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EA Sports UFC News Post


The EA Sports UFC demo is available now for Xbox One (queue it up here), it weighs in at 2.7GB. If you are up for it, you can also download from your PS4 by creating a European account, then downloading from this link.

UPDATE: The demo is now available for PS4 users in North America. Search for EA Sports UFC in the PlayStation Store or click here to queue it up.

The demo includes light heavyweight champ Jon “Bones” Jones vs. Alex “The Mauler” Gustafsson in a three round fight at MGM Grand Garden Arena in Las Vegas Nevada. The difficulty is set to normal with a walkthrough tutorial included.

Play a few matches and post your impressions!

Game: EA Sports UFCReader Score: 6/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 7 - View All
EA Sports UFC Videos
Member Comments
# 381 tha_show256 @ 06/06/14 02:29 PM
Quote:
Originally Posted by rafaelpaolo84
Tap up or down on the d-pad.
Thanks!! I have been doing it on accident and wondered what I was doing!!
 
# 382 GameplayDevUFC @ 06/06/14 03:18 PM
Quote:
Originally Posted by aholbert32
Just sent u a pm and ccd the owner and the other admin of the site. I'm traveling so I'm unable to activate u right now but you should be active in the next hour or 2.

With that said: welcome to OS!

I hope you don't mind answering two questions many of us in this forum have been wanting answered:

1. One of the game's promoted features is Mmai but many of us failed to see any difference in fighting styles in the demo. The CPU appeared to be hyper aggressive with both jones and Gus. My question is in the retail version will we see a difference between fighter styles and aggression. Specifically will we see fighters like Machida use more movement, defense and counterpunching and less aggression?

2. How many create a fighters can we make? We have all the details about caf except for this.

Thanks again and welcome to os.
Thanks, I'm looking forward to participating in the discussions here.

1. You'll definitely be able to appreciate the AI much more in the retail version of the game. As people have said here already, you're playing two fighters with similar styles, on the easiest difficulty level. Just a small fraction of what the full game has to offer. You'll notice quite the difference playing with fighters who have different styles, tendencies and strategies. On top of that the easy difficulty level is always the most watered down in terms of AI. I've read your comments earlier in the thread that Machida would be your litmus test for the AI, and I had meant to do a quick Weidman v Machida match at work yesterday to check it out myself because I haven't actually played against his AI myself, but I didn't get a chance and I'm working from home today. I'll have a go on Monday and should be in a better position to answer questions then. In fact I'll probably be much more active on Monday when I'm back in the office.

2. I don't actually know off the top of my head, and I was given the go ahead to talk about gameplay only. I'll ask around on Monday and see if that's something I can disclose once I find the answer.

I wish I could have given a better answer for my first post here, but I will do my best to follow up.
 
# 383 Swamp Swagger @ 06/06/14 03:26 PM
Quote:
Originally Posted by GameplayDevUFC
Thanks, I'm looking forward to participating in the discussions here.



1. You'll definitely be able to appreciate the AI much more in the retail version of the game. As people have said here already, you're playing two fighters with similar styles, on the easiest difficulty level. Just a small fraction of what the full game has to offer. You'll notice quite the difference playing with fighters who have different styles, tendencies and strategies. On top of that the easy difficulty level is always the most watered down in terms of AI. I've read your comments earlier in the thread that Machida would be your litmus test for the AI, and I had meant to do a quick Weidman v Machida match at work yesterday to check it out myself because I haven't actually played against his AI myself, but I didn't get a chance and I'm working from home today. I'll have a go on Monday and should be in a better position to answer questions then. In fact I'll probably be much more active on Monday when I'm back in the office.



2. I don't actually know off the top of my head, and I was given the go ahead to talk about gameplay only. I'll ask around on Monday and see if that's something I can disclose once I find the answer.



I wish I could have given a better answer for my first post here, but I will do my best to follow up.

Thank for taking the time to answer some questions
 
# 384 ManiacMatt1782 @ 06/06/14 03:28 PM
Quote:
Originally Posted by quik stryk
Matts not that tuff!!! Ask him about that 6'5" wild-eyed crackhead I had on ea mma!!! Just kidding...Matts OK with me!!!
Haha remember the 1 hitter quitter that had the whole lobby going nuts. Great times on EA MmA. Still a bit disappointed that online fight cards did not make the final cut.
 
# 385 vpizzle28 @ 06/06/14 03:38 PM
Quote:
Originally Posted by GameplayDevUFC
Thanks, I'm looking forward to participating in the discussions here.

1. You'll definitely be able to appreciate the AI much more in the retail version of the game. As people have said here already, you're playing two fighters with similar styles, on the easiest difficulty level. Just a small fraction of what the full game has to offer. You'll notice quite the difference playing with fighters who have different styles, tendencies and strategies. On top of that the easy difficulty level is always the most watered down in terms of AI. I've read your comments earlier in the thread that Machida would be your litmus test for the AI, and I had meant to do a quick Weidman v Machida match at work yesterday to check it out myself because I haven't actually played against his AI myself, but I didn't get a chance and I'm working from home today. I'll have a go on Monday and should be in a better position to answer questions then. In fact I'll probably be much more active on Monday when I'm back in the office.

2. I don't actually know off the top of my head, and I was given the go ahead to talk about gameplay only. I'll ask around on Monday and see if that's something I can disclose once I find the answer.

I wish I could have given a better answer for my first post here, but I will do my best to follow up.
If you could answer this question, I will be happy. Can you watch 2 fighters online like you could in EA MMA?
 
# 386 Phobia @ 06/06/14 03:40 PM
Thanks a bunch for answering questions Mr. Dev

Lets get into a couple.

Leg Kicks - Since leg kick KOs are not in the game. Does damaging the leg offer a viable strategy? Meaning does damage accumulate enough in retail to slow a fighter who likes to close the gap and offer you the ability to out maneuver the damaged opponent?

Stamina - Is there a possibility we can get a slider for us offline guys to tailor the stamina drain to our liking? A temp and perm stamina slider would be amazing.

Stamina (2) - I noticed in the demo both Bones and Gus have stamina and endurance in the 69 range. Yet perm stamina is not decreasing past a certain point after 3 rounds it seems. Is this a issue with the demo build? If so, what would a typical stamina drain look like for a 5 round fight with these fighters? 50% stamina remaining on accelerated clock, 25% remaining on real time? Because at this current rate the lighter fighters with 90+ stamina/endurance will never get past 75% stamina for 5 rounds.

Damage - Damage slider, is it possible? I don't see very many real time fights going 5 rounds at the current damage level.

Controls - Why is there a L1 and R1 modifer, This seems extremely redundant? Also speaking of redundancy, why not have sways on R2 instead of L2? The controls would remain the exact same and offer the same abilities, yet allow for easier hand control on the controller instead of being forced to hold R2 to block, L2 to sway, buttons to strike. Instead you could hold R2 to block, can move around with left joy, yet flick left stick to sway when needed. Then only apply L2 when needing to modify your strikes to the body.
 
# 387 aholbert32 @ 06/06/14 03:42 PM
Quote:
Originally Posted by GameplayDevUFC
Thanks, I'm looking forward to participating in the discussions here.

1. You'll definitely be able to appreciate the AI much more in the retail version of the game. As people have said here already, you're playing two fighters with similar styles, on the easiest difficulty level. Just a small fraction of what the full game has to offer. You'll notice quite the difference playing with fighters who have different styles, tendencies and strategies. On top of that the easy difficulty level is always the most watered down in terms of AI. I've read your comments earlier in the thread that Machida would be your litmus test for the AI, and I had meant to do a quick Weidman v Machida match at work yesterday to check it out myself because I haven't actually played against his AI myself, but I didn't get a chance and I'm working from home today. I'll have a go on Monday and should be in a better position to answer questions then. In fact I'll probably be much more active on Monday when I'm back in the office.

2. I don't actually know off the top of my head, and I was given the go ahead to talk about gameplay only. I'll ask around on Monday and see if that's something I can disclose once I find the answer.

I wish I could have given a better answer for my first post here, but I will do my best to follow up.
Thanks man. Really appreciate it.


Sent from my iPad using Tapatalk HD
 
# 388 phillyfan23 @ 06/06/14 03:43 PM
Thank you UFC dev for answering some queations. I will be looking forward to get reports on how the.fight against cpu ai machida goes on higher level when you get the chance.

It would be acceptable in my eyes if machida throws around 40 strikes in one accelerated round with lots of backward and sidestepping movement.

Sent from my SAMSUNG-SGH-I717 using Tapatalk 2
 
# 389 aholbert32 @ 06/06/14 03:43 PM
Quote:
Originally Posted by vpizzle28
If you could answer this question, I will be happy. Can you watch 2 fighters online like you could in EA MMA?
You can't. They removed that functionality because both systems have streaming functionality.


Sent from my iPad using Tapatalk HD
 
# 390 vpizzle28 @ 06/06/14 03:46 PM
Quote:
Originally Posted by aholbert32
You can't. They removed that functionality because both systems have streaming functionality.


Sent from my iPad using Tapatalk HD
Thanks, that's a bummer. I really liked how they would feature people in the top 100 and you could see how that fought. I guess my Twitch account will get plenty of use when this game drops.
 
# 391 Gotmadskillzson @ 06/06/14 03:52 PM
I have a question. Are reversals toned down in the retail version ? Because in the demo they do reversals way too much. I lost count how many times I been reversed when I was in full mount or in side control. It is like as soon I get into those positions, 3 seconds later, reversal.

Another question. Are single leg take downs success rate toned down in the retail version ? The success rate for single leg take downs seems too high. Almost automatic in a way.
 
# 392 jeremym480 @ 06/06/14 04:18 PM
Quote:
Originally Posted by GameplayDevUFC
Thanks, I'm looking forward to participating in the discussions here.

1. You'll definitely be able to appreciate the AI much more in the retail version of the game. As people have said here already, you're playing two fighters with similar styles, on the easiest difficulty level. Just a small fraction of what the full game has to offer. You'll notice quite the difference playing with fighters who have different styles, tendencies and strategies. On top of that the easy difficulty level is always the most watered down in terms of AI. I've read your comments earlier in the thread that Machida would be your litmus test for the AI, and I had meant to do a quick Weidman v Machida match at work yesterday to check it out myself because I haven't actually played against his AI myself, but I didn't get a chance and I'm working from home today. I'll have a go on Monday and should be in a better position to answer questions then. In fact I'll probably be much more active on Monday when I'm back in the office.

2. I don't actually know off the top of my head, and I was given the go ahead to talk about gameplay only. I'll ask around on Monday and see if that's something I can disclose once I find the answer.

I wish I could have given a better answer for my first post here, but I will do my best to follow up.
If you could record a video of Machida versus Anderson Silva and post it that'd be great. If there's a single strike thrown within the first three minutes of the fight the game isn't realistic! I kid, I kid.

How does fighting against a bigger, stronger, grappler feel? In my opinion another great Litmus test would be fighting against someone like Cormier and purposefully letting him take you down. If you can easily get back up to your feet or get a reversal at the rate were seeing on the demo, then that's not a good sign. I want to fear great grapplers, you know? I understand that the demo is on easy, so maybe I'm off base here, but that's definitely one of the first things that I'm going to check out.

In relation to Phobia's post, I know that you can't discuss patches right now, but I remember games in the past getting alternate control schemes through a patch, so maybe that is something you guys could look at.

Lastly, I know that's it's too late for this game, but the next game you guys have to add things like feints, the ability to catch kicks, standing submissions and more cage interaction from the ground.
 
# 393 ManiacMatt1782 @ 06/06/14 04:21 PM
Quote:
Originally Posted by Gotmadskillzson
I have a question. Are reversals toned down in the retail version ? Because in the demo they do reversals way too much. I lost count how many times I been reversed when I was in full mount or in side control. It is like as soon I get into those positions, 3 seconds later, reversal.

Another question. Are single leg take downs success rate toned down in the retail version ? The success rate for single leg take downs seems too high. Almost automatic in a way.
Grapple Defense windows went from way too big in EA MMA, to a bit on the small side in EAS UFC. EA MMA said strike to pass, and pass to strike, but that wasn't true, it was spam the hell out of any body shot untill you killed your opponents stamina so they couldn't block the pass attempt. If you had any stamina, you could always stop passes, because the window to defend was way too large. I would like to see some of the advancing positions, whether it be from top postion fighters or bottom position fighters toned down, but not to the extremes that EA MMA were at.
 
# 394 Swamp Swagger @ 06/06/14 04:22 PM
Man i was decent at the older games on the ground, but this one I stink at it. I try to avoid it until I can practice it in the full game...
 
# 395 TheBleedingRed21 @ 06/06/14 05:17 PM
More time i play, more I like it.

Very fun game but damn they gotta tone (or get rid of) down power slam takedowns. So stupid.

Had an amazing knockout. High leg kick to the right side of the head, jones fell against cage and stumbled back toward me where I hit him with a devastating hook and knocked him out! Best knockout I've seen of any mma game.
 
# 396 vpizzle28 @ 06/06/14 05:21 PM
June 17th, can't come soon enough.
 
# 397 GameplayDevUFC @ 06/06/14 05:25 PM
Quote:
Originally Posted by Phobia
Leg Kicks - Since leg kick KOs are not in the game. Does damaging the leg offer a viable strategy? Meaning does damage accumulate enough in retail to slow a fighter who likes to close the gap and offer you the ability to out maneuver the damaged opponent?
Leg kicks can lead to the leg damage health event (stunned, wobbled and liver damage being the other health events in the game). In this state your movement is extremely limited and you are more vulnerable to attacks. The tuning around the health events did change since the demo was released, but I don't know the specifics. Leg kicks can also lead to KD's if you time them properly and your opponent is only on one leg because they are executing a particular striking technique. These moments are dynamic and based only on physics, but I'm hoping people learn to master this technique as a counter to some of the flashier kicks. I've seen maybe one video of this posted so far, not sure if it's happening a lot, but it's a viable strategy.

Quote:
Originally Posted by Phobia
Stamina - Is there a possibility we can get a slider for us offline guys to tailor the stamina drain to our liking? A temp and perm stamina slider would be amazing.
I can't comment on future plans for the title or make any promises, but I'm making note of the request as your not the first to ask about it.

Quote:
Originally Posted by Phobia
Stamina (2) - I noticed in the demo both Bones and Gus have stamina and endurance in the 69 range. Yet perm stamina is not decreasing past a certain point after 3 rounds it seems. Is this a issue with the demo build? If so, what would a typical stamina drain look like for a 5 round fight with these fighters? 50% stamina remaining on accelerated clock, 25% remaining on real time? Because at this current rate the lighter fighters with 90+ stamina/endurance will never get past 75% stamina for 5 rounds.
I'm not intimately familiar with the details of the stamina algorithms but I'll look into it. I know for sure that stamina drain is based on actions performed and are not tuned differently for different round lengths or number of rounds, so a longer round fight should lead to more stamina drain. Not sure about the lower limits on perm stamina, I'm sure that would be based on ratings, but I'm not sure on the details of how that works. I'll check though.

Quote:
Originally Posted by Phobia
Damage - Damage slider, is it possible? I don't see very many real time fights going 5 rounds at the current damage level.
Depends on how experienced the players are I would think. Some people are very good at the defensive aspect of the game, and I'm curious to see what ends up being the winning strategies online when the game is released. Two defensively skilled players could certainly last 5 5 min rounds.

Quote:
Originally Posted by Phobia
Controls - Why is there a L1 and R1 modifer, This seems extremely redundant? Also speaking of redundancy, why not have sways on R2 instead of L2? The controls would remain the exact same and offer the same abilities, yet allow for easier hand control on the controller instead of being forced to hold R2 to block, L2 to sway, buttons to strike. Instead you could hold R2 to block, can move around with left joy, yet flick left stick to sway when needed. Then only apply L2 when needing to modify your strikes to the body.
I remember a lot of discussions back and forth on the controls. L1 and R1 modifiers are there to add more strike variety that is under the users control.

I think your proposal leaves out the dodges/lunges. They are currently a flick of the left stick and can be performed if you are blocking or not. If lunges have no modifier, sways need to so block can be held regardless. You could switch sways with lunges, but that doesn't really fix anything, just swaps the ease of execution between the moves. Or maybe I'm misunderstanding you which is very possible.
 
# 398 vpizzle28 @ 06/06/14 05:36 PM
Will the ref stop the fight due to blood loss or facial damage? I remember that was a trophy in UFC 3. Thanks!
 
# 399 aholbert32 @ 06/06/14 05:45 PM
Quote:
Originally Posted by vpizzle28
Will the ref stop the fight due to blood loss or facial damage? I remember that was a trophy in UFC 3. Thanks!

No. No blood or damage stoppages in ea UFC.
 
# 400 Phobia @ 06/06/14 05:46 PM
Thanks for the feedback

Now on the controls.

Lets look at it from a logical standpoint.

You are not going to see guys jumping in lunging while blocking hands high. Lunging in, in real life is a risky situation. So from my view point I would remove lunging/dodges when R2 is held. You are covering up, which means deflecting a incoming shot or swaying incoming attacks (flicking LS). So in short, my purposed control scheme would be.

R2 - Block
L2 - Body modifier
L1/R1 - Power attacks (just leave it to change less)
Face buttons - Strikes

Changes
LS + flick - dodge/lunge
R2 + LS flick - sway

If I'm not mistaken wasn't fight night champion control scheme similar to what I'm proposing?
 


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