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Issues in FNC that have to be Addressed

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Old 01-31-2011, 08:08 PM   #1
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Issues in FNC that have to be Addressed

http://forum.ea.com/eaforum/posts/list/4752455.page

This is not a thread to bash the game, It is much Better than Round 4.
Some things I would like to see addressed.

Need Punch Reactions need to be Stronger
Option to Turn off All Counter Windows

Punch and Footwork Input Delays need to be Real Time

Jabs and Straights turning into Straights need to be shorten alot


Punch Offsetting needs to be more Active in the Game. It is there I seen it but it happens not nearly enough, hardly ever to be honest.

Footwork needs to be faster and more responsive in Changing Directions. Overall Feels very Slugish

Jab needs to be more Effective and keep the opponent at bey and off balance.(Regular Punches need to be more Effective)

Need to be able to Punch to the body while moving

Punching needs more smoothing out. Right now they are kinda of laggy/clunky

Remove Perfect Block

Let Users Punch Opponents on the way Down. As it stands now you cannot..You cannot Punch after you hit him with the Knock Down blow.

One punch KOs end the experience too quickly. It shouldn't go immediately to a cut scene of the ref waving off the fight. The ref should run over and make an assessment of the boxer first, maybe even start counting a little before he decides its over. Skipping to a cutscene straight away kinda kills the KO moment a little for me.

Standing in the neutral corner praying the other guy doesn't get up after a brutal fight is something that creates a lot of tension and excitement and makes a victory much sweeter.]

Last edited by CountryBoy74; 02-11-2011 at 02:20 PM.
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Old 01-31-2011, 09:35 PM   #2
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Re: Issues in FNC that have to be Addressed

Quote:
Originally Posted by CountryBoy74
http://forum.ea.com/eaforum/posts/list/4752455.page

This is not a thread to bash the game, It is much Better than Round 4.
Some things I would like to see addressed.

Need Punch Reactions need to be Stronger

Punch and Footwork Input Delays need to be Real Time

Jabs and Straights turning into Straights need to be shorten alot


Punch Offsetting needs to be more Active in the Game. It is there I seen it but it happens not nearly enough, hardly ever to be honest.

Footwork needs to be faster and more responsive in Changing Directions. Overall Feels very Slugish

Jab needs to be more Effective and keep the opponent at bey and off balance.(Regular Punches need to be more Effective)

Need to be able to Punch to the body while moving

Punching needs more smoothing out. Right now they are kinda of laggy/clunky

Remove Perfect Block

Let Users Punch Opponents on the way Down. As it stands now you cannot..You cannot Punch after you hit him with the Knock Down blow.

One punch KOs end the experience too quickly. It shouldn't go immediately to a cut scene of the ref waving off the fight. The ref should run over and make an assessment of the boxer first, maybe even start counting a little before he decides its over. Skipping to a cutscene straight away kinda kills the KO moment a little for me.
Standing in the neutral corner praying the other guy doesn't get up after a brutal fight is something that creates a lot of tension and excitement and makes a victory much sweeter.]
That is soo upsetting. When I heard 1 punch KO's are in the game; I imagined finally knocking someone down and them staying down for the full 10 count. It's extremely rare when its a 1 punch dude is sleeping and everyone instantly knows it so the ref doesn't even bother to count, but in this game i think its going to be everytime.
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Old 01-31-2011, 11:59 PM   #3
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Re: Issues in FNC that have to be Addressed

Dude, That is least of the Problems...Absolutely no Punch Offsettings makes for a Brawl for every fight, Punch and Footwork Delays....Terrible and no dang punch reactions...

I dont want to hurt any feelings, But this is a huge let down if your looking for a sim.
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Old 02-01-2011, 01:02 AM   #4
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Re: Issues in FNC that have to be Addressed

Quote:
Originally Posted by CountryBoy74
Dude, That is least of the Problems...Absolutely no Punch Offsettings makes for a Brawl for every fight, Punch and Footwork Delays....Terrible and no dang punch reactions...

I dont want to hurt any feelings, But this is a huge let down if your looking for a sim.
So,your judging all this just by the demo correct? The dems prolly 3 to 4 months old, & a HELLA lotta tweaking has happened since then I'm sure.
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Old 02-01-2011, 01:36 AM   #5
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Re: Issues in FNC that have to be Addressed

Punch offsets would change the game almost completely. This alone would make this game close to the sim it should be!
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Old 02-01-2011, 10:21 AM   #6
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Re: Issues in FNC that have to be Addressed

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Originally Posted by Motown
So,your judging all this just by the demo correct? The dems prolly 3 to 4 months old, & a HELLA lotta tweaking has happened since then I'm sure.
You know as well as everyone here that tweaks to the actual engine and flow that late aren't likely. Tweaks like ironing out a glitch that causes a lockup is whats taken care of in the last couple months.
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Old 02-01-2011, 11:09 AM   #7
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Re: Issues in FNC that have to be Addressed

The idea that it's an early build and all that has been used so many times over with sports games in particular that it's almost the default response to any issue.

I can see the framerate being addressed, but we're not going to see things like the ref standing over the fighter counting. In fact, just in the recent clip EA released, the ref is still standing there looking into space when the fighter gets KO'd.


Phobia mentioned that they can tweak things on the server-side without a patch so there is hope for that. i'm disappointed in stamina right now, specifically with online fights. you can still throw as many punches as you want and just hound your opponent. This is exactly what ruined online for FN4 and it's almost identical to that. Fortunately, they claim they can address things. Unfortunately, they said the same thing about FN4 and it wasn't handled.

So either they don't want to or they don't know how to. I guess we'll find out soon.
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Old 02-01-2011, 11:20 AM   #8
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Re: Issues in FNC that have to be Addressed

Quote:
Originally Posted by DaveDQ
The idea that it's an early build and all that has been used so many times over with sports games in particular that it's almost the default response to any issue.

I can see the framerate being addressed, but we're not going to see things like the ref standing over the fighter counting. In fact, just in the recent clip EA released, the ref is still standing there looking into space when the fighter gets KO'd.


Phobia mentioned that they can tweak things on the server-side without a patch so there is hope for that. i'm disappointed in stamina right now, specifically with online fights. you can still throw as many punches as you want and just hound your opponent. This is exactly what ruined online for FN4 and it's almost identical to that. Fortunately, they claim they can address things. Unfortunately, they said the same thing about FN4 and it wasn't handled.

So either they don't want to or they don't know how to. I guess we'll find out soon.
Brizzo e-mailed me and said he is tweaking all the common issues such as punch accuracy, punch power, stamina, among others. So lets hope they don't just "slightly" tweak it and instead do some nice changes.

Just so it is in plain view for everyone.

Quote:
Originally Posted by Brian Hayes aka Brizzo
Thanks for consolidating. As you may or may not know, we have set the game up this year so that we can update several gameplay variables online and deploy them fairly quickly without having to patch the game. I’m already looking at tweaking many of the things you mention below with the goal of (hopefully) releasing an updated tuning set at the end of this week.
In response to this e-mail, which was Visualizers post and some of my comments thrown in.

Quote:
Originally Posted by Visualizer
Quote:
Originally Posted by Phobia
All right guys just want to send this along and see if you guys are seeing the same thing on your boards. At Operation Sports pretty much the verdict is the same across the boards. My stance is data from telemetry can be missing leading to "feel". I know I can throw 10 to 12 punches in a row but would rather for gameplay purposes see flurries which drain temp stamina last 6 to 7 punches tops. This way strategy of the exchanges is more relevant.

Also Punch damage I see the pros & cons. To high punch damage and many fights don't go to the decision. Then punch damage to low and it feels as if "its not realistic". I think if blocking was better and prevent much more from getting through then this would offset the early round KO's and the guys who do get KOed early would quickly learn that letting the hands fly recklessly would be costly. So picking your shots and exchanges is just as important. There needs to be a much greater risk/reward for dropping your hands and letting big shots land.
-Temporary stamina should be tweaked so you can't just throw back to back to back to back flurries. It only really seems to penalize you for throwing non-stop like a true spammer or 4 or more punches with the same hand. If you throw 3 or 4, pause just long enough to block 1 punch your stamina meter will be full again and you can rinse and repeat and throw pretty much all round long.

-Punch Damage - I doubt they will make this adjustment, but if the sliders are similar to last year I will be increasing the amount of damage done per punch. You land real heavy shots in this game and it doesn't do much overall damage to your opponents health bar. There needs to be more risk/reward to throwing bombs and getting hit with good shots.

-Punch accuracy is too high, almost everything lands besides tall fighters throwing in close which has a chance of wrapping around the opponents head. I tweaked this pretty good in FNR4 with the sliders, hoping I can do the same in FN:C.

-Blocking - Goes pretty much hand and hand with the accuracy, but it seems regardless of which method of blocking you use, punches seem to break thru your block and land a little too often for my taste. I understand the blocking mechanic and think it's an upgrade over FNR4 but blocking doesn't seem to work to well in general. I tried just defending (moving, blocking, leaning, and weaving) not throwing any punches against Pacquiao for 1 round and he still managed to land 22% of his punches, most were thru my blocks even when I seemingly timed them well.

-Punch Offsetting - Getting hit with clean punches should interrupt you from throwing back in most cases. This is only the case with counter stuns in FN:C from what I've seen. I can load up the hardest possible power modified uppercut with Mike Tyson and Ali will just eat it and throw through it almost everytime... unacceptable

-Punch feigns are missing. They are a key part of the sweet science. This would have been an excellent strategic addition especially with how the new blocking mechanic works. Too bad we can't truly feign to get your opponent to lean a certain way or open up their block looking for a counter opportunity. Ahh the mind games we are missing out on this year...

Last edited by Phobia; 02-01-2011 at 11:27 AM.
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