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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) 02/09/2006 08:36:07
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xxreignmakaxx
Joined: 01/05/2006 01:28:09
Messages: 21
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Fight Night Round Four Wish list
Table of Contents
I. Game play sliders
II. In-fighting engine
III. Statistics/Attributes Improvements
IV. The Jab/Parry system Improvements
V. Authenticity
VI. The straight Right/Right cross Modifications
VII. Body Punching
VIII. Cab Punch parameters
IX. Name Recognition of Cab?s
X. True One-punch Knock Outs
Game play sliders- Every Ea game has them, well except Fight Night. Kudo some how believes that sliders are used in response for poor programming. However, Kudo fails to realize that Fight Night has a lot of things that are poorly programmed. There are things like the Stamina, the body punching, and the power in the straight right that need to be fixed. Game play sliders can improve 99% of the problems with the game and make EVERYONE happy. Many feel this game is unrealistic. Sliders would allow them to customize it to their liking, those who want a more arcade style of fighting, can have that too.
Some examples of sliders:
- Frequency with which certain punchers are thrown by A.I (including haymaker)
- power sliders for every punch
- speed sliders for every punch
- slider for KO frequency
- sliders for damage sustained
- game speed
- slider for knockdown frequency
- sliders for damage allowed before T.k.o
- and on and on........
2. Game play
INFIGHTING-
This is the part of the bout where the boxers fight at close quarters so that blows using the full reach of the arm cannot be used. Many pressure fighters are dominant in this type of fighting like George Foreman, Mike Tyson and recent fighters like Jeff Lacy. They all do their damage up close, smothering opponents with hooks and uppercuts and right crosses.
In this year's installment, whenever you are aggressive all your fighter stops, and cannot move any further with no ability to get any closer. This is a problem, and certainly not realistic, and Infighting is a required addition to next year?s game play. This will also revolutionize the game play as it has never been done!
When fighters get close enough to each other and are both moving forward in the center of the ring, they should smoothly transition into the infighting posture. Once in the infighting posture, the analog stick control with be just a little different. You?ll still have your hooks and uppercuts, but instead of having the jabs and crosses, the same control that normally would've performed that straight punches, will now result in less-powerful, cosmetic "shoe-shine" punches.
(THIS is NOT a clinch, but a simple sequence that could happen anytime the two fighters get into point blank range; this animation can end either by the fighters? punches, knock downs, KO'S, fouls or by the referee. Punching while in a clinch should be an additional option as well)
In addition, some fighters will fair well in this type of fighting while others may not. It an all depend on the Skill of a fighter or the strength...
Currently, when your fighter backs into the ropes, he smoothly transitions into a leaning animation and his punches look just a little different, and if he gets hit against the ropes, his head snaps back dramatically. The same approach could be made towards the infighting.
3 ways to get out of the infighting mode:
1) simply to step back by double tapping away, but your opponent can double tap towards you also if he wants to insist on fighting inside, but of course, it all depends on both fighters' agility ratings.
2) Push off your opponent, but with proper timing. You don't really need proper timing in real life to push off someone, but for game play?s sake, let the "pusher" be vulnerable during the push if not timed right.
3) Clinch; the surest way to get out; your opponent will either push you off or the ref will break you apart if neither of you are punching.
http://img.gamespot.com/gamespot/im...c_screen031.jpg
In this picture above, its from UFC Tap out 2 for Xbox...Notice how they are engaged in ground fighting and the ref is shown watching closely, if EA wont add a REF in that stays the whole fight, they can at least use a ref as its shown in the picture, anytime they are boxers are clinching or in fighting or a fight is about to be stopped from too many unanswered punches.
3. Statistics/Attributes that matter- This will further increase the difference in styles for both created and licensed boxers aside from those that are already in the game. Also, improvements need to be made to existing attributes as well. Here is a list and their descriptions:
*Body - Determines how well you take it to the body also works with Stamina.
*Durability - Determines how much punishment you can take without getting hurt too much.
*Stamina - Determines how long it takes before you get tired. This SHOULD BE HARD TO INCREASE.
*Technique - Determines how skilled the CPU will fight when controlling your boxer.
*Heart - Determines if you easily you give up or fight back when clearly losing. (This stat is given at a high level for too many fighters, resulting in insane amounts of knockdowns. This should be hard to gain through training. You should only gain this by achieving big comebacks or performing training mini games perfectly.
*Solid Punch - How powerful your punches are. This is DIVIDED INTO INDIVIDUAL PUNCH STATS. This would contribute to the efficiency of combos, to create knock downs and Knock Outs. This should be built up through Target mitts, and Heavy bag training.
*Heavy Punch - How heavy/hard your punches. This stat should contribute to single shot punches (This is a stat for haymaker damage) you could build this only through heavy bag training, using haymakers.
*Hand Speed - Determines how fast you can punch and let out flurries. Have to take stamina into consideration. Speed bag training game should be added.
*Sway Speed/Reflexes - Determines how fast you can bob & weave. There should be a Slip Bag mini game for this stat.
*Foot Speed - Determines how fast you can move around.
*Weight - shows you how much you currently weigh. This potentially affects your stamina, speed and mobility if you are overweight.
4. Gameplay
"The Power of the Jab" and The Parry System
It's been said that the jab is to boxing as the curveball is to baseball. It's time to give the jab its due attention.
There needs to be a jab that's supposed to do what it's supposed to; bust up your opponents, beat him to the punch, set up bigger punches, score points, keep your opponents off balanced. A jab is NOT supposed to EVER be a knockout punch and the jab will NOT be exploitable to where you can keep landing it to drain your opponent's health meter. I know there are some who will scream and say that there are some fighters with really strong jabs and can knock opponents out. I don't buy it. It may have happened once or twice somewhere, but IT IS AN EXCEPTION, NOT THE RULE. So it's better to leave the jab as a jab, not a knockout punch.
The Parry system is too effective, and negates other forms of defense like slipping, and ducking punches. Improving the parry system will allow different forms of defense as a requirement to be successful, and not depend so much on the parry. This is a challenge for the team at EA Chicago to make this the most realistic game possible.
We need to have a NEW PARRY SYSTEM SPECIFICALLY FOR JABS AND CROSSES. In other words, ONLY STRAIGHT PUNCHES CAN BE PARRIED. Hooks and uppercuts should be blocked or dodged, NOT PARRIED. In real life, you can't really block jabs, which is why the parry is so important. But to keep things simple, let's still allow the jabs to be blocked and slipped. So why then have the parry, if you can block jabs and slip them? Here's why.
If you choose to just block the lead jabs, your opponent will be able to keep throwing them in succession (with proper footwork, of course) and keep you off-balanced and on the defensive. The second you release your block, the jab will go straight through. BUT, if you successfully parry the jab, you STOP the string of jabs that your opponent is throwing and you can once again get on the offensive (this type of parry will NOT leave your opponent open for 3 seconds, it will merely stop him from throwing non-stop jabs). SLIPPING jabs can get you on the offensive as you duck under or weave to the side, but it will NOT interrupt the string of jabs your opponent is throwing (unless of course, you hit him). So why have a parry if you can just slip the jab? It's a very subtle difference, but so is the difference in real life. Parrying jabs has its advantages and disadvantages, just like slipping them.
It won't really make much difference to parry the crosses instead of just blocking, as in real life; you can't shoot straight right hands in the same rapid succession as you could with lead jabs. Parries should also be more skilled based, and require precise timing to launch it. Many players just try and hold a hand to one side of the face, just to parry. They should be required to time the punch upon its impact or it should result in a normal block.
5. Authenticity
The game is missing the stamp of Authenticity to the sport. There should be Robes, and Real championship belts: IBF, WBO, WBC, WBA titles in each weight class with ranking latters for each. The Ring Magazine's Top ten and Pound 4 Pound ratings (Like NCAA and SI mag). There needs to be a Tale of the tape and realistic scoring and stat tracking through out the fight (Power shots, and hit percentages). In addition, the game needs: Introductions of fighters being done in the ring and only that way, with pre fight instructions and stare downs. They should also include meeting the weight class requirements. And the booty shaking entourages have got to go. The entourage needs flags, championship belts and with customizable music (NOT EA TRAX) furthermore, there should be judges that each favor different types of fighting and score accordingly, they should change each fight, and put a ref in the ring.
6. The Right Cross/Overhand Right
the straight right, like the jab is the most widely used punch in boxing, it is many fighter's KNOCK OUT PUNCH. Not a haymaker hook or uppercut. The third installment of Fight Night still has a ridiculously weak straight right. Champions like Hearns, Tszyu, and many of other fighters dominate with this punch. It needs to be fixed and here is how. As far as the Xbox 360 and Ps2/Ps3 are concerned, there should be a straight punch modifier. By using the RB/R2 button on the Xbox 360/Ps2 you could be able to throw the punch with KO power. You could also modify a "right hook" into an overhand right, by pressing this button too, you would throw the hook the same way, and only it would be more powerful and animated differently. They have illegal punch modifiers but why not add one for the straight right.
7. Body Punches
Highly MEANINGFUL BODY PUNCHES, Its about time that body punches mean something in this game, In Fight Night 2004 the manual said the following: "If your opponent is faster a foot or has higher hand speed than you do, work him to the body in early rounds. Body punches will slow your opponent down during the course of a fight giving you a big advantage in later rounds. Body punches will slow your opponent down but do less damage. Use body punches when your opponent is winning the early rounds and takes him out late." The past 2 games have proven this to be a non existent feature. It?s almost no real point to defend the body unless you're in trouble. They also stated that bruised/broken ribs would result in loss of mobility, and punching power.
8. Punch Parameters- (allowing at least five punches to be selected and contain KO power, whether its hooks, uppercuts or straight rights and overhands. Controlled by the user's use the that punch and training
Since Ea is now taking notice to the important of individual styles, with movement, punching and blocking. I think the next step would be to further define players by letting them choose which punch is their best punch. Kudo has been asked questions about separate had ratings, and he said it?s in the game. When asked about separate punch ratings, he said it hasn?t been done.
How about this, rather than having ratings for EVERY punch, how about simply having the ability to have a specialty punch, similar to the KOK'S of old but a revamped version, allowing you to choose which punches you want to focus the most on and each hand's power ratings will certainly be a part of it, this way no two fighters will be a like. Having the ability to train and improve all punches should be a possibility. Players could work with their created fighter?s individual punch to develop parameter with 3 ratings: skill, power and speed. The problem with this is that a lot of people will simply build perfect fighters with no weakness (thus creating supermen again). This would be solved by limiting to 100% to be divided between each punch.
For example, most boxers are known for quick, often stinging accurate jabs, while others have stiff powerful jabs. You should be able to choose this and then as you get better, you will increase the potency in each of these values. However, if you want to have a powerful straight right or left hand your (skill)"accuracy" would allow you to get the punch through most fighters? defense. Power would mean that you have the chance to knock someone out with a straight right or left rather just uppers and hooks...speed would work as you'd expect.
But the key thing is each of this potency would have to be reflected base on how you trained (sparring) and which you used in bouts. When you start a career with a new young created boxer they might have speed and power but there punches wouldn't be as effective because they have no experience(that would depend on there amateur experience also). The more effective a punch the more damage it would do and the sharper it would be. The less effective a punch the less the accuracy of that punch and the less technical (skill rating) that punch is the punch would be wider and not as sharp so it would leave the boxer open for counterpunches. In addition overtime, you can develop a punch then you can become famous for like Oscar?s Left Hook, or Hearn's Straight Right, or Ali's Jab...what ever you want, but there would have to be limits...
9. Name Recognition for created boxers: They're about as expected as sliders these days, yet we haven't seen it in the FN series. On a similar note, seeing/hearing the other fighter?s names and seeing it on their trunks online would be a nice touch. It?s long overdue.
10. One-punch KO's- we need TRUE one punch knockouts that can happen almost anytime (we can't realistically have a one punch knockout from a fighter who is almost 100% depleted if he's fighting someone who is 100% fresh). I don't know what type of complex mechanism would have to be implemented in the game play to produce realistic, skill-based but somewhat random one-punch knockouts, but make it!
****************Bonus Feature that should be added****************
Online
Ea should let fighters create their own Gym. While most of you may be thinking...oh man here we go, it?s actually quite simple.
The Concept: People can set up an Online Lobby similar to what Ea already does when they let you make a room. But it will be similar to DEAD OR ALIVE 4's lobby system. It would allow from 1-16 players in a virtual space. See... not too complicated.
Next, money that you'd win for fights, based on ranking and skill levels, so a weaker fighter getting an upset on a higher ranked fighter will move up in the ranks and earn more money. But what will you do with money you ask? Well its simple too, you can fill you own Lobby space with training equipment. You'd start of with a generic setting, which would be an old ring. You could invite people to spar, and or just gather and talk boxing or teach newcomers how to play.
However as you earn more money...you purchase more equipment, you get heavy and speed bags, target mitts, medicine balls, gloves ECT. To help you in the mini games, and possibly give you small boost toward your stats, and I do mean small. I say this because the development point Online should accumulate MUCH slower, preventing players from abusing training. Fighters would have their own avatars representing their fighters, while they don?t need to be as detailed as the actual fighters they could be, and should be.
Further up in the ranks than everybody else? You can give some of your equipment to friends and such, you could challenge the best players through game invites to help you spar. You'd be able to set the number of rounds and the minutes between each session. So if you wanted to spar 10/5min rounds you could but if you wanted to keep it private you could do that too. You could also set the waiting time for those looking to use the ring next, and if the don?t like the time you set they can ask the host to change it. Or they could leave and start their own gym; it?s up to the player/host.
You would have room for at least 2 rings, 3 heavy bags, open space for push-ups and target mitts or what ever, and speed bags or just room for whatever mini-game Ea adds. And you could also be in the room alone, and shadow box, working on combos...no stat bonuses for this though.
HOW THE MINI GAMES WORK: Its simple as well, you'd just walk up to it, and press a, and with a loading screen you go into whatever game it is. OR if Ea wants to get fancy you can do it all real time, and show the fighters in the ring or hitting the bag or chilling. It?s up to them.
Tournaments and challenges: Pretty much what you'd expect, you could call out who ever you wanted, set a time and day on your own schedule and train to prepare and fight them in one of EA's licensed arenas.
*Tournaments: In one of the Arenas people could hold what ever tourney they want set the fight cards, rounds and rules and fight it out. Set Bonuses would be in the tourneys with rankings and skill levels all factored in.
*Allow for real-time fight Judging Online w/ Fight card spectator mode*
One solution for this is to have 3 players for 3 judges, and have each player assigned and distributed to a position as judge 1, judge 2 and judge 3. In essence, it's a vote between the players within each slot, and the most popular score for each particular slot will then be the official score of the "judge" for every round, his way, others can participate as well.
Another idea for the judging is to have a ?Reliability rating system? for the judges. How so? The player's scoring will be compared to the CPU judges' scorecards, and the more rounds the player has in common with the CPU judge, the higher the rating of the player will be. I think this might be fun online when players who want to play as judges, that way they can sit in a lobby and score the fight. In addition to the ability to allow both combatants to select the judges or agree to have them randomly selected. I'm sure that at first we'll get a lot of stinky decisions. Eventually, however, the ratings will begin to show who good the judges are and the players can select the judges based on the ratings. Also, the judges should have absolutely no communication with the players.
EA can could nation/world tournaments allowing the best winner to play Kudo either online or even better. In person @ Ea Chicago (Hopefully where you can help these men/women make the game even better.) This could also include other prizes.
****Please add an option where challengers have to agree between Custom and licensed boxers. This combined with the feedback system of Xbox Live, will prevent many games where challenges are issued, and a person ?pretends? to select a licensed boxer only to switch to a custom boxer at the last second before the match starts. This ruined online play for many people and needs to be addressed. This should be part of the ranking system.
This message was edited 1 time. Last update was at 03/03/2011 22:42:56
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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) 02/09/2006 09:44:13
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raypaterson5
Joined: 01/06/2006 20:38:02
Messages: 22
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Everything except the online gym idea is a must.
But, I like the online gym idea. It would be very simple to set up as you go online, but EA would have to sharpen some edges on your column.
For Example, you couldn't have it where the fighter who trains the most is the best out there. Because there is 13 year old kids out there that play the game.. ALL DAY LONG. I'm not even exaggerating. Kids these days don't go outside and get involved in a pick up game of football, get it a fight, climb trees, jump fences or anything. Most all of them play video games.
But if you could pick a gym in the online lobby to go work on your skills, it doesn't really improve your stats a whole lot, it just does what it does.. I'm proves your skills on using the controls better.
FIGHT NIGHT is the ONLY game I've ever seen, that you actually need real practice with the controller to play. You have to be able to throw those combinations with the analog, or your going down. I've always said, analog separates the good fighters from the great ones. I won a lot, but I also lost a lot in Fight Night 2004, because you didn't need to use the analog. Fools from all over just used the buttons. Fight Night Round 2 comes in and the only way to throw haymakers is to use the analog, and I barely lost fights. I beat the Number 1 guy a few times and was ranked in the top 5 quite a bit.
But the online gym idea I like, you can walk around the gym kind of like in Grand Theft Auto San Andreas, and you can watch someone spar.. listen to a trainer, shadow box, hit the bag, hit the speed bag, jump rope and spar. It would have to be created boxers only though, because you wouldn't want 10 Roy Jones, Jr's running around a gym doing pushups.
But great online gym idea, it would make the atmosphere amazing, and you could use the headset to talk to other fighters in the gym.
Sincerely,
Ray Paterson
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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) 02/23/2006 14:30:27
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redman092000
Joined: 02/23/2006 15:44:53
Messages: 23
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yall should take out the haymakers. they dont make the game realistical fight night was the best game because it had regular boxing. a
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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) 02/24/2006 05:52:58
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umcaneatl
Joined: 02/21/2006 08:29:41
Messages: 64
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..... im tired of people saying take out the haymakers.... look man they are not REAL haymakers (some of them in the new edition are i.e. the stun punches and flash KOs and we all see how long they take to load up)... but anyway they are just power punches, thats all.... find me one fighter that has NEVER thrown a power punch and i bet he has 0 wins to his record.... every fighter out throws power punches... winky, mayweather, hell even little sugar ray leonard made one of the hardest hitters ever quit in a fight.... using power punches... So if EA were to take out power punches.... they might as well take out running plays in madden and dunks and lay-ups in live... hell they might as well take out the put in tiger woods golf....
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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) 02/24/2006 06:36:46
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jroobn
Joined: 10/27/2005 10:32:31
Messages: 68
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Haymakers are part of boxing. Many fights have been won on the strength of one punch. thats how Brewster beat Klit. Lamon was getting killed until a strong body shot hurt Klit something awful and turned the fight.
or
how about De La Hoya vs Hopkins. B-Hop ended the fight on one body blow.
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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) 02/27/2006 12:03:56
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r2tyler11
Joined: 01/10/2006 15:23:49
Messages: 14
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The haymakers take a long time to load up. This balances everything out. So you should be able to avoid getting hit by them. So if you get get hit you deserve to get knocked out. The haymaker makes it real. For example if you just stood there and let me get a solid punch with everything i had i could knock you out and the samething the other way around. im talking about in real life. I have seen people in street fight get KO from taking a punch to the head. And also, if you noticed if you hit some one in the body with all 3 haymakers it would hurt them but not as much as it would in the head. So there is not a one punch KO shot to the body.
Another thing that i was wondering is if anyone has been KO with one punch yet?
im not talking about getting hit and then having it go into the zone were it slows down and you have to avoid getting hit. im talking about just getting KO'd from a single punch. Well i have by the computer. it was ugly i though my dude had died or something....but i got up and won the fight though.
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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) 02/27/2006 20:15:24
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sparty437p
Joined: 02/23/2006 23:36:05
Messages: 10
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Please add the option to have accelerated clock in career mode. It will add to realism by having more decisions and more realistic punch totals per round.
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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) 03/01/2006 01:45:59
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phototek
Joined: 03/01/2006 03:40:17
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the only thing I can wish for at the moment is pretty similar to my wish list of any other game that Electronic Arts releases...
I wish another company would start releasing sports games so we don't have to put up with the sub-par CRAP that EA dishes out.
EA is absolutely PATHETIC, as is their management, and production team.
No wonder they lost the MLB license.. they don't deserve to make a baseball game anymore.
Although 2k sports games have beena round for a bit, no one else makes a boxing game, and that's too bad. Anyone else could do 1000000% better than EA. No doubt about it.
EA staff deserve to be executed, and we deserve retribution!
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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) 03/02/2006 11:20:23
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daboijc
Joined: 02/24/2006 23:16:42
Messages: 38
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Yeah right EA deserves to be executed, I believe EA is doing a great job with FN3, of course they can stand a few improvements mainly with the roster, but all and all i think they are doing a great job, all you can ask is that they keep getting better, and FN3 is a vast improvement from FN2
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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) 03/05/2006 05:31:29
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BELLHORN599
Joined: 10/26/2005 12:58:50
Messages: 96
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I don't know if this has been said but please forgive me for not reading this novel of a thread. Very good points, you should send this to ea directly if possible. I am not a huge boxing fan so I'm sure I don't know as much as most here. I do know that knockouts are too easy in this game and to win a fight by decision is very hard. In my career I am 24-2 with 22 KO's. That's a little over the top. The two losses I got were by way of KO as well. So out of 26 fights only 2 went the distance for decisions.
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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) 03/11/2006 11:09:27
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dafightinillini...
Joined: 03/11/2006 12:49:46
Messages: 1
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I'll cosign pretty much everything the thread starter said.
Also..this career mode is GARBAGE.
Kudo and EA Chicago crew put absolutely no thought into the Career mode for this game. Hell, this game's career mode is WORSE than Fight Night Rd 2.
If I create a heavyweight fighter and use him as a heavyweight for 40 fights or so and win the heavyweight championship...why would I suddenly decide to drop down to lightheavyweight?
What heavyweight has ever started out at heavyweight and then 40 fights later dropped to a lower weight class???
And how the hell are you having unified title fights for belts in different weight classes?
Also, the "Rival" mode is pure trash. After I beat a guy 5 times..all by KO...all before the 5th round...it's time to get a new rival.
The prefight weighins are ridiculous. When have you ever seen a boxer wearing his gloves at a weigh-in.
And why the hell can't the announcers use my created guy's real name? I should also be able to choose where I put in my nickname. Like...maybe I want my guy's nickname in the middle like Jermain "Bad Intentions" Taylor. or at the beginning like "Iron" Mike Tyson. This is inexcusable at this point to not have corrected this and the ring introduction thing.
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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) 03/17/2006 04:47:38
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eabetrayal
Joined: 03/17/2006 01:14:48
Messages: 5
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Good Suggestions...
They should really concentrate on the career mode if anything(also overall TV presentation)
Even if you have to make up championship belt names, then do so, but make it like current boxing, 6 different belts for six different weight classes. Created boxer's style should reflect how he performs over time. In other words you don't pick his style it forms over time based on the freq. of his punches. More attributes is a must but also more ways to train(at least triple this for variety). Trainers should have more of an effect on your development and they shouldn't change fight after fight. PLEASE SHOW THE DAMN RECORDS OF THE FIGHTERS WHEN THEY APPEAR IN THE RING LIKE ON TV.<--- BIGGEST FLAW. And being able to sim or watch the cpu boxers fight in career mode would be nice to. Have a rep meter simular to NASCAR. Try to make the career mode as in-depth as possible. Call it My Gym,make it start in 1900, and be able to play/sim away for 100 years, all the while keeping track of records, hall of famers, rivalries, etc. for all weight classes and belt divisions. YOU COULD GET AWAY WITH NOT TOUCHING THE GAMEPLAY FOR ONE YEAR BUT PLEASE ADD TO THE CAREER MODE(FOR ALL OTHER GAMESTOO)
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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) 03/17/2006 04:50:48
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eabetrayal
Joined: 03/17/2006 01:14:48
Messages: 5
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Good Suggestions...
They should really concentrate on the career mode if anything(also overall TV presentation)
Even if you have to make up championship belt names, then do so, but make it like current boxing, 6 different belts for six different weight classes. Created boxer's style should reflect how he performs over time. In other words you don't pick his style it forms over time based on the freq. of his punches. More attributes is a must but also more ways to train(at least triple this for variety). Trainers should have more of an effect on your development and they shouldn't change fight after fight. PLEASE SHOW THE DAMN RECORDS OF THE FIGHTERS WHEN THEY APPEAR IN THE RING LIKE ON TV.<--- BIGGEST FLAW. And being able to sim or watch the cpu boxers fight in career mode would be nice to. Have a rep meter simular to NASCAR. Try to make the career mode as in-depth as possible. Call it My Gym,make it start in 1900, and be able to play/sim away for 100 years, all the while keeping track of records, hall of famers, rivalries, etc. for all weight classes and belt divisions. YOU COULD GET AWAY WITH NOT TOUCHING THE GAMEPLAY FOR ONE YEAR BUT PLEASE ADD TO THE CAREER MODE(FOR ALL OTHER GAMESTOO)
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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) 03/21/2006 23:10:09
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hatethiswebsite...
Joined: 03/22/2006 00:46:23
Messages: 115
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A) sliders
B) a career mode that has depth. bring back the rankings, add multiple belts, fix the rivalry thing. have your hometown be part of the storyline for each fighter.
C) give us A.I. that can actualy fight back for Gods sake! it is no fun to play a game when you know you will win each time you play, and the same way. k.o. k.o. k.o. k.o. k.o. k.o. k.o. k.o. ko. k.o.
D) give us more than 6 rings! I feel like we are not being taken seriously when I see that in a game. How many stadiums are in Madden for example???
E) bring back custom entrances!
F) Give us at least 50 fighters
G) give us the ability to turn the haymakers on or off
H) dont force us to play amatuer mode, but give us an amatuer mode worth playing. Make it lengthy, and have a penality for not completing it like, begin your pro career with only half of the attribute points. Have trainers work for you at a reduced rate if you win the amatuer championship.
I) add more variety to the C.A.B mode. if ten boxers is the limit for each profile, so be it, but make sure those ten boxers fall into the career mode.
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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) 03/21/2006 23:21:26
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smilesmasher
Joined: 02/27/2006 03:01:48
Messages: 442
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what are sliders? you talking about those little hamburgers at Ruby Tuesday?
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