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Fight Night Champion News Post


Brizzo has checked in with an update on the upcoming Fight Night Champion Title Update #2.

Quote:
"We are wrapping things up with Title Update #2. When we have a specific release date, you will obviously be the first to know. Couple things I can tell you...
  • One Punch KOs are working again.
  • OWC has been balanced so that new CABs aren't at such a disadvantage when they start out.
  • OWC has new match-up logic to favor match-ups between boxers with similar OVR ratings.
  • Numerous factors have been tweaked to reduce the effectiveness of jab-spamming, especially to the body.
  • Stamina loss is greater when moving backwards (most noticable over multiple rounds).
  • Having your back to the ropes/in the corner has a bigger impact on movement speed.
  • Max Stamina Loss/Recovery overall has been adjusted.
  • Some previous patch/tuner-set changes have been rolled back for Offline gameplay.
  • Weave sensitivity has been much improved.
  • A variety of other bugs have been fixed.
We've been playing it as much as we can, trying to fight like different types of a-holes/jerks to grief each other with very little success. We look forward to getting it in your hands as soon as we can and hopefully you can all have fun beating some cheesy spammers down too."

Game: Fight Night ChampionReader Score: 6/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 17 - View All
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Member Comments
# 1 steelernut @ 05/20/11 10:44 PM
Good look Brah, everything sounds good. Especially the loss of stamina when moving backward, and the less movement when up against the ropes. I also like how the dev's actually played as "cheesers", so they can see the exploits of the game. I can't wait for an actual date for this tuner to come out. Another thing is we have to give these dev's props because they are really trying hard to please everyone.
 
# 2 SHAKYR @ 05/21/11 02:49 AM
Quote:
Originally Posted by steelernut
Good look Brah, everything sounds good. Especially the loss of stamina when moving backward, and the less movement when up against the ropes. I also like how the dev's actually played as "cheesers", so they can see the exploits of the game. I can't wait for an actual date for this tuner to come out. Another thing is we have to give these dev's props because they are really trying hard to please everyone.
The problem is they are trying to please everybody with a sim/arcade hybrid setting. They need to go the 2K route and have modes or settings fans can chose.

This game is dead in the water because it's not what they claimed it would be. It's not a sim as they claim.
 
# 3 JerzeyReign @ 05/21/11 07:58 AM
^ I thought you were a 'GameChanger'?

Can't lie, I've stopped playing this game after the last patch. I'll see what it looks like after this latest patch.
 
# 4 SHAKYR @ 05/21/11 08:15 AM
Quote:
Originally Posted by SalutationsNJ
^ I thought you were a 'GameChanger'?

Can't lie, I've stopped playing this game after the last patch. I'll see what it looks like after this latest patch.
No, I didn't want the position because you have to accept the way the game was made. I was a Fight Night Senior Moderator and Community Leader.
 
# 5 threattonature @ 05/21/11 12:39 PM
Quote:
Originally Posted by SHAKYR
The problem is they are trying to please everybody with a sim/arcade hybrid setting. They need to go the 2K route and have modes or settings fans can chose.

This game is dead in the water because it's not what they claimed it would be. It's not a sim as they claim.
I've been saying that for a while. Having a sim and arcade setting would take care of both sides of the equation. Instead of trying to please everybody with one mode, just have two modes with different settings. But then again is the fan base big enough to warrant that.
 
# 6 JayBee74 @ 05/21/11 12:49 PM
Never been an EA advocate but this team is trying. I'll give them that. Plus, as I've said before I'm liking online right now.
 
# 7 scottyo60 @ 05/21/11 12:55 PM
I love this game compared to last years and it depends on who I play which experience I get. With one friend who is Roy Jones it is total arcade on his part just swinging wildly. With another friend I get the 10-12 round full out battle of minds and becomes a full on sim experience. Glad online is getting attention as I had all but givin up, especially the OWC with my dude just getting killed because my skills were low and reach isn't maximum length
 
# 8 JayBee74 @ 05/21/11 01:21 PM
I wish the CPU vs Human matches were better and I wish that you could form a league or a tourney with CPU opponents, including CABS and real boxers.
 
# 9 1WEiRDguy @ 05/21/11 01:23 PM
day late dollar short...
 
# 10 iLLmatic @ 05/21/11 03:09 PM
Yeah before I get interested, the damage and blood need to be back in. There's nothing like working somebody's eye for 6 rounds just to see the damage look like the equivalent to as if he had red eyes from an allergic reaction to something. As brutal as it is, blood and cuts are a part of boxing. What good is it to have a damage meter if it really doesn't translate to the rest of the game visually?
 
# 11 steelernut @ 05/21/11 03:44 PM
Quote:
Originally Posted by SHAKYR
The problem is they are trying to please everybody with a sim/arcade hybrid setting. They need to go the 2K route and have modes or settings fans can chose.

This game is dead in the water because it's not what they claimed it would be. It's not a sim as they claim.
I have to disagree a little. Reason being that I've actually have had more sim fights this last tuner set. This new patch there about to put in is more catered to "sim" like adjustments rather then arcade. The only arcade move that I see is the one punch K.O. . I'm a bit worried about the one punch K.O., because I can see allot of players with no skill relying solely on that "homerun swing", as long as the one punch "K.O." is moderated, and not like how it was when the game first game came out then it should be okay. It was ridiculous when it was in the game. One punch K.O. 's rarely happen in real boxing, but so many players want it back, because it gives them a chance to win.
 
# 12 kingsofthevalley @ 05/21/11 04:06 PM
Quote:
Originally Posted by scottyo60
I love this game compared to last years and it depends on who I play which experience I get. With one friend who is Roy Jones it is total arcade on his part just swinging wildly. With another friend I get the 10-12 round full out battle of minds and becomes a full on sim experience. Glad online is getting attention as I had all but givin up, especially the OWC with my dude just getting killed because my skills were low and reach isn't maximum length
I have the same outlook that you have mayne. It depends on who you're playing the type of experience that you'll get. Game is as sim as you want it to be actually.
 
# 13 steelernut @ 05/21/11 08:07 PM
Quote:
Originally Posted by kingsofthevalley
I have the same outlook that you have mayne. It depends on who you're playing the type of experience that you'll get. Game is as sim as you want it to be actually.

Couldn't agree more! It's the players who want to resort to spamming and becoming chessers that ruin the game. But they don't know no better lol "ignorance is bliss", and if they do then shame on them.
 
# 14 SHAKYR @ 05/21/11 08:27 PM
Quote:
Originally Posted by steelernut
I have to disagree a little. Reason being that I've actually have had more sim fights this last tuner set. This new patch there about to put in is more catered to "sim" like adjustments rather then arcade. The only arcade move that I see is the one punch K.O. . I'm a bit worried about the one punch K.O., because I can see allot of players with no skill relying solely on that "homerun swing", as long as the one punch "K.O." is moderated, and not like how it was when the game first game came out then it should be okay. It was ridiculous when it was in the game. One punch K.O. 's rarely happen in real boxing, but so many players want it back, because it gives them a chance to win.
1 Punch Ko rarely happens in real boxing is because of defense. The game isn't sim and I can point out a few.

-Every boxer doesn't own 1 punch power or KO power.

-"Arm Fatigue" isn't realistic. Your accuracy goes down and some power in real life. Some boxers power is always there.

-Footwork and movement isn't useful and doesn't vary.

-The Penalty vs. Reward isn't there. Different factors should come into play like a boxer's strengths vs. his weaknesses.


I have more but these are what stick out and keep this game from being a sim/realistic experience.
 
# 15 brrmikey @ 05/21/11 08:53 PM
Quote:
Originally Posted by iLLmatic
Yeah before I get interested, the damage and blood need to be back in. There's nothing like working somebody's eye for 6 rounds just to see the damage look like the equivalent to as if he had red eyes from an allergic reaction to something. As brutal as it is, blood and cuts are a part of boxing. What good is it to have a damage meter if it really doesn't translate to the rest of the game visually?
agree 100%. i remember EA releasing specific preview videos of how bloody the game was going to be. i was really looking forward to the blood and gore, of course only when appropriate.
 
# 16 ajns @ 05/21/11 09:15 PM
Quote:
Originally Posted by SHAKYR
1 Punch Ko rarely happens in real boxing is because of defense. The game isn't sim and I can point out a few.

-Every boxer doesn't own 1 punch power or KO power.
This is true, but that's what you get when you allow someone to "create" a boxer instead of leaving it up to genetics. You can't stop this any more than you can legislate trunk color. Unless you force everyone to have random stats, in which case, you'll just have D&D idiots who roll and roll until they get the stats they want and negate the effect. You just hope there are as many technicians out there as sluggers and that they tailor there phyisque and style accordingly.

Quote:
Originally Posted by SHAKYR
-"Arm Fatigue" isn't realistic. Your accuracy goes down and some power in real life. Some boxers power is always there.
Also true. Don't know how you get that more realistic than it is unless you tie accuracy to directly to stamina. I believe power already is modified by stamina.

Quote:
Originally Posted by SHAKYR
-Footwork and movement isn't useful and doesn't vary.
Amen and a bag of chips. Although you have to admit, movement plays more of a role in this version than any previous version. In fact, most of the posts here about breaking down spammers/exploiters involve using movement.
 
# 17 Oraeon1224 @ 05/22/11 01:48 PM
I think instead of reducing stamina for running what they really need to do is penalize judging. The fighter who is always on their heels even if they hit a few jabs is going to generally loose a round. I fought a guy last night who would only exchange punches while running and never advanced or reclosed and used only jab. I tagged him plenty with big shots and he wasn't really hurting me but when the scorecard came up I was down the first three rounds. Then I did the same move of stick 1-3 punches and sit. We sat for almost every round with no exchange.

I lost by 1 decision in the end. If I had realized that was how this game
worked I could have won since I wouldn't have lost the first 3 rounds.

What they need to do is judge who is retreating and unless they are landing substantial punches they need to lose the round. Problem solved. In real boxing you aren't allowed to run away after 2 punches and hide on the ropes for every round (people do dodge when they are up heavily on the scorecards to avoid a knockdown and that is part of boxing; but they do lose the round).
 
# 18 Kanobi @ 05/22/11 01:51 PM
Did they ever fix the sliders?
 
# 19 Oraeon1224 @ 05/22/11 01:54 PM
I think the CAB issue is also fixable. Your stats need to be tied to your height and weight. Taller should increase reach (no effect on strength) but should also reduce hand and leg quickness--this would allow smaller boxers to close. Shorter should increase speed and decrease power slightly. Set the average height for a weight class and the average stats (punch power, quickness) for each weight class then adjust those stats up or down based off of CAB design.

Weight should increase punch power and touhgness but should reduce quickness and endurance as it increases and vice versa as it decreases. Again set averages and then stats are determined from this.

Then give each player 5 attribute points to distribute for some minor customization (not very many points really). Overall I think this would result in some extreme CABS (i.e really tall and heavy but slow trying for one punch KO's, and really small light jab spammers but the negatives would balance it out. Then adjust from there. This would push most boxers to be some intermediate ground.
 
# 20 SHAKYR @ 05/22/11 02:02 PM
How to Score a Professional Boxing Match

The Four Criteria Judges Use for Scoring a Fight

The scoring of a professional prize fight is based on four basic criteria: clean punching, effective aggressiveness, ring generalship, and defense.
Professional fights are scored on a Ten Point Must System in which the boxer who wins a round must be awarded ten points, with his opponent recieving nine or less, usually nine. A fighter loses a point for every knockdown he suffers. Thus, a boxer who is winning a round and scores two knockdowns during that round will earn a score of ten, while his opponent gets a seven.

The four scoring criteria mentioned in the opening are used to determine the winner of each round. Once the fight is over, the scores from each of three judges at ringside are tallied and the results announced to the fighters and the audience.
While clean punching is generally given greater weight by most judges, the other three criteria shouldn't be ignored. Judging a boxing match is an inherently subjective exercise, but adhering to the rules adds objectivity, and veracity, to the argument. Otherwise, why have scoring standards in the first place?
A discourse on scoring assumes that any fight under discussion has completed its allotted rounds (either four, six, eight, ten, or twelve), or, in accord with the rules of the Association of Boxing Commissions, has gone at least four rounds if the fight is stopped because of a cut caused by an accidental headbutt. To the scoring, then.

Clean Punching
A clean punch is one that lands on a scoring area (face or side of head, not including the back of the head; the front and sides of the torso) with the knuckle portion of the glove. In amateur boxing, the scoring portion of the glove is white. Though a professional glove lacks such markings, the scoring portion of the glove is basically the same.
Clean punches will land flush, not glancing or partially blocked by one's opponent. "Slapping" or "backhanding" is not allowed.

Effective Aggressiveness
Effective aggression is demonstrated when a fighter presses forward, and in doing so, scores more clean punches, or more damaging blows, than his opponent. If a boxer is a particularly hard puncher, even blows that are not landed particularly clean, but obviously affect his opponent, are given scoring weight.

Ring Generalship
The ability to control the pace and style of a fight is ring generalship. For instance, a high volume-punching brawler will attempt to force a "stick and move" boxer into a slugfest. Conversely, the pure boxer will attempt to slow the pace of the fight by keeping his opponent at the end of his jab and use angles and feints in order to set up his heavier punches.
It is imperative that professional judges comprehend each fighter's respective style in order to understand who is controlling the action and demonstrating superior ring generalship.

Defense
Probably the most ignored, if not maligned, of the four judging criteria is defense. There have been boxers who were such defensive wizards, such as Willie Pep, or Pernell Whitaker, that it was virtually impossible for judges not to recognize their skill. It is said that Pep once won a round against Jackie Graves in 1946 without landing a single punch. In truth, the featherweight Pep landed a few jabs during that round, but such a story is remarkable only because it is so rare, as defense is so poorly appreciated.
Defense is the ability to avoid punshment. A boxer with greater reach than his opponent may stay on the outside and use his footwork to avoid punches--a style often frowned on by judges. One might stay inside and slip punches. Another option is to block an opponent's punches with one's gloves, arms and shoulders, or the highly skilled fighter may choose to use a combination of defensive techniques, depending on the situation.


Read more at Suite101: How to Score a Professional Boxing Match: The Four Criteria Judges Use for Scoring a Fight | Suite101.com http://www.suite101.com/content/how-...#ixzz1N6KeYryL
 

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