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UFC Undisputed 2010 News Post


What's up guys (and gals)

My name is "THQ Tank", or just Tank as I'd prefer. Your new Official WWE / UFC Community Manager, coming to you straight from the former heart of EA as the previous Command & Conquer Community Manager for the last 6+ years, now here at THQ. I'm quite the seasoned Community Manager with a heavyweight belt of experience and great friends with "Marcus", were each others inspiration, now we work together, not a bad gig.

I was recently presented a golden opportunity to come tackle this fighting community for THQ and finally give them, and more importantly the dev team(s) and community a voice they absolutely deserved.

If you missed my intro on our official UFC boards, check out the sticky thread here:

http://community.ufcundisputed.com/forums/topic/165794

While I am a huge proponent of being communicative and loyal to our “homeland”, my equal priority and “mantra” as a Community Manager is engaging and interacting with our external hardcore community, you guys who generally have some of the most constructive ideas and feedback around. Not to mention, you'll slam me down like a 10-story building falling flat on my face if I don't listen all around, so trust me, been doing this for 6+ years, you have a voice you can trust which will be heard by the dev team, and will also talk back. I'm a nice guy, no worries. And I like to bang down doors.

Concerning UFC 2010, the update I posted yesterday in General Discussion and the first blog on our official site

http://community.ufcundisputed.com/forums/topic/169296

…really encompasses the heart of the matters at the moment. I assure you, myself and the dev team are reading all over, I also just need a little bit of breathing room to get my chops down and around the entire community outside the official boards, so thanks for understanding. There are some specific gameplay issues being addressed in that post, and a myriad of others being worked on by the team. While I'm new to the community, I feel your pain on Super CAF's.

I absolutely want to engage with you guys as frequent as possible, so expect to hear from me frequently. I will falter at times, not be here every hour or day, I'm human and am currently Community Manager of BOTH WWE and UFC, and also the main point of contact in the THQ building establishing this, so, please allow me a little breathing room. I came from EA, I know what community management is all about, and I intend to give THQ that same desire and passion so the UFC/WWE games and community get the voice and dedication they have deserved for quite some time.

Glad to be here, and I'll be collecting as much feedback so we can shape up UFC 2010, namely the critical issues right now. I'm also here to have fun, cause, i'm a gamer to, and a massive Bay Area sports fans. GO Giants! LA Galaxy fan as well, my only allegiance to the Los Angeles area. I'm a San Francisco native, my blood runs deep with the orange and black. And Shogun is the man.

Cheers,

Tank

Game: UFC Undisputed 2010Reader Score: 6/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 17 - View All
UFC Undisputed 2010 Videos
Member Comments
# 21 baumy300 @ 05/28/10 08:07 PM
Good to see someone from THQ here. Hopefully the submissions will be patched.
 
# 22 GrayFolded @ 05/28/10 08:08 PM
Welcome Tank, glad to see THQ has responded quickly to UFC2010's issues...

THQ's road to redemption lies here (seemingly every issue is addressed by OS members here):
http://www.operationsports.com/forum...pressions.html
 
# 23 CBMerling @ 05/28/10 08:29 PM
Quote:
Originally Posted by Stumbleweed
Probably better to say "reduce number of KOs overall", as the problem isn't actual Flash KOs (like 1 minute into the fight with minimal damage kind of thing), but rather that such a high percentage of fights end in KOs, especially against the Captain Insano CPU, which flies in throwing bombs every time no matter who it is. There should be a higher percentage of TKOs, subs, and decisions than KOs, but it's definitely in the 50%+ KO range, at least in my experience on Expert. It's kinda ridiculous when someone like Hazelett, who doesn't have much of a striking game to speak of can still KO someone in the 2nd round on a regular basis...
Agreed. I think fighter's strengths and weaknesses should be really seen in the game. I am enjoying it, but being tired of constantly having to take people down because I can't bang due to over aggressiveness and constant counterpunching from the AI.

Makes sense with fighters with good standup, but not with the chumps. Also, as someone mentioned, fixing the submission game.

Good to hear from you, THQ Tank. Keep us posted.
 
# 24 hfxrine19 @ 05/28/10 08:36 PM
Quote:
Originally Posted by CBMerling
Agreed. I think fighter's strengths and weaknesses should be really seen in the game. I am enjoying it, but being tired of constantly having to take people down because I can't bang due to over aggressiveness and constant counterpunching from the AI.

Makes sense with fighters with good standup, but not with the chumps. Also, as someone mentioned, fixing the submission game.

Good to hear from you, THQ Tank. Keep us posted.
Yeah just to echo his thoughts, fighters strengths and weaknesses should really be apparent in this game. We shouldn't have the likes of Kimbo stopping and reversing Mir or Nogeuria's ground game or having Anderson Silva being schooled on the feet by Maia.
 
# 25 DavonBrown @ 05/28/10 08:38 PM
Something needs to be done about BJJ guys pulling guard then immediately transitioning back to standing. It makes no sense.
 
# 26 the44one @ 05/28/10 08:42 PM
Yes the submission game is EXTREMELY frustrating. Trying to shine when your put into a hold is so tough. even a perfect shine only works 10% of the time. i really hope this gets some serious attention. maybe implement the face button method as a second option. just something. i mean this game has sooooo much potential, just needs some fixtures. thank you guyz for your time
 
# 27 AsianChexMix @ 05/28/10 09:31 PM
Quote:
Originally Posted by GrayFolded
Welcome Tank, glad to see THQ has responded quickly to UFC2010's issues...

THQ's road to redemption lies here (seemingly every issue is addressed by OS members here):
http://www.operationsports.com/forum...pressions.html
It will be a lot to sift through but I remember one post that received lots of props to. It was by DavonBrown. It was really solid and it would provide a great starting point for your beginning Tank.

DavonBrown's post on issues with UFC 2010
 
# 28 GrayFolded @ 05/28/10 09:43 PM
^

AsianChexMix nailed it with DavonBrown's post.....

Perfect starting point....
 
# 29 DavonBrown @ 05/28/10 09:50 PM
I sent him a pm. Pretty much that list, but I revised it to also include things I heard you guys noticing.

1. STAMINA- You lose a ton of energy when your OPPONENT transitions in the clinch or on the ground, when you reverse a transition on the ground, or when you throw a couple of weak punches on the ground and it takes a couple of seconds for the bar to completely refill. But fighters can throw and miss LB signature punches for a full round without being penalized stamina wise and the stamina they do lose is almost regained instantly. The only penalty is being open for a sway counter, but that is unfair because some people like me would rather step back when their opponent tries a wild punch instead of depending on the sway system. Please play one round of Fight Night Round 4 or check out some Youtube videos and watch how big of an affect stamina has on every fight. If you throw a haymaker, you lose a ton of stamina, especially if you miss the punch. It would definitely have a great affect on this game. It would punish those who throw signature punches all day and force players to pace themselves and use the jab more, which would drastically reduce flash knockouts. There is no way that you should lose more energy from your opponent transitioning than you do from missing five straight power punches. Energy should also be lost from constantly swaying. When a fighter has his opponent rocked, stamina should still be in effect. The adrenaline thing is overdone. Once I rocked my opponent, I should not be able to throw 10 LB punches and head kicks without losing a drop of stamina. That takes some skill out of the game. It is a skill to know when to be patient and when to go in for the kill. If I rock my opponent and jump into their guard just throwing wild punches trying to finish him, once he recovers my stamina should be low and I should be open for a submission or another attack because of my carelessness.

2. GROUND GAME- As I said in the above post, it is crazy for to lose stamina when your opponent is transitioning. The fighter attempting the transition should be the one losing stamina. You should lose stamina from trying to transition, block a transition, or reverse all day. Also, ratings should matter more on the ground. I can reverse a great ground fighter with a below average ground fighter all day and this should not be happening. The flick reversal system needs to be modified or removed. The three transition rule should be REMOVED! Kimbo Slice consistantly reversing Big Nog is just flat out wrong! If I have my opponent in Mount, it is unfair that they can do three quick transitions to send me to Half Guard and not lose a ton of stamina in the process. Think Brock Lesnar vs. Kimbo Slice or George St. Pierre vs. Anthony Johnson. Brock and GSP should be able to take those guys down and hold them down for an entire round if they choose. That is impossible to do with this three transition GLITCH! More stamina should be lost from a failed transition and it should not be regained instantly. Finally, fighters should not be stood up so fast. There should be a warning after 10-20 seconds, another after about 30 seconds, and if the fighters still aren't being aggressive, stand the fight up after about a 45 seconds to a minute. This extra time spent on the ground would reduce the amount flash knockouts and make the game more realistic. PASSIVE TRANSITIONING NEEDS TO BE REMOVED AS SOON AS POSSIBLE! It sucks. Last year's ground game made you choose whether you wanted to be aggressive and strike on the ground at the risk of being transitioned, or transition blocking to control your opponent at the risk of not doing much damage. Now we have the best of both worlds and although it sounds good, it's definitely not a good thing. I can punch, punch, punch, and allow the CPU to block my opponents first 2 transitions for me, then I simply reverse the third transition and continue this same process until I knock my opponent out. It also sucks because sometimes I want to allow my opponent to transition. I was using Joe Stevenson and I had Guida in North/South position. He was attempting to transition to the sprawl position where I could take advantage of Joe Daddy's level there Guillotine, but the stupid CPU kept blocking the transition automatically. Also, when I have my opponent mounted, sometimes I like to let them give me there back so that I can sink in a choke. That is almost impossible because the CPU always blocks my opponent's transitions. When I knock my opponent down, but do not want to jump into his guard, I stand over him and rain down punches from the up/down position. If I'm beating the hell out of my opponent from that position, why is the fight stood up after about 10 seconds? I can understand if I was just standing over him and not doing any damage, but I'm doing significant damage throwing kicks and punches(without losing any stamina!).

3. KNOCKOUTS- There are far too many knockouts this year. It is crazy how a fighter can take over ten head kicks before being rocked, but can knock a fighter out with one counter shot. This needs to be fixed. Kicks should do more damage. Now I'm not saying that the damage that a counter shot inflicts should be reduced. I'm saying that instead of always being an instant knockout, the fighter should be rocked on the feet, rocked where he falls down and covers up, or simply knocked down. Knockouts are NOT very common in the UFC, but we see a ton of TKOs. It's the total opposite in this game. Please fix the ratio of knockdowns, rocked situations, and knockouts.

4. AI AGGRESSION- Every fighter fights like Iron Mike Tyson this year. They do not have any sort of pacing. Guys like GSP stand up and throw karate kicks and superman puches for a whole round without attempting a takedown even though that's his specialty. I think you guys need to fix the AI tendencies/fighting styles. It makes the game easy and boring. I can just sway counter the AI all day because most of their strikes are signature punches and head kicks. It's boring because all fighters fight the same style just with different move sets. CPU vs. CPU is useless because every single fight usually ends in a 2nd round KO.

5. ROCKED STATE- As it is now, it is absolutely RIDICULOUS! If I have a Muay Thai clinch on a fighter against the cage and I rock him with a knee, why am I forced to let go? I would rather keep my dominant position and finish him. When I have a fighter rocked on the ground why can't I do body punches? When I have a guy rocked on the ground and I do not finish him off, why is the fight forced back to the stand up after they recover? I've never seen that in a real fight. When a fighter is rocked on the ground and he recovers a bit, his opponent does not just let him up. When I rock my opponent and clinch him for a slam, the rocked state is ended as soon as I get the clinch. Why? When I rock my opponent on the ground then stand up, the rocked state is ended as soon as I click LSB. Why? When I rock my opponent and lunge into his guard(LT+RS->), how is it that my opponent can control my posture and block 2 of my transition all while still being rocked? As I said before, the adrenaline is overdone. A fighter should lose stamina just as he normally does even if they have their opponent rocked. If I am rocked by my opponent and I fall down, my opponent should have to make a few quick decisions. "Is he out or was it just a lucky punch?" "Should I finish him or let him up?" "Do I want to run the risk of being low on stamina for the rest of the fight if I attempt to carelessly go in and finish him off and fail?" If my opponent chooses to jump on top of me and swing away, all of their stamina should be depleted if and when I recover and I should have a slight advantage. Neither of those things are possible this year because:
A) Stamina is not lost in the rocked state because of the adrenaline feature.
B) When I recover, instead of my opponent being stuck in my guard and running the risk of being submitted, the fight is force back to standing.
Watch Mir vs. Nog if you need an example of what I'm talking about.

6. CLINCH- If I have you pinned on the cage in a single collar tie, why can't I click LSB to release the hold? That is a dominant position right? It is stupid for me to have to transition to the Muay Thai clinch or double underhooks and risk being reversed just to get out of a position where I have the upper hand.

7. LEG KICKS- Where are the welts and limping that you advertised? I went into a 2 player match with Steve Cantwell(88 kicks offense) and Vitor Belfort(86 kicks defense). I landed 400 right leg kicks to Vitor's front leg and not once did he buckle. His stamina was nearly gone, but his leg showed no damage. Then I ran around the ring for the last minute of the 3rd round. He ran a bit slower, but after taking 400 strong leg kicks you should not even be able to walk. He also still had the ability to push off of that leg a throw signature punches and head kicks. Once your leg hits 100% damage, you should no longer be able to kick or throw LB signature punches. If you do not believe this is true, try it yourself. Fighters should also react more after taking a leg or body kick. If I am attempting a power punch while my opponent is attempting a low kick, even though the kick landed first I can just ignore it and continue with my uninterrupted power punch.

8. CAF- Allow us the ability to use as many attribute and skill points as we want for instant-cafs. If I want to make guys in the UFC that did not make the game, it is unfair for them to be crippled with very below average stats. I also participate in a lot of CAF tournaments. I should not have to go through career mode with every last one of my fighters to get their ratings where I want them. An easy way to incorporate this would be not to allow instant-cafs to be used in ranked matches. Also, we need more points for career. It is unfair being a 30 overall and having to fight a top UFC fighter.

9. ONLINE- Hard to find a fight and when I finally do, it is super laggy! Glad to hear that you're working on it.

Please fix these things or at least give a good explanation on why they are the way they are.
 
# 30 GrayFolded @ 05/28/10 10:19 PM
^
 
# 31 DavonBrown @ 05/28/10 10:52 PM
Quote:
Originally Posted by GrayFolded
^
If only they'd listen man.
 
# 32 allBthere @ 05/28/10 11:37 PM
Quote:
Originally Posted by DavonBrown
If only they'd listen man.
Man I like your points but I'm surprised that the nerfing of jabs/straights don't bug you. I feel like this year they made everyone want to just hold down LB all the time.

Last year you could punch is fast succession with jab's and straights and follow them with hooks or kicks. It was much better punching last year. This year a 1-2 is ridiculously slow, lacks the snap it had last year, and one punch needs to fully complete before shooting out the other one (last year you could throw them in succession).

This is so fundamental to fighting and I think it sucks that they've become useless now. I would use these tactics online last year too and have success working from the jab.

This is easily my biggest issue with the game alongside stamina of neverending haymakers.

forgot to point out that beyond just throwing them in succession, jab's don't have quite enough reach (out reached by hooks wtf ) AND maybe most importantly this:

jabs and maybe inside leg kicks are far and away the lowest risk offensive moves in combat. This is not even close to being reflected in the game. Again, last year wasn't perfect in this regard, but much better - I hate when games REGRESS in certain areas.
 
# 33 DavonBrown @ 05/28/10 11:47 PM
Quote:
Originally Posted by allBthere
Man I like your points but I'm surprised that the nerfing of jabs/straights don't bug you. I feel like this year they made everyone want to just hold down LB all the time.

Last year you could punch is fast succession with jab's and straights and follow them with hooks or kicks. It was much better punching last year. This year a 1-2 is ridiculously slow, lacks the snap it had last year, and one punch needs to fully complete before shooting out the other one (last year you could throw them in succession).

This is so fundamental to fighting and I think it sucks that they've become useless now. I would use these tactics online last year too and have success working from the jab.

This is easily my biggest issue with the game alongside stamina of neverending haymakers.
It definitely irritates me, but I think fixing stamina will get us half way there. The 1-2 is super slow. Combos are almost impossible. Last year I could throw a quick 1,2,3, leg kick, then back out. That is difficult to do this year because combos are slow even for lightweights and by the time you've thrown your second strike in the combo, your opponent is shooting for an auto takedown. Anderson Silva is definitely not as effective as he should be. They also need to add a stamina slider.
 
# 34 Jukeman @ 05/28/10 11:58 PM
We should start a Patch Wishlist Thread and format it like DavonBrown did.

There are alot of good points in the impression thread..
 
# 35 DavonBrown @ 05/29/10 12:10 AM
Submissions need to change. The shine will have to go with my system because they will be in stages and performed by transitioning. I'm thinking you button mash the left and right trigger so that your thumb is free to use the stick. You click the right stick to initiate submission mode and grab a hold of the body part. Then you transition to get the rest of your body into place for the sub. Now you can either begin to button mash here or transition into an even better position which gives the submission a better chance of being successful. The opposing fighter will be able to block and reverse the transitions just as they can on the ground. Blocking and reversing the submissions should be determined by the ground grapple and submission ratings of each fighter. Here's an example: I catch a punch from open guard to initiate a triangle. I now have control of the fighters arm and my legs are wrapped around his body. Now I transition to take full control of his body and wrap my legs around his head. I can begin to button mash here or transition again to grab my foot and adjust my position to make the submission even tighter and give myself a better chance of being successful then button mash. Some submission such as guillotines may not need to go through as many stages before you can start mashing. Example: I have sprawl position on my opponent. I click the right stick to begin to squeeze on the neck. I can button mash here from the first stage or I can transition to drop to my back and squeeze tighter. Now I can shine or transition again to wrap my legs around my opponents body and give my self an even better chance at locking it in then button mash. You should also be able to mix up button mashing and transitioning. For example: I have a submission initiated, I begin to button mash, but it looks like he's going to get out so I catch him off guard with a transition. What do you guys think?
 
# 36 GrayFolded @ 05/29/10 12:12 AM
Quote:
Originally Posted by DavonBrown
It definitely irritates me, but I think fixing stamina will get us half way there. The 1-2 is super slow. Combos are almost impossible. Last year I could throw a quick 1,2,3, leg kick, then back out. That is difficult to do this year because combos are slow even for lightweights and by the time you've thrown your second strike in the combo, your opponent is shooting for an auto takedown. Anderson Silva is definitely not as effective as he should be. They also need to add a stamina slider.

Last year was it was quite fun to use the Jab, whether I had a JJ Fighter or Kickboxer, you could really set stuff up with the 1-2....

And the Jab was essential for Judo Fighters last year, really could set up clinch's with it, great for closing distance...

I loved the 1-2 with a Hard Body Kick then Clinch, I remember dismantling Machida several times in LHW Career Mode with that stratagey....And the CPU would be quite Defensive with him and try to counter punch most of the fight...I assume he fights like everyone else in the game now and just attacks...

Lets hope the issues CAN be patched...

Most of the problems concerning KO's and CPU AI could have all been avoided with CPU-Hum Sliders....Then everyone is happy, Sim Gamers could tweak the hell out of the game and Arcade/Casual fans could have MMA Street Fighter...
 
# 37 NYG_Meth @ 05/29/10 12:30 AM
Just going along with what everyone is saying here. Jabs and straights need to have a much greater impact. For boxing specialists, SO much is based on the 1 and 2. As it is, there is virtually ZERO incentive for throwing jabs and straights.

Edit: Also, I am a huge advocate of implementing sliders for things like strike damage, cpu aggressiveness, cpu counter frequency, etc.
 
# 38 eko718 @ 05/29/10 12:35 AM
Tank,

Is there such a thing as a hidden 'chin' rating in this game or are the flash KO's completely randomized? It doesn't seem like there's much rhyme or reason as to when a flash KO happens, nor does it seem to matter who you pick(whether that person is known for having a good chin or not). Flash KO frequency in general needs to be reduced dramatically; they should be pretty rare occurrences...I don't think most would mind if more of those KO's were exchanged for 'rocked' states.

Another major complaint is the submissions. I know there's a learning curve, but the computer seems quite superior in their ability to resist and execute submissions than the player does. There needs to be greater balance to this system and some sort of in depth explanation of how to execute/defend against it efficiently.
 
# 39 jerk @ 05/29/10 12:53 AM
REVERSALS need to be addressed. Anyone can pull one of with ease no matter what the situation. Kimbo was reversing me when I was mir and had top mount! Unexceptable
 
# 40 Jukeman @ 05/29/10 01:48 AM
Quote:
Originally Posted by eko718
Tank,

Is there such a thing as a hidden 'chin' rating in this game or are the flash KO's completely randomized? It doesn't seem like there's much rhyme or reason as to when a flash KO happens, nor does it seem to matter who you pick(whether that person is known for having a good chin or not). Flash KO frequency in general needs to be reduced dramatically; they should be pretty rare occurrences...I don't think most would mind if more of those KO's were exchanged for 'rocked' states.

Another major complaint is the submissions. I know there's a learning curve, but the computer seems quite superior in their ability to resist and execute submissions than the player does. There needs to be greater balance to this system and some sort of in depth explanation of how to execute/defend against it efficiently.
You should use the term One Punch KO's instead of Flash so there wont be any confusion..

Also, I guess I'll should post this here:

Im convinced that mostly EVERY fighter in the game has their AI set to Aggressive...

-Fact that GSP rarely goes for a takedown and superman punch, back spin kick the entire fight gives me every reason to believe so...

-Every pre-created fighter in the CAF mode is set to Aggressive beside maybe 3 guys...This gives me more evidence that I may be right...

-I created two guys and set them to be aggressive fighters...They fought like Mike Tyson the whole time...

-I set the two guys to be Passive, this time they were less aggressive but they still didn't not work the jab enough (could be move set related)

-I recreated both guys and gave them the MMA(wrestling) move set template, set their attributes in a fitting manner as well as setting both guys to be ground grapplers...They were less aggressive and the match actually went to the ground most of the time and it ended in a decision...

Tested in CPU vs CPU On Expert BTW
 


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