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Victorious post #1: Gameplay Designer Checking in!!!  XML
EA SPORTS MMA  > EA SPORTS MMA Real life MMA discussion
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Joined: 12/18/2009 13:08:59
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Whats up with that Bobby lashley slide to KO Rogers? I hated that in undisputed, seem like that you dash back & fourth in a unrealistic manner. I sure hope thats not the case in this game. Also that Nick Diaz KO was weird.

This message was edited 1 time. Last update was at 03/18/2010 05:15:02



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Can you shed some light on this Vic http://forum.ea.com/eaforum/posts/list/457318.page

Rocky said I should ask a gameplay designer.

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Joined: 11/25/2009 09:25:35
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http://forum.ea.com/eaforum/posts/list/0/457318.page#4324265

here's some perspective from me in the main thread

Nick Laing
EA MAA
Development Director


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Thanks I see now



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Joined: 11/20/2009 14:23:31
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Location: Edinburgh, Scotland
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Hey Vic, hows it goin?

How challenging do you think it is to replicate the ground game in a videogame, capturing the intricacies and skills involved but at the same time keeping it fun to play and not overly complex?

Is there any particular position/transition etc that you have/would like to see re-created?


So Go Kak Toki
HEADSTOMPS and SOCCERKICKS will be used in Mystic. Thanks devs



Joined: 03/31/2010 08:54:00
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i think they are perfect no need of more knowledge



Joined: 02/20/2010 05:15:11
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Hi Vic,

I'd like to know what you think of this idea for a grapple modifier and a grappling system which would be kind of like Total Strike Control. I'd like to think you guys have developed something like this as the only point of reference I have at the moment is THQ's effort which has horrible ground game, grappling and submissions.

Please, if you could have a look and leave a post it would be cool. I think you have to work out the control system etc. which is a daunting task I'm sure! I also know that, as a BJJ trainee, you understand how technical submissions and grappling are. That's much of the reason why I HATE the ground game on UFC.

Standing strikes and grapples etc.

http://forum.ea.com/eaforum/posts/list/513565.page

Submissions etc.

http://forum.ea.com/eaforum/posts/list/527498.page

I really like the sound of the Feel the Fight system as well. Who came up with that gem?



Joined: 08/08/2009 09:36:05
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there's too many flash cameras in the crowd..everytime the fighters punch,takedown,kick they will start flashing..take that out would be much better..
http://www.gametrailers.com/video/fight-mechanics-ea-sports/100425

This message was edited 1 time. Last update was at 05/22/2010 06:46:57



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I'm not much of a fan of the Submission choke process because the circle & the yellow dot take the realism away & make it seem like a mini game. I have come up with a idea to excute chokes & I think its worth a listen. It stays true to the strategy you guys are shooting for & requires alot of mental battle from the players.

My IDEA FOR CHOKESrevised for better understanding

Using the same energy burst format as the joint locks is a battle to defend the choke & to lock it in. If you successfully defend the choke you reverse the player. If the player wins the battle the choke is applied.

Offense: The player Applying the choke has 2 bars he has to keep track of. The 1st bar is his energy that he uses to apply the choke. The other is a bar that keeps track of the amount of pressure hes applying to the choke. The player has full controll of how much pressure he applies & this is where the strategy lies. Holding the R trigger increases the pressure you apply with the choke. You can apply as much as you want by lightly holding it down similiar to a accelerator for a car. The more pressure you apply the more your energy bar depletes. If all your energy depletes than the choke is automatically let go. If your not applying enough pressure your oppenent may be using his energy to break loose & be successful. As long has you have a hold of the choke your energy bar will decline, the more pressure you use the faster it declines, if you loosen up the choke the rate will slow down.

Defense: The player being choked has 2 on screen bars. The 1st bar is energy & the 2nd is oxygen. The energy bar is used the same as the joint locks. You use burst of energy in trying to escape. This is where the oxygen bar comes into play. The oxygen bar is always declining not fast but at a slow rate. You must not let this bar emtpy are you will tap automatically. When you use burst of energy to attempt to break out the faster your oxygen supply will deplete. Once you stop using your energy the oxygen rate slows back to normal.

Basic Strategy
Offense: Apply enough pressure to help furher your opponent's oxygen bar decline. Be very careful not to expend too much energy with pressure or your energy bar will deplete quickly & causing your arms to get tired forcing you to loosen the choke. If your not applying enough pressure & your opponent is he will break out. If your energy bar empties the choke will be let go.

Defense: Use your energy burst to try to break free of the choke. Pay attention to how much oxygen depletes every energy burst because once all your oxygen is gone the fight is over. You can try not to use any energy burst in hopes that your opponent will gas himself out if hes wasting alot of energy with the pressure hes applying. Yes your oxygen will deplet faster but so will his energy. His energy always is on the decline as long as he has the hold & it will ecline faster the more pressure. So you can try to wait it out. Or you can hope that he isnt using enough pressure & use your energy busrt to bust out of the choke.

I think Vibration levels would play a good role in how you feel the pressure & how much the guy getting choke is using. It would be similiar to the ground game vibrations where your not sure whats going on but something is definitely happening.


What do you think Vic?
Maybe its something you guys may like & try to implement because I really would like to see this game reach high levels

This message was edited 1 time. Last update was at 05/23/2010 03:07:40




Joined: 02/20/2010 05:15:11
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Hi Vic,

Just a few ideas that are doing the rounds following the feedback from the community day and the release of UFC 2010. I know you guys read the boards but they are quite active at the moment and I thought you might like some of these ideas.

T3h PhO3NiX's ideas for an enhancement to your submission system...

http://forum.ea.com/eaforum/posts/list/607436.page

...and a similar system by K1LLA_BEE

http://forum.ea.com/eaforum/posts/list/558736.page

My idea on a system for dynamic posturing...

http://forum.ea.com/eaforum/posts/list/615451.page

Yari talking about the balancing issues in the UFC game...

http://forum.ea.com/eaforum/posts/list/615691.page

I appreciate you guys are busy. Thanks for all you've done so far, I'm loving it

This message was edited 2 times. Last update was at 05/30/2010 04:42:31


Developer

Joined: 07/30/2009 13:01:51
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xbox.Skabinflaff wrote:Hey Vic, hows it goin?

How challenging do you think it is to replicate the ground game in a videogame, capturing the intricacies and skills involved but at the same time keeping it fun to play and not overly complex?

Is there any particular position/transition etc that you have/would like to see re-created?


Its challenging because there are so many subleties that are hard to translate to a controller. I dont like the idea of making overly complex controls for games for the sake of "realism." So for me as long as the technique on screen is correct and people are having fun I can make peace with the idea that every intricate detail of real life grappling is not translated to the controller.

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Joined: 07/30/2009 13:01:51
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xbox.Andy Miller 31 wrote:Hi Vic,

Just a few ideas that are doing the rounds following the feedback from the community day and the release of UFC 2010. I know you guys read the boards but they are quite active at the moment and I thought you might like some of these ideas.

T3h PhO3NiX's ideas for an enhancement to your submission system...

http://forum.ea.com/eaforum/posts/list/607436.page

...and a similar system by K1LLA_BEE

http://forum.ea.com/eaforum/posts/list/558736.page

My idea on a system for dynamic posturing...

http://forum.ea.com/eaforum/posts/list/615451.page

Yari talking about the balancing issues in the UFC game...

http://forum.ea.com/eaforum/posts/list/615691.page

I appreciate you guys are busy. Thanks for all you've done so far, I'm loving it


I've read all of these posts. There are a lot of good ideas and a lot of things that we already have in our game that people dont seem to be aware of. Right now we are all pretty busy trying to polish off the game, but when I get the chance I will try my best to respond to everyones feedback and ideas.

This message was edited 1 time. Last update was at 06/01/2010 06:53:34




Joined: 02/20/2010 05:15:11
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Just to let you know that I for one (And I'm sure I speak for others) are very pleased with what you have achieved so far.

I was always going to be a fan of this game's over THQ's because of the global emphasis you guys have put on the game and the Fight Night engine. Add to that the fact that the game looks awesome and looks as though it will play awesome is a really exciting prospect.

I know you guys don't have to take time to listen to us, but it means a lot.



Joined: 08/08/2009 09:36:05
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vic,

looking good so far..but in the video the low kicks looks awkward,like theres a delay..when throw the high kick its just up and down and the low kicks up,delay and down..and the takedown most of the time ends up in half guard..or is there a button to press to go to open guard or side guard?

keep up the good work,can't wait for the game..



Joined: 07/27/2010 21:16:03
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Victor,

Whats up? Ok man, one of the things I hate the most about the "other" mma game is the fact that the ground game is really lacking. No sweeps from the guard, half guard, or even the butterfly guard. That sucks. Another thing is the fact that a guy on bottom can work his behind off and not get anywhere at all. You roll so I know you that while some guys who are way more experienced than you may be able to hold a dominant position, there are also times when you're rolling and you can get back to full guard against those more experienced guys. Its not always a total shut out, you know. Are there going to be any issues like this in the game? Also, how is the plum blossom(thai clinch) going to be handled? I love ripping knees into my opponents stomach in real life, and I would really like the plum being a really formidable tool if you train it hard in the game. Are there only double leg takedowns? No judo throws? No greco work? Nothings better than catching your man with a nice hip toss(o goshi, i think, my judo nomenclature is off as of late, sorry). And during the ground work are you going to be able to transition in and out of different submissions? Are people going to be able to just wait while the other guy works his but off and gets nowhere while losing all of his stamina? Just play the "other" game and do everything thing they did wrong, right. The fact that you guys are on here talking to us, and even better that you have trained yourself makes me feel like this game is going to rock. Keep up the good work.
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