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UFC 5 Gameplay related requests

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Old 07-21-2023, 05:55 AM   #1
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UFC 5 Gameplay related requests

1. Rolling with punches. If you move your head back (or away) while getting (grazed) with a hit, it counts as more damage in the game, the same as if you move right into it. It should be the opposite of course. Moving away from a strike should SIGNIFICANTLY reduce the damage of the strike.


2. This is one I preached about for years now: If you time a strike while your opponent is striking, it should either intercept the strike (situational of course), and if not, then it should ALWAYS take power away from the incoming strike. It happens way too many times that I see what my opponent is doing (an obvious big strike like let's say a spinning back kick, spinning elbow, flying knee etc) so I hit them first with a good "reliable" strike that reaches first only to get knocked down or even out right after catching them first with a "safe" strike. This REALLY ruins the high level of the game and takes away from realism.


3. Make ranked mode feel more.. Ranked. Currently in EA UFC 4 it's a complete mess and I don't even try to follow anymore. Opponents wear championship trunks in the blue corner 🤦🏻*♂️(should be red corner only, IF you're the champion) in none championship fights, I never even notice I'm in a championship fight until after the fight when I notice the little crown on top of these ugly *** banners, please give ranked more of a championship chase and feel.


Also speaking of ranked, I really really hope there are ranked rewards. The way we earn the little pin you can add to the banner but something we actually want like an alternate model to a fighter or something.


4. Range to affect striking damage. It's absolutely ridiculous when I close the range to box up my opponent, they can throw a spinning heel kick to the head way off range (too close) to the point I get hit by their butt cheek and it does full damage, sometimes knocking you out.


Strikes like that should be high risk/high reward like IRL and you must be high level or at least good at range to pull that off... Also they're immune to strikes while doing it, why? They should be more vulnerable instead.
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Old 07-21-2023, 12:49 PM   #2
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Re: UFC 5 Gameplay related requests

Quote:
Originally Posted by Ka5eL
Also speaking of ranked, I really really hope there are ranked rewards. The way we earn the little pin you can add to the banner but something we actually want like an alternate model to a fighter or something.

Ranked rewards? What literaly all games do is just reward you with specific cosmetics (banner/profile pic) so you can show off you did well at a season. Obviously the rewards is, well... your rank? What else are you playing for then to be top x in the world?


If alternate models, should they be in, would be tied to ranked performance, it would piss off so many people they'd probably lose a lot of sales on it. I hope I don't have to explain the stupidity of excluding the vast majority of players from your content. If you're going to go that way, at least try to ask money for it so you get something out of it. Loads of fighting games do that all the time and nobody cares as it's not gameplay-related, so there's a precedent.
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Old 08-04-2023, 08:51 AM   #3
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Re: UFC 5 Gameplay related requests

Quote:
Originally Posted by Ka5eL
1. Rolling with punches. If you move your head back (or away) while getting (grazed) with a hit, it counts as more damage in the game, the same as if you move right into it. It should be the opposite of course. Moving away from a strike should SIGNIFICANTLY reduce the damage of the strike.


2. This is one I preached about for years now: If you time a strike while your opponent is striking, it should either intercept the strike (situational of course), and if not, then it should ALWAYS take power away from the incoming strike. It happens way too many times that I see what my opponent is doing (an obvious big strike like let's say a spinning back kick, spinning elbow, flying knee etc) so I hit them first with a good "reliable" strike that reaches first only to get knocked down or even out right after catching them first with a "safe" strike. This REALLY ruins the high level of the game and takes away from realism.


3. Make ranked mode feel more.. Ranked. Currently in EA UFC 4 it's a complete mess and I don't even try to follow anymore. Opponents wear championship trunks in the blue corner 🤦🏻*♂️(should be red corner only, IF you're the champion) in none championship fights, I never even notice I'm in a championship fight until after the fight when I notice the little crown on top of these ugly *** banners, please give ranked more of a championship chase and feel.


Also speaking of ranked, I really really hope there are ranked rewards. The way we earn the little pin you can add to the banner but something we actually want like an alternate model to a fighter or something.


4. Range to affect striking damage. It's absolutely ridiculous when I close the range to box up my opponent, they can throw a spinning heel kick to the head way off range (too close) to the point I get hit by their butt cheek and it does full damage, sometimes knocking you out.


Strikes like that should be high risk/high reward like IRL and you must be high level or at least good at range to pull that off... Also they're immune to strikes while doing it, why? They should be more vulnerable instead.
These are excellent suggestions.

The bit about the spinning back kick to the head from 6 inches away is one of my main frustrations. Sometimes, and I feel like this with all nearly all EA games, stupidity is rewarded quite often, while smart play is actually punished.

Such as stamina not being absolutely tanked even when landing shots. It means people can just come forward and pin you down with little to no punishment in terms of becoming gassed. How many fights have we seen where a.fighter has tired themselves out despite landing frequently.
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Old 08-06-2023, 04:03 PM   #4
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Re: UFC 5 Gameplay related requests

Adding to this, make choosing the correct counter do more damage. Like a leg kick countered by a straight punch, jab countered by overhand over the top, etc.

One thing I really hate in all the ea games really is that you can counter a leg kick with a head kick. The AI does this a lot, it’s ridiculous. That’s just nothing something that happens.

Last edited by sdpdude9; 08-07-2023 at 12:07 AM.
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Old 08-17-2023, 08:12 PM   #5
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Re: UFC 5 Gameplay related requests

Those are good suggestions. Good enough that #2 & #4 are already in the game and have been for a long time. Though I'm sure there's contexts it doesn't always feel like it. The first is called damage muffling, and there is a decent reduction to the incoming damage of strikes when you exchange first. However, there can be other factors that increase the damage you take as well. Lower stamina and possible vulnerability to certain strike arcs being the most common during exchanges.

The damage range is also a common factor in strikes, and can be seen in practice mode with the damage HUD as you get closer/farther and throw the same strike with stamina disabled and an idle opponent.

As to #1 ... this honestly vexes me and I've talked to some of our designers about it but they choose to keep it that way. So yes, you're quite right in that straight strikes landing on someone actively leaning backwards (not lunging) does increased damage. IIRC the straights are supposed to be the main counter to this kind of evasion, and they choose the notion of a clean unblocked strike to the chin like that does more dmg as the fighter isn't expecting to get hit (and think's they'll evade entirely).

Can't really speak to #3, ranked mode presentation etc. is well outside my realm of knowledge or influence.
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Old 08-28-2023, 02:00 AM   #6
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Re: UFC 5 Gameplay related requests

Quote:
Originally Posted by Skynet
Those are good suggestions. Good enough that #2 & #4 are already in the game and have been for a long time. Though I'm sure there's contexts it doesn't always feel like it. The first is called damage muffling, and there is a decent reduction to the incoming damage of strikes when you exchange first. However, there can be other factors that increase the damage you take as well. Lower stamina and possible vulnerability to certain strike arcs being the most common during exchanges.

The damage range is also a common factor in strikes, and can be seen in practice mode with the damage HUD as you get closer/farther and throw the same strike with stamina disabled and an idle opponent.

As to #1 ... this honestly vexes me and I've talked to some of our designers about it but they choose to keep it that way. So yes, you're quite right in that straight strikes landing on someone actively leaning backwards (not lunging) does increased damage. IIRC the straights are supposed to be the main counter to this kind of evasion, and they choose the notion of a clean unblocked strike to the chin like that does more dmg as the fighter isn't expecting to get hit (and think's they'll evade entirely).

Can't really speak to #3, ranked mode presentation etc. is well outside my realm of knowledge or influence.
Hey Skynet, slightly off topic but still relative to the discussion......I know you can't really talk about much of anything about UFC 5, and I completely understand but I was hoping you could answer one question even if the answer is very vague. Is there anything that's going to be in EA UFC 5 thats going to completely take us by surprise as far as a new feature, or game mode, or gameplay improvement? Not asking what it is, just curious if there's something in the game that none of us are actually expecting to be in, something that's going to cause us to collectively gasp? Just curious......I'm actually more hyped for EA UFC 5 than I was for any of the other EA UFC games. I feel like we are in for a surprise(a good one) and I have nothing to go off of except just intuition. I have a strong gut instinct on this and I can't explain why��
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