Especially like the countering aspects. Do away with the window, there is no reason for it as players should have to adapt on the fly. I would so much love to experience a boxing game engine that takes into consideration momentum, timing, positioning of the boxer's ect. When counter/well timed punches are landed in REAL TIME without any help from the game itself(parry freeze/counter window)
All great ideas man.
Simulation=the imitation of some real thing
http://forum.ea.com/eaforum/posts/list/495923.page
^Please support the Petition for a robust Record mode to record and share fights.
EA knew when they made FNR4 thy'd be sh-- crammed with complaints and suggestions, which sucks because there are like 1,000,000 people telling EA what they think the next Fight Night should be, they should just stick to their formula and tell everyone to eat sh-- or go hungry.
xxreignmakaxx
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ps3.DmcKlusk wrote:EA knew when they made FNR4 thy'd be sh-- crammed with complaints and suggestions, which sucks because there are like 1,000,000 people telling EA what they think the next Fight Night should be, they should just stick to their formula and tell everyone to eat sh-- or go hungry.
So wait, does that mean that you arent in support of these ideas, that ACTUALLY ARE in boxing, but not in the game? And do you prefer to "eat ****"? Im sorry but where I'm from that stuff isn't a delicasy.
Great suggestions. I think one of the problems with the FN games is they don't often reflect the subtle effects of jabs and combos. Here are some suggestions:
1. Connecting with a punch should make the next punch thrown more accurate. Jabs and straights should be much more accurate then other punches. This would give the jab it's real purpose to measure and setup other shots.
2. Throwing with opposite hands (left/right combos) should make the punches more likely to get through the guard and be harder to counter.
3. Repeatedly punching with the same hand should make the punch easier to counter with each successive throw. (this would deter one armed spammers)
4. Throwing with you forward arm should be faster and more accurate then throwing with your back arm. Counter punches that connect when the other player is throwing with the back arm should be much more powerful. (this would deter back armed spammers which don't really exist in boxing)
5. Only body counter shots should have the ability to instantly drain the stamina. (this would prevent body spamming from stopping a fighter in their tracks)
CAB Design for Online play needs to have limits and balances.
1. The cab traits should be in groups with a limited amount of points for that group. For instance Power, Hand Speed and Stamina ( You can be really good at any two of those traits but not all three.) I would also group Foot Speed, Head Movement and Block Strength.
2. Physical appearance should be tied to traits. Muscle build is determined by Power. The weight of the boxer should be a function of the Height and Power. Body Fat is determined by Stamina, The higher the stamina the lower the body fat. The higher the Body Fat the higher the Body Toughness, etc.
- This way a tall boxer can only pack on so much muscle before he is too heavy. This would also give you the ability to know what to expect from a boxer by their physical appearance like in real life. It would make CAB creation more of an art form to find the perfect balance for your style rather then just plugging in whatever numbers you want for all the traits and still having the maximum height and build. It might even eliminate the limits on traits by weightclass because everything would be tied to the height/weight of your boxer.
5. i want the game to be more rpg like with leveling up based on performance
4. i want to be able to mix an match punches with different styles
3. more ways to keep/get opponents to positions or distances u want them
2. more variety in styles, punches, and countering.
but what i think would really set it off
1. for online everyone charecter starts with low-level basic fighter and u gain points based performance to build up their skills. I would be like having boxing org. i know this would make match-making a pain but if you are matched with people of similar rank (say 5 point difference) i think its possible. maybe divide lobbies into regions and have players battle their way up the ladder( this would help with the lag) also if eventually if you charecter ages thhat would keep someone from builing a superman and staying champ forever. this is what i want bad.
POETICDRINK2U
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xbox.DSTRIPEDAPE wrote:5. i want the game to be more rpg like with leveling upbased on performance
4. i want to be able to mix an match punches with different styles
3. more ways to keep/get opponents to positions or distances u want them
2. more variety in styles, punches, and countering.
but what i think would really set it off
1. for online everyone charecter starts with low-level basic fighter and u gain points based performance to build up their skills. I would be like having boxing org. i know this would make match-making a pain but if you are matched with people of similar rank (say 5 point difference) i think its possible. maybe divide lobbies into regions and have players battle their way up the ladder( this would help with the lag) also if eventually if you charecter ages thhat would keep someone from builing a superman and staying champ forever. this is what i want bad.
You confused me with some of the things you posted. The RPG-element of play was good, but then you said leveling up... You taking about like Facebreaker? Please i hope not!
This was probably said but I want to keep it simple and focus on the animations. For the next Fight Night I'd like to see more of a natural fight. None of those jerky punch animations. Smoother "shoe shine effect" combinations instead of each punch thrown at a breath's length during an attempt of throwing a combination. Round 3 got on the right track with its gameplay animations with the exception of the parry system.
Example:
http://www.youtube.com/watch?v=pazrZZbvi6w
http://www.youtube.com/watch?v=URyaqxK-1fI
If they use the Round 3 engine and improve on it with more variety in punches (jab, strong jab, straight hand, lunging straight hand, strong hook, short quick hook, lunging hook, etc.) the gameplay would fly. I don't want to mention other company titles but NBA 2K's player animations were pretty realistic and they went for that "organic" feel to it.
It really bothers me when a boxer is at close range and throws his straight right hand cocking it all the way back only to entirely miss or leave himself wide open. Just watch Hopkins throw a right hand from his sneaky defensive stance in a real match or Roy jones' quick straight right or any boxer punch at close range; they punch from the shoulder not doing a full motion. And whats with the jab?! Who tilts their whole torso back to throw a jab at close range?! Why is their head straight up in the air when they throw a jab or straight in the game?! Boxers most of the time in real life jab with their shoulders shrugged and their chin tucked in somewhat. Also not every hook and uppercut are looping shots. At close range there are quick lead hooks as does Pacquiao and Mayweather and at a distance there are lunging hooks like Frazier or David Tua. And please make the straight right/left hand a stiffer more effective shot with the feet planted and not gliding all over the place. Also don't have it work like the jab because a straight is used as a power punch 95% of the time. Although it can set up punches but it does not consistantly snap like a jab does. I really hope you guys can make this happen.
Thanks for taking the time to hear us out and dedicating yourselfs into making the best possible boxing game.
When i say level up i meant based on match performance u get points to increase speed, style or power of an attribute
i ain't got it all figured out but i want to create my boxer an build myself up to be the world champ.
MACKMOON
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xbox.DSTRIPEDAPE wrote:When i say level up i meant based on match performance u get points to increase speed, style or power of an attribute
i ain't got it all figured out but i want to create my boxer an build myself up to be the world champ.
This is good stuff Reign, some stuff I'd like to touch on
Punch Reactions
1. You can get hit with a clean punch and keep exchanging, like you didn't get hit at all
2. A flush punch should snap the head back more (more reaction animations) causing your opponent to stop be stop dead in there tracks occasionally
3. A flush punch should also disrupt your opponents punches when in exchanges, causing you or your opponent to miss when hit clean
This is the main reason a 1,2 combo isn't that effective because a flush jab(or any punch for that matter) doesn't stop your opponent from punching you,so it doesn't let you set up your combos.
More Realistic punch reactions would make this game less like rock em sock em robots and also eliminate some spamming issues. I'm not saying every punch landed should have this effect, just flush shots. I can't remember how much I got into detail with this on the official wishlist that was sent but hopefully Brizzo and Mike are still checking up on these threads
cem_ea_id.xxreignmakaxx wrote:Here are the best wishes that missed the shipping date of the wishlist. Please support it, and make comments, perhaps the Producers will consider adding these elements as well. The concepts each have a description or Video evidence of its occurance in the sport. Please Watch the Videos!!!!
TOP 5 things that didn't make the Wish list
Game play Mechanics
(In descending order)
5. Solar Plexus/Liver blow K.O's
Fights end with Knockouts, these knockouts vary from Chin Shots,
Temple shots cumulative damage and body shots. However there are two known spots on the body that are particularly vulnerable when hit that can also result in big damage or devastating Knock outs . Counter body shots while someone is punching can lead to these types of K.O's. Getting hit to the Solar Plexus/Bread Basket can literally take the air out of you. This affects your punch stamina, and could also result in flash knockdowns/Knockouts.
Liver Blow-
4. Clinch System (In Depth)
The strength of clinching should be user controlled. By tapping the clinch button while defending, you should be able to attempt a tie-up that smothers punches or changes their course of contact, when used with timing you could prevent a punch from hitting you flush. However, this is not the safest method as your guard is open and punches can get through easier and this move cost stamina to perform.
Pressing the Clinch button more rapidly makes your fighter attempt a stronger tighter clinch that limits room for inside fight. Stamina will be drained with every press, and the duration of the clinch should be determined by stamina or the referee's signal, and its strength by a specific Clinch Strength rating.
Missed punches that wrap around your opponent's neck or shoulders should provide clinch opportunities if the button is pressed to hold it.
Clinch Technique-
***Fighters can use punches, movement, or a push to free themselves at anytime, base on foot speed, agility, power and punch accuracy and strength ratings.
3. Dynamic Physics System 2.0
Fighters should have a far greater degree of physical interaction. Examples of this includes :
• Fighting "in the Pocket" (closer than normal infighting with virtually no room for punching) to smother punches, making them less accurate and less powerful unless leaning is used.
( )
• Heavier fighters leaning on lighter fighters to tire them out "Weight Factor"
• Stronger fighters pushing weaker fighters around based on "Physical Strength Rating"
• Jabs and straights rendered ineffective at close range, with smothered animations "Range Factor" w/awkward animations to show it.
• More punches tangled leading into tie-ups
• Being able to move a opponent backwards while in a clinch
• Being able to turn a fighter while in a clinch
• Range Truly affecting power in punches
• More significant Punch impacts from ANY flush punch
2. Defense As a True Focus in Boxing
Never in any Fight Night has there been a focus on defensive mastery. There have been methods that cover some
defensive aspects, however defense as a valued skill in the game is not prevalent. Fighters uses their guard, slipping, weaving , dipping, clinching, foot movement and angles to make themselves hard to hit. Fighters place their hands in a position to defend certain punches with their stance. Judges look at effective offense, and the game needs tools that represents the defensive boxing as true science in the game. With timing and skill a player should be able to make an opposing fighters offense look ineffective and tire their opponents out, priming them for a knock out.
These Fighter posess distinct styles that truely represent boxing, to hit, and not be hit.
Masters of Defense-
1. True Counter Punch system
Fight Night Round 4 Currently uses the Timed Block, Timed Duck, counter system. This only represents half of scenarios from which counters occur. What is Absent from the Fight Night series is Timed Punch Counters, and Momentum counters.
Timed Punch Counters occur when a fighter using his opponents punch rhythm and timing to land a shot by beating his opponent to the punch. Straight shots often beat Hooks and uppers, using the opposite hand is often used to counter an opponent's punch if timed correctly as well. Ex. Overhand Right vs. Left Jab. Catching an opponent before their punch connects should result in big damage, or Knock outs.
Momentum Counter Punch, is a different punch that uses the opponent's forward momentum against them, magnifying the damage done from the counter punch throw. Ex: If an opponent lunges with an Left hook, and A well time Straight Right should catch him while he closes in, and do tremendous damage, or result in a Knockout.
Counter Windows are not required as counter punching is a skill that not everyone has, the game should reflect that. There is more to making them pay, than making them miss. You can beat them by being faster...
Perfect Example of a True Counter-
More examples of True Counters-
This is all stuff that I wish was on the wishlist. EA PLEASE look at these. Also I noticed the moderators are not talking much about footwork and taking angles. I want to be quick and move back and forth ducking my head and being able to go in and out like Floyd Mayweather Junior.
xxreignmakaxx
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No worries, we aren't talking about anything because we cant right now. I won't confirm or deny anything as far as gameplay concerns til a later date. But when that time comes you'll get my indepth analysis based on the build I played.
my captcha response was "eight-inch norouits" what in the world is THAT?!