at the same time and neither of us seem to react to any of the shots. Then I get ko’ed off a jab with full head health after landing six power shots with his head flashing. The sequence just doesn’t make any logical sense.
                      The ragdoll looked super janky, but this is the KO punch. It's either a rear hook or a straight and your head heath was nowhere near full. And you were hit at the most vulnerable point during a roundhouse. Seems perfectly logical to me.

                      Comment

                      • Abstrakt fists
                        Rookie
                        • Apr 2016
                        • 369

                        #12
                        Re: Lets talk about these new ragdoll KOs

                        Originally posted by GameplayDevUFC
                        The ragdoll looked super janky, but this is the KO punch. It's either a rear hook or a straight and your head heath was nowhere near full. And you were hit at the most vulnerable point during a roundhouse. Seems perfectly logical to me.

                        Your right I didn’t even realize I button mashed out a kick at the end. That makes more sense. Why did his 2 shots before the KO bring my head health down so much but my two uppercuts didn’t put him down with a flashing head bar? Like what is happening when I lose that kind of exchange that I should be doing (besides mash out a roundhouse obviously).

                        Comment

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

                          #13
                          Re: Lets talk about these new ragdoll KOs

                          Originally posted by Abstrakt fists
                          Your right I didn’t even realize I button mashed out a kick at the end. That makes more sense. Why did his 2 shots before the KO bring my head health down so much but my two uppercuts didn’t put him down with a flashing head bar? Like what is happening when I lose that kind of exchange that I should be doing (besides mash out a roundhouse obviously).
                          Both his shots landed while you were throwing those uppercuts and before they landed which is when you are again at high vulnerability. While both of your uppercuts landed after he hit you and was ending his punch hence low vulnerability. He quite literally beat you to the punch.

                          Comment

                          • Abstrakt fists
                            Rookie
                            • Apr 2016
                            • 369

                            #14
                            Re: Lets talk about these new ragdoll KOs

                            Originally posted by TapOrSnap
                            Both his shots landed while you were throwing those uppercuts and before they landed which is when you are again at high vulnerability. While both of your uppercuts landed after he hit you and was ending his punch hence low vulnerability. He quite literally beat you to the punch.
                            That makes sense and gives me a bit better understanding of the mechanics behind those exchanges. I am good at timing exchanges to interrupt but didn’t really think about the vulnerability that makes it effective.

                            Comment

                            • Haz____
                              Omaewa mou shindeiru
                              • Apr 2016
                              • 4023

                              #15
                              Re: Lets talk about these new ragdoll KOs

                              Originally posted by Abstrakt fists
                              I have only played a couple games but I definitely don’t like it if this is how it is going to work.

                              https://gamerdvr.com/gamer/st0nedape...rsakenblowfish
                              lol, that was pretty rough.
                              PSN: Lord__Hazanko

                              Just an average player, with a passion for Martial Arts & Combat Sports

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