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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/24/2009 04:16:52
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FASEOFMARS
Joined: 06/30/2009 13:44:10
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DELETED POST.
This message was edited 1 time. Last update was at 08/24/2009 04:23:42
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"You know what a champion is? A champion is someone who's ready when the gong rings - not just before, not just after - but when it rings."
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/24/2009 04:22:50
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FASEOFMARS
Joined: 06/30/2009 13:44:10
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ps3.FASEOFMARS wrote:
xbox.Deathly Digital wrote:I know how to counter quite well... others don't. Encountering a spammer makes for an unpleasant experience online for the casual gamer.
no sir thank you for trying.. ea wont make the game any easier.. boxing aint easy.. everyone who knows how to box should know how to counter, and everyone who does not deserves to get punished.. thus everyone who spams cant box and shouldent be a problem for somone with know how. and ea has hit it on the button if you ask me. in round 5 i would like to see the ability to throw your hands faster or slower instead of the same speed untill you run out of breath.. so in essence i would like to see the game speeded up.
This message was edited 2 times. Last update was at 08/24/2009 04:34:48
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"You know what a champion is? A champion is someone who's ready when the gong rings - not just before, not just after - but when it rings."
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/24/2009 04:59:54
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Deathly Digital...
Joined: 08/22/2009 15:31:10
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You still don't get it. It's not about making it easier, it's making it more of a challenge.
If you don't see the benefit of that making you a better fighter AND dealing with a spammers... I can't explain it to you any other way.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/24/2009 05:02:31
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FASEOFMARS
Joined: 06/30/2009 13:44:10
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ALSO:
I WOULD LIKE MORE ONLINE WEIGHT CLASSES
how can i pick the likes of manny pacquio when my opponent can be jake lamotta lol
PRIME AND PEAK
i would like mybe a couple of versions of the boxers depending on how long his career was.
this way you could have more realistic fight sims.. ie marciano vs. louis in the form of when they fought and also a younger versions of both to have them dream fights.
i believe sum1 said accidental clinching i am a supporter of that and also punches in the clinch!
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"You know what a champion is? A champion is someone who's ready when the gong rings - not just before, not just after - but when it rings."
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/24/2009 05:05:10
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FASEOFMARS
Joined: 06/30/2009 13:44:10
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xbox.Deathly Digital wrote:You still don't get it. It's not about making it easier, it's making it more of a challenge.
If you don't see the benefit of that making you a better fighter AND dealing with a spammers... I can't explain it to you any other way.
but sir i am dealing with spammers the corner game is perfect.. spammers wont last till round 5.
..i see what your saying lets take something away from the spammer and mybe he'll think before he punches.. but if you take that something away your taking it away from me too.. i would use it more than the spammer seeing as i be getting more points at the end of the round.. the spammer will be tired with less points.. me having to do less work with a better punch percentage.
This message was edited 4 times. Last update was at 08/24/2009 05:26:03
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"You know what a champion is? A champion is someone who's ready when the gong rings - not just before, not just after - but when it rings."
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/24/2009 14:02:26
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POETICDRINK2U
Joined: 12/06/2008 11:47:47
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ps3.FASEOFMARS wrote:
xbox.Deathly Digital wrote:You still don't get it. It's not about making it easier, it's making it more of a challenge.
If you don't see the benefit of that making you a better fighter AND dealing with a spammers... I can't explain it to you any other way.
but sir i am dealing with spammers the corner game is perfect.. spammers wont last till round 5.
..i see what your saying lets take something away from the spammer and mybe he'll think before he punches.. but if you take that something away your taking it away from me too.. i would use it more than the spammer seeing as i be getting more points at the end of the round.. the spammer will be tired with less points.. me having to do less work with a better punch percentage.
Please stop going off topic! This thread is not for this. This for Suggestions, Wishes, and ideas for the EA Producers.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/24/2009 16:41:36
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xxreignmakaxx
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Joined: 08/24/2009 17:37:19
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xbox.Well Loved wrote:Part 2 of my wish list
Some of us are analyzing this game so much I feel like EA should be paying us  I love it that's why I'm doing it . Anyways, this time I’m going to go more into details.
[b]Punch retraction animation seed: punch speed to me is perfect, what seems off is the speed at which we can retract our punches. It’s too fast; it’s just as fast as throwing the punch when it needs to be a tad bit slower. The numbers I’ll use are completely arbitrary; Let’s say a straight right animation takes 20 frames (10 extensions 10 for retraction). The retraction animation should take more like 14 frames. It would make it more realistic, boxers throw the punch with a lot of velocity but don’t bring it back as fast unless they are bringing it back to block. This fact is one of the reason people can pepper the same punch at an unrealistic speed at the moment in FNR4.
Arm Muscle fatigue/Lactic Acid build up:[/b] This is no represented in the game; I am not talking about stamina here, 2 completely different things. Right now in the game you can throw all your punches with one arm and there would be no consequence. There should be another hud bar for arm muscle fatigue. I was able to pepper 300+ jabs at Gamboa in one round on GOAT whiteout slowing down whatsoever not realistic, this would also help to address the spamming of the same punch being so affective.
Second gear footwork speed: Right now there is also one speed in FNR4 there needs to be a second where you are getting on your bicycle and moving faster. The disadvantage to this should be that since you won’t have a good base because you are crossing your fee,t you would be MUCH more vulnerable to knockdowns, that way you would avoid a cheese factor and make it more realistic. When throwing a punch in second gear you wouldn’t have to set your feet at all. This way we could have stepping punches witch so many boxers use, especially with the straight.
Now this is important EA , if you implement a way to do this(second gear)I would suggest pressing on the Left analog stick when moving it. Just like it is done in many FPS games when you want to sprint or go faster. Pressing on the analog stick could also be used as the modifier to be able to lean back while you step back when you’re holding the left Trigger. Basically if you are in second gear it shouldn’t stop your in you tracks when you dodge.
This is what I couldn't put into words!!! GREAT JOB! There needs to be some frame advantages in this game, with the types of punches you throw. You are exactly right, Straight rights do retract to fast after being thrown especially when thrown as a lead. Fighters up a lot of weight behind this punch and the game doesn't reflect that. Which is exactly why people can throw so many. The animation times on all the punches aren't long enough. Missed punches should have the longest retraction time unless you block after you throw it!
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/24/2009 17:26:35
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xxreignmakaxx
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xbox.II3lackjacK wrote:Fight Night Round 5 TOP 10 Wishlist In Depth Part 1
1. Online Spectator Mode w/ Recording Capabilities.
2. Footwork that allows you to break the 2d plane
3) Stances that truly affect your style
3.a) Active Guard
4. Complete and Authentic Presentation
5. Defensive Tactics
Part 2 of my List
6. 6 New Ratings that affect gameplay an create bigger differences between fighters
Strength Rating- Determines the strength of your push, the power of your punches against a blocked punch, ie: blocked punches knocking someone back.
Agility- The quality of lateral movement by a fighter, or ability to change direction easily, and distance gained from side stepping. (Works with Idea #2)
Punch Technique- Affects quality of punches, and how whether you throw off balance or with a good firm base. Effects the punch animation when missing a punch.
Clinch Strength- The force of which you hold a clinch, allowing for room for your opponent to punch or not. Good clinching fighters make their opponents immobile in a clinch, poor clinching fighters leave holes for openings.
Weight- Weight should factor as an attribute with how fast fighters move in the ring, and how their bodies interact with one another. The bigger fighter should often be able to "bully" the smaller fighter, or tire them out by leaning on them.
Head Movement Range- This determine how far forward or back you can lean when using the bob-weave mechanic. Fighters with greater mobility can bend below parallel when slipping punches ie: Sweet pea, RJJ, Toney. Your punch style will determine the animation, Toney will bend at the waist, Tyson will bend at the Knees.
7. Fight Physics 2.0- Weight and Momentum
No fighter is a a like in terms of movement, some of more light footed than others and their movements should reflect their weights. A Fighter's weight and Agility determine how well they can change directions how their body interacts with their opponents as well. These are key factors that determine the types of collisions that occur in boxing. Heavier fighters often lean on lighter ones, to tire them out push them around. Fighters often lean or jump into punches multiplying the damage done. (IE: Mayweather's "Check Hook" of Hatton)
Missed Punches often lead to fighters being off balance for a brief period because they put all of their weight behind the punch. Fighters also use forward momentum to land Lunging punches that do more damage. In addition incidental clinches occur when fighters miss punches, at point blank ranges as well as accidental Headbutts.
8. "Step in" Jab- and Right Cross "Haymakers". These punches will take slightly longer to recover from but will do much more damage. They should be animated as a "step in jab" and "Step in straight" The jab should work to stop your opponents forward progress, and the Straight should drop or stun you if it lands and take longer to recover from if it misses. There should be no wind up, just the step. This will allow for a Real One-Two combo.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/25/2009 09:18:44
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MACKMOON
Joined: 04/19/2009 02:38:24
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Location: Philadelphia US
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cem_ea_id.xxreignmakaxx wrote:
xbox.II3lackjacK wrote:Fight Night Round 5 TOP 10 Wishlist In Depth Part 1
1. Online Spectator Mode w/ Recording Capabilities.
2. Footwork that allows you to break the 2d plane
3) Stances that truly affect your style
3.a) Active Guard
4. Complete and Authentic Presentation
5. Defensive Tactics
Part 2 of my List
6. 6 New Ratings that affect gameplay an create bigger differences between fighters
Strength Rating- Determines the strength of your push, the power of your punches against a blocked punch, ie: blocked punches knocking someone back.
Agility- The quality of lateral movement by a fighter, or ability to change direction easily, and distance gained from side stepping. (Works with Idea #2)
Punch Technique- Affects quality of punches, and how whether you throw off balance or with a good firm base. Effects the punch animation when missing a punch.
Clinch Strength- The force of which you hold a clinch, allowing for room for your opponent to punch or not. Good clinching fighters make their opponents immobile in a clinch, poor clinching fighters leave holes for openings.
Weight- Weight should factor as an attribute with how fast fighters move in the ring, and how their bodies interact with one another. The bigger fighter should often be able to "bully" the smaller fighter, or tire them out by leaning on them.
Head Movement Range- This determine how far forward or back you can lean when using the bob-weave mechanic. Fighters with greater mobility can bend below parallel when slipping punches ie: Sweet pea, RJJ, Toney. Your punch style will determine the animation, Toney will bend at the waist, Tyson will bend at the Knees.
7. Fight Physics 2.0- Weight and Momentum
No fighter is a a like in terms of movement, some of more light footed than others and their movements should reflect their weights. A Fighter's weight and Agility determine how well they can change directions how their body interacts with their opponents as well. These are key factors that determine the types of collisions that occur in boxing. Heavier fighters often lean on lighter ones, to tire them out push them around. Fighters often lean or jump into punches multiplying the damage done. (IE: Mayweather's "Check Hook" of Hatton)
Missed Punches often lead to fighters being off balance for a brief period because they put all of their weight behind the punch. Fighters also use forward momentum to land Lunging punches that do more damage. In addition incidental clinches occur when fighters miss punches, at point blank ranges as well as accidental Headbutts.
8. "Step in" Jab- and Right Cross "Haymakers". These punches will take slightly longer to recover from but will do much more damage. They should be animated as a "step in jab" and "Step in straight" The jab should work to stop your opponents forward progress, and the Straight should drop or stun you if it lands and take longer to recover from if it misses. There should be no wind up, just the step. This will allow for a Real One-Two combo.
This is a great post .I've been trying to stress the importance of leaning in with punches, also it has a huge benefit for shorter fighters because they are getting more distance on there punches.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/25/2009 09:19:52
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Gatti_Magnum
Joined: 04/02/2009 17:09:04
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I'd like to have Mills Lane as an Unlockable Fighter...
Just for gags lol
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/25/2009 10:24:31
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Joefightnight79...
Joined: 04/16/2009 16:02:14
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Location: Diggstown
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My Wishlist for Round 5
Keep a good mix of Legends / Current Fighters I think it's great that legends are incorporated with current fighters into the FN series. Without it the game would be weak. I hope EA continues to do like it always has.
Glued Feet / Quicker Foot Speed This needs to be gone all together. Either that , or make the footwork faster and have the ability to easily get around and away from the fighter that has you " glued " from moving out.
CABs needs variety / Photoface nees improvement The CABs needs more hairstyles, hair colors and faces. When choosing a head in the current FNR4, you cannot modify the facial features using the advanced sliders. You can only use the advanced sliders when downloading a face through Photo Face. This limits anyone who doesn't want to use the Photoface feature and wants to create something from scratch. The Photoface feature is weak in terms of how it is put on the head. With fighters of a darker skin complexion, when using a photograph it creates a mask around the head. You will notice a line around the whole face as if he was wearing a mask . The color difference looks awful between the body and face. There needs to be a better transitioning there.
This message was edited 1 time. Last update was at 08/25/2009 10:25:27
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/26/2009 22:09:52
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davidroy1976
Joined: 08/26/2009 20:10:33
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Can a heavyweight boxer who trows 500 body punches can get tired? And our boxer able to run away or more effective counter puches, thk's
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/27/2009 00:05:39
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POETICDRINK2U
Joined: 12/06/2008 11:47:47
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ps3.davidroy1976 wrote:Can a heavyweight boxer who trows 500 body punches can get tired? And our boxer able to run away or more effective counter puches, thk's
Please stay on topic. Suggestions, Wishes and Ideas only.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/27/2009 15:52:03
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Bullet747
Joined: 02/27/2009 12:54:50
Messages: 606
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Have the Total Punch Control and Button Punching Mapped onto one Configuration
REASONS:
-The realistic head punching of buttons with the TPC
-You can't get the better body punching of TPC with Buttons only
-Buttons are better and MORE FUN for outside fighting
-TPC is more fun and better for inside fighting and fighting off the ropes
-Having both on one configuration would make the game a FAR MORE COMPLETE, FUN, SATISFYING BOXING SIMULATOR
NOT HAVING BOTH IS HOLDING THE EXPERIENCE BACK
This message was edited 1 time. Last update was at 08/27/2009 15:56:25
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/ea_sports/images/icon_minipost_new.gif?v2.26) 08/29/2009 18:09:31
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Bullet747
Joined: 02/27/2009 12:54:50
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Accurate Punch and Body Language animations
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