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Old 05-31-2016, 11:46 AM   #169
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Re: #patchspoilers 1.07

Quote:
Originally Posted by GameplayDevUFC
I don't know what a tiger team is, so I can't compare.

It was a big deal, and it was incredibly helpful.

But they don't dictate anything, we are using them as a tool to better the game.

It's something we have at our disposal that we try and leverage to the maximum effect.

It's not something imposed on us that we are forced to react to verbatim.

I'll look into getting a reversal list together.
Since you're a gameplay dev would it be possible for you to give us some more info about the striking system in this game?

e.g.

Is there a strike priority in this game? If there is, how is it determined?

I’ve noticed during training that interrupting attacks can cause stuns, not only that but the interruption leniency (the start up frames interruption can occur in) increases as the strength of the strike increases, could you shed some more light on this mechanic?

Does distance from your opponent, positioning and where the strike lands matter?

I've heard momentum plays a big part in determining strike damage, could you please explain how exactly?

What causes stuns (not staggers) exactly?

Quote:
Originally Posted by aholbert32
Hmmm....this is an interesting perspective. From a corporate perspective, why do your dollars matter more?

Casual fans and hardcore fans both spent $60 on this game. I'm sure just as many casual fans spend money on things like UT just like hardcore fans (if not more).

The point is to grow the game. So if hardcore fans are more likely to adjust and tolerate a MMA game because they love MMA, why would I target my game strictly to them. If I want to grow the playing base, I will focus on finding a middle ground that will appeal to casual fans but not totally alienate the hardcore set. That middle ground is hard to find and I've only played 1 MMA game that did that well (UD 3) and it took THQ 3 attempts to get there.

As for the "speculation" that hardcore fans arent posting, I dont agree. Have you read this board? 70-80% of the content here is people complaining about an aspect of the game. Whether its striking, ratings, movesets or a missing feature, people here consistently complain about the game. And thats fine as long as its constructive.

Now there are probably 100 people who come to this board regularly and post. Are we to assume they represent the majority of people who own the game? Are we to assume that there are hundreds of people who love the game and visit the board but never post?
Why do you guys assume casual players who bought EA UFC 2 are drawn to its arcade aspects? If an arcade game is what they wanted then they would not buy EA UFC 2, since there are better, cheaper and more popular purely dedicated arcade fighters out there that can cater to their arcade wants much more effectively.

There are several arcade fighters out there that EA UFC 2 simply cannot compete against like Street Fighter, Tekken, MKX e.t.c. so I doubt it's the arcade aspects of EA UFC 2 that draws casuals in, instead I think its the games likeness to real life UFC that draws them in, the likeness visually and the “true to life” aspects of game play. They are drawn to its realism .i.e. its sim aspects.

I think you're fighting a wastefull battle by trying to make this game appeal to both the sim and arcade players. On one hand I doubt the causals playing this game care for its arcade aspects infact I think they bought it for its realism, on the other, the harcore players of this game are getting more and more annoyed because of its arcade aspects. Overall you guys think you're appealing to both sides of the fence but you're doing more damage than good in my opinion.

Last edited by Lake the striker; 05-31-2016 at 11:51 AM.
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Old 05-31-2016, 11:51 AM   #170
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Re: EA Sports UFC 2 Patch 1.07 Coming Soon, Here Are Some Details

People complaining about take downs not working correctly, i suggest adding a little movement and swaying to your takedowns. I get most of my takedowns.. Only problem is when I miss, I lose most of my stamina and get choked out from sprawl
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Old 05-31-2016, 12:06 PM   #171
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Re: EA Sports UFC 2 Patch 1.07 Coming Soon, Here Are Some Details

Quote:
Originally Posted by jamesbenz21
People complaining about take downs not working correctly, i suggest adding a little movement and swaying to your takedowns. I get most of my takedowns.. Only problem is when I miss, I lose most of my stamina and get choked out from sprawl
It's not that they don't work correctly per say, it's that it's way to easy to deny them from bad situations (like still standing on one leg after a missed kick or with 0 stamina).

The biggest problem is that any and all strikes can interupt a TD.

Funny about getting choked from sprawl, for some reason that is where I have the most trouble denying Sub attempts.
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Old 05-31-2016, 12:24 PM   #172
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Re: #patchspoilers 1.07

Quote:
Originally Posted by Lake the striker
Since you're a gameplay dev would it be possible for you to give us some more info about the striking system in this game?

e.g.

Is there a strike priority in this game? If there is, how is it determined?

I’ve noticed during training that interrupting attacks can cause stuns, not only that but the interruption leniency (the start up frames interruption can occur in) increases as the strength of the strike increases, could you shed some more light on this mechanic?

Does distance from your opponent, positioning and where the strike lands matter?

I've heard momentum plays a big part in determining strike damage, could you please explain how exactly?

What causes stuns (not staggers) exactly?



Why do you guys assume casual players who bought EA UFC 2 are drawn to its arcade aspects? If an arcade game is what they wanted then they would not buy EA UFC 2, since there are better, cheaper and more popular purely dedicated arcade fighters out there that can cater to their arcade wants much more effectively.

There are several arcade fighters out there that EA UFC 2 simply cannot compete against like Street Fighter, Tekken, MKX e.t.c. so I doubt it's the arcade aspects of EA UFC 2 that draws casuals in, instead I think its the games likeness to real life UFC that draws them in, the likeness visually and the “true to life” aspects of the game play. They are drawn to its realism .i.e. its sim aspects.

I think you're fighting a wastefull battle by trying to make this game appeal to both the sim and arcade players. On one hand I doubt the causals playing this game care for its arcade aspects infact I think they bought it for its realism, on the other, the harcore players of this game are getting more and more annoyed because of its arcade aspects. Overall you guys think you're appealing to both sides of the fence but you're doing more damage than good in my opinion.
Exactly. My roomate is a super casual gamer who plays pretty much everything. He started playing mma games from undisputed 1. He likes EA UFC 2 better than the first game, but he dislikes the arcade elements it brings in the striking and said he liked undisputed more cuz the striking felt more realistic to him.

Last edited by WarMMA; 05-31-2016 at 12:31 PM.
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Old 05-31-2016, 12:33 PM   #173
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Re: EA Sports UFC 2 Patch 1.07 Coming Soon, Here Are Some Details

Quote:
Originally Posted by norml
It's not that they don't work correctly per say, it's that it's way to easy to deny them from bad situations (like still standing on one leg after a missed kick or with 0 stamina).

The biggest problem is that any and all strikes can interupt a TD.

Funny about getting choked from sprawl, for some reason that is where I have the most trouble denying Sub attempts.
I agree, sprawl is a dangerous position i think the denial window for a sub from that position should be a LITTLE(and i mean little) bigger but again it's a dangerous position and I am happy if they left it alone, just a suggestion.
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Old 05-31-2016, 12:36 PM   #174
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Re: #patchspoilers 1.07

Quote:
Originally Posted by Lake the striker
Why do you guys assume casual players who bought EA UFC 2 are drawn to its arcade aspects? If an arcade game is what they wanted then they would not buy EA UFC 2, since there are better, cheaper and more popular purely dedicated arcade fighters out there that can cater to their arcade wants much more effectively.

There are several arcade fighters out there that EA UFC 2 simply cannot compete against like Street Fighter, Tekken, MKX e.t.c. so I doubt it's the arcade aspects of EA UFC 2 that draws casuals in, instead I think its the games likeness to real life UFC that draws them in, the likeness visually and the “true to life” aspects of game play. They are drawn to its realism .i.e. its sim aspects.

I think you're fighting a wastefull battle by trying to make this game appeal to both the sim and arcade players. On one hand I doubt the causals playing this game care for its arcade aspects infact I think they bought it for its realism, on the other, the harcore players of this game are getting more and more annoyed because of its arcade aspects. Overall you guys think you're appealing to both sides of the fence but you're doing more damage than good in my opinion.
Actually I'm not assuming that at all. I'm not assuming that every casual fan will automatically like the arcade elements. What I'm assuming is that every casual fan wont care about all of the hardcore elements that people on this forum want.

Take Demetrious Johnson. As you know he is the UFC Flyweight Champion. You would expect that someone with his expertise would want a hyper realistic version of the game, right?

That assumption is wrong. He has been quoted as saying he dislikes the stamina in the game and thinks its too taxing. He wants to be able to throw spinning kicks and strikes with no stamina penalty. Now thats counter to what 90% of the forum thinks about this game. Everyone here wants perm stamina to be more taxing than it is.

DJ is an example of some casual gamers. They can appreciate realism and arent going to object if its in the game unless that realism affects their ability to have fun. So if you are trying to appeal solely to "sim" players, you run the risk of losing out on fans like DJ. Their money is worth the same as ours.

Thats why UD3 was perfect for me in some ways. I have no idea what playing UD3 is like without sim mode. I've never played it on arcade stamina. I have no interest in playing it that way. But I'm sure there were thousands of buyers who preferred playing it in arcade mode.

Thats why in favor of having sliders or a sim mode and giving individuals the right to cater the game how they want it.
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Old 05-31-2016, 12:38 PM   #175
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Re: #patchspoilers 1.07

Quote:
Originally Posted by WarMMA
Exactly. My roomate is a super casual gamer who plays pretty much everything. He started playing mma games from undisputed 1. He likes EA UFC 2 better than the first game, but he dislikes the arcade elements it brings in the striking and said he liked undisputed more cuz the striking felt more realistic to him.
Well I have 3 friends who are casual gamers too but big MMA fans and they love the striking but hate the stamina and grappling in the game. There are casual fans who like sim elements and there are casual fans who dont like them at all.
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Old 05-31-2016, 12:39 PM   #176
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Re: EA Sports UFC 2 Patch 1.07 Coming Soon, Here Are Some Details

Quote:
Originally Posted by norml
It's not that they don't work correctly per say, it's that it's way to easy to deny them from bad situations (like still standing on one leg after a missed kick or with 0 stamina).

The biggest problem is that any and all strikes can interupt a TD.

Funny about getting choked from sprawl, for some reason that is where I have the most trouble denying Sub attempts.
yup my biggest issues with standing takedown (hopefully one or more will be fixed )

* 100% stam vs 0% stam...the 0% stam can still deny TDs pretty easily! Which is a total joke.

* Hit detection is pretty bad. I know this is a big picture issue (physics engine) --- perhaps a workaround = 'weak' strikes don't fully interrupt a takedown but instead take a tiny bit of steam off the TD attempt....so a lazy jab that connects might take off 10% of the takedown's effectiveness, potentially making a difference, but not fully interrupt the TD.

* No cage interaction on takedowns!! We have it with Clinch so that's nice; but there should definitely be cage interaction for takedowns --

Fingers crossed
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