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Fight Night Champion Demo Available Now, Post Impressions Here (360, PS3)

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Old 02-08-2011, 05:17 PM   #345
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Re: Fight Night Champion Demo Available Now, Post Impressions Here (360, PS3)

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Originally Posted by albsur2003
The issue is that, professional boxing does sort of work like that. There are literally judges out there that STRICTLY will count punches. Every judge is different. My issue is that I've always felt the judges in this game are ALWAYS the same three. I'd like to have some variety and more randomness to the judges. It would make legacy mode a lot better. And it seems like it's so easy to do that it's frustrating.
I don't rememebr which it was, but Knockout Kings for Ps1 allowed you to select judges and their scoring preference. Along with referee's. And it wasn't the only game. It's too bad these game sucked in hindsight. Now we have great graphics and movement and depth, but lack of attention to the details of the sport.
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Old 02-08-2011, 05:21 PM   #346
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Re: Fight Night Champion Demo Available Now, Post Impressions Here (360, PS3)

I just fought my 1st match since the tuner update and I thought the game played better. I was Pac against Cotto(cpu). The match ended in a Draw, which was the 1st draw I seen since I played this game. I felt like the game played pretty good, so I hope the final game will be pretty good.
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Old 02-08-2011, 06:11 PM   #347
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Re: Fight Night Champion Demo Available Now, Post Impressions Here (360, PS3)

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Originally Posted by phillyfan23
game is good so far:

Straights have oomph.....stunned and KOed Tyson with a straight punch.
boxing strategy applies to the game

but just like many have said, the cpu AI is ridiculous with the overly high amount of punches, and I'm not so sure fixing stamina alone will alleviate this cpu over-aggressiveness.

Say the game fixed the stamina and made it twice as heavy.....will the CPU fighters adjust and pick their shots? or will they carry out the same gameplan (80-100 punches a round) but more penalty on their stamina rendering them useless by the 5th round? If it's the latter.....BIG BIG problem.

Not only does stamina need to be drastically changed....the cpu ai fighting TENDENCIES need to be drastically changed.

When I'm using Tyson, the cpu Ali is the aggressor from the get go and lets go 90 punches a round (accelerated clock no less). There is NO WAY that Ali would employ this strategy if he fought tyson. I heard Phobia mentioning tendencies being able to be edited in the retail....what kind of tendencies for fighters are editable?

I don't want to change Tyson from Slugger to counterpuncher to keep his punch numbers accurate....I want to change Tyson from a steroid abusing slugger with no fatigue to a more calculated slugger with deadly hands and good power shot setups to keep his punch numbers accurate.

will we be able to do this ??? docking stamina by a lot won't do anything offline if the cpu AI tendencies stay the same. Online will be fixed however, since fighters tendencies would then be governed by a realistic fatigue model. Can that same mechanism be applied offline....i damn hope so, because FNC could be great if that were the case.

PHOBIA.....any insights???
Wish I could answer straight off the bat Philly. But to be honest I did not write down the tendencies. I will e-mail Cash, because he went over the tendencies more than I did. See if he wrote them down so I can supply them. I will get back to you guys on this.
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Old 02-08-2011, 09:27 PM   #348
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Re: Fight Night Champion Demo Available Now, Post Impressions Here (360, PS3)

I'm still hoping the demo grows on me, and trying to better acclimate to all the new things. I wanted to ask you guys a couple of questions.

First, a question about the new "auto-block" as it has been dubbed on these boards, haha. What exactly do you do to get the "perfect block" that opens a counter window? Do you hit block as soon as your opponent starts to throw a punch? Do you hit block as soon as the punch is about to make contact with you? Or is it something else entirely?

Secondly, I saw a couple of people reference a tuner set. Is that confirmed? Is this tuner set for the demo itself, or are people talking about something EA changed in the full game before it's release? Lastly, if the tuner set is confirmed, and is in the demo, what did it do? Is there a list anywhere?

I've probably logged 150 fights or so, I'm really trying my best to get into the game, and tonight I feel as though I like the game a little bit better. I'm not sure if this is the tuner set or what.

I'm not sure if this problem only lies with me, but at times I have an issue telling what punches are connecting. If I'm blocking, even if I've literally just started blocking. It seems as though some of them are breaking my guard. By the time the CPU finishes throwing a 5 punch combo, I have no idea if I've been hit or not. Unfortunately this is also due to the boxers not reacting to 95% of landed punches except for ones that cause a stun state, flash KD, or fight ending flash KO. There are also some sound cues, but hearing those over the commentary and any background noise isn't always reliable.

It's just really hard to tell when your block strength has been widdled away, when it's full, what's connecting, what isn't, etc. I'm not saying it's impossible to tell. I'd say about 70% of the time I know which ones are connecting. But that leaves nearly a third of the time when I'm not sure if I need to keep my block up, let go of my block and regroup, etc.

Please do not take any of these questions as me having faults or issues with the game. I have some gripes, certainly, but not with the things I'm asking questions about. Truth be told I'm asking these under the assumption that with every ? I asked, there are simple solutions that are staring me right in the face but I'm just overlooking them.

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Old 02-08-2011, 09:38 PM   #349
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Re: Fight Night Champion Demo Available Now, Post Impressions Here (360, PS3)

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Originally Posted by Phobia
Wish I could answer straight off the bat Philly. But to be honest I did not write down the tendencies. I will e-mail Cash, because he went over the tendencies more than I did. See if he wrote them down so I can supply them. I will get back to you guys on this.
thanks for the reply and I hope you can provide more information on the fighters' editable tendencies. Hope it can fix the insane amount of cpu ai punching.

If that can be fixed.....this will be a really solid game simwise....

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Old 02-08-2011, 11:25 PM   #350
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Re: Fight Night Champion Demo Available Now, Post Impressions Here (360, PS3)

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Originally Posted by phillyfan23
thanks for the reply and I hope you can provide more information on the fighters' editable tendencies. Hope it can fix the insane amount of cpu ai punching.

If that can be fixed.....this will be a really solid game simwise....
I hope there is variation of aggressiveness between fighters but I'd rather them not take drastic steps in reducing the CPU's punch output so the A.I. doesnt end up as passive and easy to dominate with punch output as it was in FNR4 on the 2nd highest difficulty (GOAT was too cheap with the counter windows the CPU got off every other punch)

I have been enjoying fighting the CPU on the demo more than any other boxing game in recent memory since the A.I. presents a pretty good challenge. By dictating the pace of the fight and moving well I can keep them to 70-80 punches a round most of the time, which is acceptable to me.
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Old 02-09-2011, 12:00 AM   #351
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Re: Fight Night Champion Demo Available Now, Post Impressions Here (360, PS3)

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I hope there is variation of aggressiveness between fighters but I'd rather them not take drastic steps in reducing the CPU's punch output so the A.I. doesnt end up as passive and easy to dominate with punch output as it was in FNR4 on the 2nd highest difficulty (GOAT was too cheap with the counter windows the CPU got off every other punch)

I have been enjoying fighting the CPU on the demo more than any other boxing game in recent memory since the A.I. presents a pretty good challenge. By dictating the pace of the fight and moving well I can keep them to 70-80 punches a round most of the time, which is acceptable to me.
Are you inside my mind?? lol In FN4 the highest difficulty was just cheese so i stayed away. The champion difficulty(2nd highest) was just like you stated; not aggressive enough.

I really like the aggressiveness and the difficulty the demo A.I. displays.

I'm curious if it is exclusive to the demo since fighting that aggressive for the whole fight might cause a boxer to gass out.
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Old 02-09-2011, 12:32 AM   #352
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Re: Fight Night Champion Demo Available Now, Post Impressions Here (360, PS3)

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Are you inside my mind?? lol In FN4 the highest difficulty was just cheese so i stayed away. The champion difficulty(2nd highest) was just like you stated; not aggressive enough.

I really like the aggressiveness and the difficulty the demo A.I. displays.

I'm curious if it is exclusive to the demo since fighting that aggressive for the whole fight might cause a boxer to gass out.
the one thing I noticed is that if I win 1 or both of the first 2 rounds the CPU will drastically increase its aggressiveness and punch output in the 3rd rd to try to win the fight which is pretty cool to see.
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