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Old 05-30-2010, 03:57 PM   #65
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Quote:
Originally Posted by SHAKYR
I think if a KO can come at anytime, that's realistic. If you don't defend you ko"d in real-life. If a fighter were to go toe to toe in real-life you have a good chance of getting KO'd.

Alot of back and forth with no thread of being Ko'd is arcadish.
I'm with you. Yes I see alot of KO's. But its also attributed to the fact that a lot of hard shots are landed in those fights.

I watched UFC 114 last night...the reason most of those fights went the distance is because guys were standing back and dancing around a lot. If you do a lot of that on the game I'm sure it'll go the distance too. And vice versa, if more real life fights had the number of landed hard shots that I see in this game...there would be more KO's in the first round as well.

Personally, I don't feel its arcadish.
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Old 05-30-2010, 04:09 PM   #66
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Re: Your New UFC / WWE THQ Community Manager

im knocking guys out instantly with straights and jabs...
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Old 05-30-2010, 04:38 PM   #67
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Re: Your New UFC / WWE THQ Community Manager

I was experimenting yesterday and I want you guys to test a theory I've developed. I think Experienced is the most realistic difficulty setting IMO. Ive had fights go to the distance at that level and I think there is where the ratings matter the most. Its just a hunch though. It still needs more testing.
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Old 05-30-2010, 07:05 PM   #68
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Re: Your New UFC / WWE THQ Community Manager

Quote:
Originally Posted by statum71
I'm with you. Yes I see alot of KO's. But its also attributed to the fact that a lot of hard shots are landed in those fights.

I watched UFC 114 last night...the reason most of those fights went the distance is because guys were standing back and dancing around a lot. If you do a lot of that on the game I'm sure it'll go the distance too. And vice versa, if more real life fights had the number of landed hard shots that I see in this game...there would be more KO's in the first round as well.

Personally, I don't feel its arcadish.
Bonner vs Griffen
Liddell vs Silva
Lytle vs Burns
Quarry vs Credeur

just a few examples of absolute wars with people landing a lot of big shots that all went the distance.

Just because a fight is a war doesn't mean someone's getting KO'd or TKO'd. In fact, a lot of the "best fights" that end up being wars with people getting pounded do go the distance.

In this game, that's simply impossible. I "war" in this game is maybe 2-3 big exchanges that result in someone getting KO'd in the first or latest in the early second.

People are upset because it's impossible to have a war in there, and even fighters who are generally pretty weak and not known for being able to knock people out are KO machines.

It's also the rate of KO's that people are complaining about. Even in wars that result in KO's, it's often a flurry that stuns the guy and results in a punch eventually KOing the guy, or as in most fights, a guy taking a lot of shots and the ref stopping it for a TKO. Straight up KO's just happen far too often; the rocked state needs to be activated more often.

Another problem I have is that once rocked, you're almost always knocked down right away a left helpless. There needs to be more control over a rocked fighter and it needs to result in more scrambled on the ground, but it never does. I mean, the game entirely lacks the excitement and pace of a guy getting rocked and dropping and grabbing onto his opponent's leg and trying to pull himself in to avoid shots, and scrambling to try to buy time.

Instead, there's really just a few options. You get nailed and lay on your side just blocking and praying. Or you try to initiate a takedown, which for some reason just automatically clears the rocked state.

Another thing that annoys me (thinking about this game, I could go on forever) why the hell does a guy who's mounted and just rocked a guy stand up and get off his opponent when he can't finish it? Who the hell does that? I always have to go for a sub and cancel it so that I can stand up in range and dive back on him - otherwise my guy gets pushed up and back so my opponent can stand up.

I guess I just don't understand what THQ is thinking with so many of their decisions.

For instance - why is it that I cannot dive into the guard of a rocked opponent, posture up a bit and just start dropping bombs? Why is my guy forced into up position where he stands up and attempts the KO and then again gets pushed back and off if he fails?

And why is it that this year you can't seem to go into that up/down position this year except when your opponent is rocked?

The more I think about the game, the more I realize how much it lacks.

it seems to me that THQ has a tree that basically splits off one or two ways max, when it needs to split up 10 ways sometimes. Each action shouldn't always result in just one or two possible other actions or reactions, there should be a lot of possibilities.

Last edited by MC Fatigue; 05-30-2010 at 07:48 PM.
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Old 05-30-2010, 09:51 PM   #69
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Re: Your New UFC / WWE THQ Community Manager

Quote:
Originally Posted by jb12780
I was experimenting yesterday and I want you guys to test a theory I've developed. I think Experienced is the most realistic difficulty setting IMO. Ive had fights go to the distance at that level and I think there is where the ratings matter the most. Its just a hunch though. It still needs more testing.
I have been playing experienced as well and have had a couple of fights go the distance one of them being a majority draw. I still see more KO's and TKO's on experienced than going the distance but the level like you said feels more realistic and better pacing. I have always felt in sports games that higher difficulties leads to the cpu being to overpowered and frustrating to play and it feels like ratings mean nothing as everything is just ramped up.
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Old 05-30-2010, 11:37 PM   #70
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Re: Your New UFC / WWE THQ Community Manager

Quote:
Originally Posted by Stormyhog
I have been playing experienced as well and have had a couple of fights go the distance one of them being a majority draw. I still see more KO's and TKO's on experienced than going the distance but the level like you said feels more realistic and better pacing. I have always felt in sports games that higher difficulties leads to the cpu being to overpowered and frustrating to play and it feels like ratings mean nothing as everything is just ramped up.
Yeah its not the greatest cause the KO's and TKO's still happen a bunch, but i think its the most realistic IMO.

EDIT: I know this had probably been said before, but the AI needs to be reworked. Every fighter wants to come out and stand and bang. GSP and Fitch should not have the same fighting style as Kimbo Slice and Cro Cop, but thats how it is now at the moment.
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Last edited by jb12780; 05-30-2010 at 11:40 PM.
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Old 05-31-2010, 12:37 AM   #71
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Re: Your New UFC / WWE THQ Community Manager

Quote:
Originally Posted by MC Fatigue
Bonner vs Griffen
Liddell vs Silva
Lytle vs Burns
Quarry vs Credeur

just a few examples of absolute wars with people landing a lot of big shots that all went the distance.

Just because a fight is a war doesn't mean someone's getting KO'd or TKO'd. In fact, a lot of the "best fights" that end up being wars with people getting pounded do go the distance.

In this game, that's simply impossible. I "war" in this game is maybe 2-3 big exchanges that result in someone getting KO'd in the first or latest in the early second.

People are upset because it's impossible to have a war in there, and even fighters who are generally pretty weak and not known for being able to knock people out are KO machines.

It's also the rate of KO's that people are complaining about. Even in wars that result in KO's, it's often a flurry that stuns the guy and results in a punch eventually KOing the guy, or as in most fights, a guy taking a lot of shots and the ref stopping it for a TKO. Straight up KO's just happen far too often; the rocked state needs to be activated more often.


Another problem I have is that once rocked, you're almost always knocked down right away a left helpless. There needs to be more control over a rocked fighter and it needs to result in more scrambled on the ground, but it never does. I mean, the game entirely lacks the excitement and pace of a guy getting rocked and dropping and grabbing onto his opponent's leg and trying to pull himself in to avoid shots, and scrambling to try to buy time.

Instead, there's really just a few options. You get nailed and lay on your side just blocking and praying. Or you try to initiate a takedown, which for some reason just automatically clears the rocked state.

Another thing that annoys me (thinking about this game, I could go on forever) why the hell does a guy who's mounted and just rocked a guy stand up and get off his opponent when he can't finish it? Who the hell does that? I always have to go for a sub and cancel it so that I can stand up in range and dive back on him - otherwise my guy gets pushed up and back so my opponent can stand up.

I guess I just don't understand what THQ is thinking with so many of their decisions.

For instance - why is it that I cannot dive into the guard of a rocked opponent, posture up a bit and just start dropping bombs? Why is my guy forced into up position where he stands up and attempts the KO and then again gets pushed back and off if he fails?

And why is it that this year you can't seem to go into that up/down position this year except when your opponent is rocked?

The more I think about the game, the more I realize how much it lacks.

it seems to me that THQ has a tree that basically splits off one or two ways max, when it needs to split up 10 ways sometimes. Each action shouldn't always result in just one or two possible other actions or reactions, there should be a lot of possibilities.
Awesome post, I agree 100% with everything you said. What I would really like to see implemented is sliders. I don't understand why we can't have sliders for things like Flash KO Frequency, Sprawl Success, etc... This would solve a lot of problems in that people who want a Flash KO every match can get one, and the people who want a more realistic Flash KO percentage can get that too. As it stands right now, I am with you in that I am very disappointed because it seems like this game has actually regressed/not progressed in many areas since last year.
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Old 05-31-2010, 03:14 AM   #72
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Re: Your New UFC / WWE THQ Community Manager

Not having sliders is a sign of a shallow game. It's the second iteration of the UFC series now. I really hope to see it make it into next years game. Any type of simulation sports game needs to have sliders. People have far too different tastes when it comes to playing style.
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