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  1. I think some people are misreading / misunderstanding the meaning of "speeding up", in the poll... The better explanation is in the post itself where it says: "10% increase in training speed" A 10% boost would literally just mean doing *1.1 on whatever gain your fighter got from training. So everyone would train faster. Slow trainers, fast trainers, whatever... Everyone trains faster. Then I would counter that by making fighters age more quickly too.
    12 points
  2. I think if you give a date, plenty of time out, for when the skill creation will take effect, then it negates the issue. For example, if you say February 1st, 2025 new creations will have x more skills to start, then anyone creating a fighter between now and then is subject to their decision. But if you implement it immediately, then there should be compensation for those recently created fighters. Maybe if their total skills are below what the total skills of a new creation is, they just get notified of this and have the option to sack or keep their fighter without penalty? That would probably be the easiest fix.
    12 points
  3. I have sat with this since it was created because part of the charm of this game was really you could put as little or as much time into it as you wanted. It was basically a game that you made the most out and play it like a RPG or you could just play it because you like MMA and rolling dice and everything in between. I don't like speeding the game time up - never have been for that, I just wanted my guys to get to their peaks quicker so I could fight at the top level quicker. This one here is more of a major decision because it affects current fighters as well as new fighters. The guys you already have will age quicker which if you have waited over a year to get to that stage kinda sucks. I however understand that in order to progress some things will just be shit to deal with - this is one of those. To address Mark - nice to see you again. If you done an exit interview with the players that left the majority would say rebuilding their roster would be in their top 3 reasons for going or that getting good fighters takes too long. There are other things such as real life getting in the way, interest in the game just dwindled as the base game is very limited etc. All the reasons have to be tackled and now we have Mike expressing interest again in doing so - it seems like a good thing. To address Fireballer - cooking fighters means you gain an advantage when you enter the ID orgs plus you don't have as many gaps that can be exploited. This game at its base is literally find an opening, throw the hammer at it and pray the rolls are in your favour. While you will eventually reach the cap - cooked fighters reach the cap quicker and therefore will have an advantage from 21-27 before the other guys catch up who have been fighting all their careers. Some people like fighting early - others don't. I find it the most dull thing on the planet fighting early as RNG is the most important thing - will the grappler land a takedown before the striker takes his head off. It lacks any real sort of slider expression or skill. The game needs a shake up either way. I liked the points on creation but if the people want a quicker game then I wouldn't be mad at it either.
    11 points
  4. I've been told this is the only thing that everyone's agreed on. If that's true I'm happy to do it asap. Right now the equation for creation points is; Primaries: 7*age Secondaries: 20*age Physicals: 11*age What do you want those points to be? I'm not going to change it so that the game is suddenly a completely different game. This is a slow play / low speed game and always has been so let's not get into a debate about that right now. But I am willing to increase these points to a level where you think it improves the game, whilst keeping it as fundamentally the same game. EDIT: I'm also fine with increasing max age for new fighters.
    9 points
  5. Marky used to do a hell of a lot of work on the site for very little reward and was immensely useful in growing the site back in the day. He's right that the main reason people left was the lack of updates not the speed of the game. And I think it's perfectly possible for the game to be more of a success with the current speed. However, I don't think anyone would stop playing because the game year was 8 or 10 weeks instead of 12... The people that like the game as a 12 week year are still going to like the game as a 10 or 8 week year. And there will be some people who would play an 8 week year who wouldn't play a 12 week year, because it's too slow. As a general point: In general, this is a two way street. You guys are happy I'm chatting away to you. I'm doing that because you're being respectful and positive and productive. The things have have killed me in the past, as I've mentioned in another thread, are constant negativity. The only other thing that's come close to killing it is constantly having to fight against people who try and hack the site to exploit it. As long as people remain positive (to me and to each other) and as long as people report exploits not try and hack them, then I'll have the motivation (and most importantly time), to improve the game. On the positivity point. I would say that the current group of people here chatting is more positive than it used to be back in the day. The fact you guys are cool with a fairly low skill cap for physicals is a very pleasant surprise for me. Back in the day there would have been uproar just at the concept of a cap on anything and I'd have had to read through 10 pages of complaining.
    9 points
  6. "The hard and obvious truth is that 35% isn't enough to make significant user retention, but it's at least 35% better than nothing. Yes, fast learners will still jump out with an early lead - they already do, that's the intended beauty of learning speed hidden - but the slow learners close the gap a lot quicker because of this thing called a skill cap. Avon Barksdale X - Mixed Martial Arts Fighter, Los Angeles, MMA Game(7.05 learner — created July 30th, 2023 or 64 weeks ago) This is an example of a very fast learner. Ready for open ID at 23 years old with 2405 skill points. 10 weeks ago, he had 2336 skill points. There's still room to add 300+ pts. Let's generously pretend he was 'ready' to compete against open ID fighters 12 weeks ago (21 years old), only 52 weeks after creation. Mind you, this is without fighting actively at the ID level and missing a bunch of training sessions in the prime of his learning curve from recovering energy after fights. It's just not realistic to penalize somebody for training in an MMA game, so curb your 'punish cookers' ideas. Speed up the game by 35% and the above would be achieved in 34 weeks (8 ½ months) if you take the same non-combat trajectory with your would-be 22 yr old fighter. A new user joins today, creates a new fighter, I want you to tell them their brand-new creation won't be ready to compete with anybody they see on the front page for 8 ½ months. Tell them 6 months. Predict the average reaction. Nobody's forcing anybody to leave their ID restricted org because the game is increased by 35%. Most unrestricted orgs not named SYN or GAMMA (which basically started the game off as Island orgs) start off as ID orgs and evolve into unrestricted orgs. The potential woes of the ID org due to increasing the speed of the game are nothing more than a myth. The idea that you suddenly have to fight more often or book more events is also inherently false. Most managers will still want their fighters competing in that 2-4 week window. Under a 35% increase if you average 1 fight every 4 weeks, the equivalent of twice in a calendar year, from creation at 18 years old until 36 years old, you'll have 36 fights under your belt. Most UFC fighters don't have 36 fights on their resume. If you fight every two weeks that's the equivalent of 4 fights in a calendar year. That's 72 fights by the time you're 36 years old. It will take 3 RL years to get a fighter from age 18 to age 36."
    9 points
  7. Love this initiative Mike. I respect your reasoning to avoid speeding the game up too much as a reason behind changes, but I do want to use time as a reference point here because it will relate directly to total skill points. Currently, the meta for a fighter with 6.0+ learning speed for time between creation to org fighting is 6-8 months. In my opinion, the ideal time frame would be around 2-3 months for a 6.0+ learner, so total skill points added would be an average sum of 3-4 months worth of training. This shouldn’t affect fighter creation as players are still incentivized to only keep fast learners, as 6.0+ fighters will be vastly overtrained compared to fighters below that 6.0 figure. The meta stays the same.
    9 points
  8. Players Want More Action, Not Endless Grind The current slow pace of progression is frustrating for players, as it forces them to spend months grinding just to become competitive. Increasing learning speeds allows players to reach higher skill levels faster, enabling more meaningful and competitive fights earlier in their fighters' careers. This directly aligns with player desires for more action-packed gameplay. Faster Progression = More Rewarding Gameplay Players are not deterred by frequent fights; they are deterred by the lack of meaningful progression. Faster learning speeds will let players enjoy the game’s core experience—managing fighters and competing at high levels—without being bogged down by a tedious training phase. The Problem Isn’t More Orgs—It’s the Monopoly of Large Orgs The argument assumes that adding more orgs is inherently negative, but this overlooks the real issue: the dominance of a few large orgs stifles competition. A faster learning speed and a larger, more active player base naturally encourage the creation of more organizations, which spreads out the workload and provides players with more opportunities to compete. This is exactly what a thriving game community needs. Right now , no new ORGs can come to life as THERE ARE NO NEW PLAYERS TO FIGHT IN SAID NEW ORGS Burnout Is a Management Problem, Not a Game Design Problem Burnout for org owners can be mitigated by improving in-game tools for managing organizations, such as automated scheduling or better matchmaking systems. Faster learning speeds don’t directly cause burnout; inefficient org management does. Addressing this bottleneck is a technical issue, not an argument against improving the game. More Players = More Activity = Less Burnout A more active player base means more players running their own orgs, distributing the workload more evenly. Instead of the current system, where a few "quality" orgs dominate, the game can thrive with a greater diversity of organizations that cater to different fighter levels and styles. ID Orgs Would Evolve, Not Become Obsolete Faster learning speeds don’t make ID orgs irrelevant; they simply reduce their quantity and redundancy. Instead of needing an ID org for every ID block, fewer ID orgs would still serve their purpose as testing grounds for new fighters. The role of ID orgs would remain the same but become more streamlined and focused. Quality Over Quantity for ID Orgs With fewer ID orgs needed, the existing ones can become better managed and more competitive. This improves the quality of the experience for both new fighters and players testing their builds, rather than diluting the pool with too many underutilized ID orgs. QFC Does Not Replace ID Orgs While QFC can be used for testing, it lacks the structure, matchmaking, and competitive atmosphere that ID orgs provide. Faster learning simply ensures that fighters can graduate from ID orgs to top-tier competition more quickly, improving overall gameplay flow without eliminating the utility of ID orgs. "You can literally throw all the history this game has in the past 15 years down the drain" Appeal to Nostalgia Isn’t a Valid Argument Clinging to the game’s 15-year history as a reason to avoid change is an appeal to tradition. Just because something has "always been this way" doesn’t mean it’s the best way. If the current mechanics are driving players away, the game's history becomes irrelevant because there won’t be a future player base to care about it. History Is Meaningless If Everyone Quits A game’s history is only as valuable as the community that remembers it. If the game doesn’t adapt to attract and retain players, it risks dying altogether, and then the 15 years of history truly will be "thrown down the drain." Change isn’t a threat to history—it’s a way to ensure the game continues to have one. Veteran Privilege Isn’t a Good Basis for Game Design The argument essentially boils down to "I’ve been here a long time, so things should stay the way they are." This mindset alienates new players and stifles growth. A successful game needs to cater to all players, not just a small group of veterans resistant to change. "This will mean less money for the game because everyone will be a fast learner, and fewer people will cut fighters." Faster Fighter Cycles = More Fighters = More Money Faster learning means players will develop fighters more quickly and cycle through them more often. This creates demand for creating new fighters, training them, and entering them into competitions, all of which generate revenue for the game. Instead of waiting 16 months for one fighter, players could create multiple fighters in the same time span, leading to more transactions and increased monetization opportunities. Faster Gameplay = More Engaging = More Players = More Money A faster, more engaging game will attract both new players and retain existing ones. Players are more likely to spend money in a game they enjoy and feel rewarded in, rather than one that feels like a grind. Increased engagement and satisfaction naturally lead to higher revenue, as players are more willing to invest in a thriving ecosystem. "This doesn’t solve any major issues." Its trying to solve the Most Critical Issue: Player Retention The game is dying because it’s too slow, unengaging, and unrewarding. A 35% increase in learning speed directly addresses this by reducing the grind and allowing players to experience the fun parts of the game—fighting and competing—much sooner. This is a massive step toward solving the biggest issue: retaining players and keeping the community alive. "Doesn’t Solve All Problems" Is a Weak Excuse No single change will fix every issue, but that doesn’t mean we shouldn’t implement meaningful improvements. Faster learning is a critical first step toward revitalizing the game and showing the community that their concerns are being heard. Fixing one problem at a time is better than doing nothing and letting the game stagnate.
    8 points
  9. I'm not actually opposed to speeding things up somewhat, such as knocking a week off an in game year, or boosting training a BIT (though as described elsewhere, something like this is a big programming job), but the level of aggression some of the people in those threads were going with, acting like a much faster game is infinitely better, is just not the way to go about things... The game's been going 15 years at this pace. You can't make complete changes to anything like that - it needs to be smaller, incremental changes. Anyway, not to take this thread off topic. I'm gunna consider this poll a thumbs up for this minor change and get it done. If there are any other secondary trainings that people really don't like, which mess up fighter builds, please let me know.
    8 points
  10. Hello all! This is an early intro to an upcoming change to the game. Date TBC but potentially end of Jan(ish). We’ve been working on a significant update which will freshen up the gameplay aspect of the game, by adding in two new skills – clinch takedowns and clinch takedown defence. The original skills “takedowns” and “takedown defence” will now only apply to takedowns from range (effectively shoot takedowns and sprawl). We believe this will add an additional element of tactical planning for both fighter building and fight tactics. Fighters currently have a skill cap (“potential”) around the 75-80% mark, for ALL skills combined. The exact value is one of your fighter’s hidden attributes. However, the vast majority of mature fighters have maxed out physicals (well over 90%), making that part of the game completely pointless. As part of this change, we’re capping the physicals and the rest of the skills separately, so the max total physicals you can have is now 75-80%, then a separate cap for primaries + secondaries. We hope this will lead to some variety in terms of fighters’ physical attributes / gameplay styles. In terms of HOW we’re adding in the new skills: 1. There will be an increase in skill points to allocate to new fighters. 2. For existing fighters, we need to bring down their physicals and we have two new skills which are currently at 0 points. So we’ll have a skill reallocation page where you will take points from your fighters’ physical skills and allocate them to clinch takedowns / clinch takedown defence skills. Those of you who were here years ago will have experienced this when we added a couple of new skills, around 2012ish. The maximum points you’ll be allowed to allocate to the new skills will be capped at the current value of your fighters’ takedown / takedown defence. So if your fighter has 55 points in takedowns, that’s the max you can allocate for clinch takedowns. If they have 90 points in takedown defence, that’s the max they can have for clinch takedown defence. In terms of how this affects gameplay; I would say the main change will be that a striker now has to have two forms of takedown defence, whereas a grappler could potentially only have one form of takedowns. To make that fair for the strikers, there will be an adjustment to the success % of takedown attempts and potentially escapes too. The rest is up to you guys! We hope these changes will bring more variety to builds and hopefully more enjoyment to the fight aspect of the game. Thanks for your continued support of the game. We’ll give you an update when this is ready to go.
    7 points
  11. Yeahhh. This is a terrible take.. and it’s why a lot of people HAVE ALREADY left.. smfh. We are talking about retention.. not sending everyone off.. like how did you become a mod spewing senseless shit like that. Like ain’t you supposed to be policing the forum and attempting to promote growth. But no…you are sowing discord and telling people “if you don’t like it, leave” counter-productive stance and rhetoric when you supposed to making this a ‘better place’
    7 points
  12. I don't really want to write a wall of text, but I'll address your concerns in order: 1) False. Right now fighter careers are ridiculously long and can easily end up being 60+ fights long, with a significant portion of those at the highest level. If you speed the game up without changing injuries/cuts, and let those have an actual impact, you'll get way more realistic careers with fewer fights. 2) See #1. If anything this will cause fewer events with the playerbase we currently have. 3) I fail to see the problem with letting those hiddens have an actual impact. 4) Nope. They'll just graduate to being unrestricted faster. 5) False. There's still a 150 point spectrum of learners who'll all be at the relative same point of their career, skill wise, at the same in-game age. If you increase both learning and aging by 35% the very best learners won't hit whatever the new skill cap is until like 6 years into their careers. 6) See #5. In addition, the current model is actively causing less money to the game as the number of players are plummeting. 7) it would definitely help. While it doesn't solve all of the problems it solves the biggest one, which is the up-front investment needed to start playing the game at a reasonably competitive level.
    7 points
  13. 35% would be a huge improvement to the game in my opinion.
    7 points
  14. That'd be a good idea, as right now the optimal way to use them is to 100% sell out one way or another to take away their main weapon. Some other, scattered tweaks I'd personally suggest: - Make it easier to break clinches - Make clinch punches do way less damage - Increase gnp accuracy and dmg from most position, but particularly top half guard - Make failed takedown attempts way more likely to end up in the clinch - Reduce submission efficiency from full guard, and improve it from back mount - Reduce the effectivity of deep counter/control on the ground as it effectively shuts down almost any grappler - Make referee standups way less frequent as long as at least one fighter is staying active - Make referees break up clinches way more frequently - Make strikes thrown at 100% accuracy score way less than they currently do I have more suggestions if you'd like, but these are a couple of simple ones. I doubt many managers would objectively disagree with them (most of them would harshly affect my own roster for example), but at the end of the day they're just some of my observations after a number of years as one of the top ranked managers in the game.
    7 points
  15. Just a point on community consensus... IF you can come up with a consensus that e.g. "GNP is too weak" "Elbows in the clinch are too high" "It's slightly too hard to break the clinch" etc etc... IF you can present me with a clear consensus on anything you like, like that... It is literally a 2 minute job in the fight engine to just do e.g. +5% on success rates. The issue is actually reaching the consensus!
    7 points
  16. I'll just address this once and then I'll delete any off topic posts. I've said many times that I know I've personally done a rubbish job of updating the game for several years. This has been for multiple different reasons that we won't go into here. As things stand now though, I'm in a fairly good place in life and I have a degree of enthusiasm about life in general and the concept of trying to get things going again on the game, to try and make something of it. In terms of "doing what the community want". I'm not sure there is ever even a consensus about what the community wants and if there is, you have to read through a hell of a lot of toxic arguing to find it and I know that if I do that, I'll just get anxiety and end up not doing anything at all. Instead, what I can do is look at parts of the game that I think make no sense (e.g. the state of physicals) and come up with what I believe is a good solution. If you guys sleep on the idea and come back tomorrow and still tell me that you think it's shit and won't work, then I'll respect that opinion... But I think what I'm doing here is an improvement to the game, whether anyone actively asked for it or not. I think it does address the desire for a quicker game, to an extent. I think it changes the meta (which should give people something different to think about), without being too big of a change to screw up people's existing fighters. Bottom line, I think it should be quite a fun change. In terms of a site redesign (UI). I'm afraid that's way beyond my personal programming ability, because I'm not a front end designer. Anyone who is, is welcome to offer their services... The issue is the sheer scale of the site. There are hundreds of pages which would all need reprogramming. I do not have the funds to pay for that... It's a chicken and egg situation... The site would need to grow, to bring in enough income to warrant paying for it. But I'm sure, as you say, it makes it harder to get new people in, with the current UI. So rather than doing nothing and just accept defeat, I can try and do something. No, it's not x,y or z person's top priority, but it's something I think will improve the game... And it's a start. I can get social media moving. I can get AN update moving. I can get the wiki going... Then we can see what happens after that.
    7 points
  17. This is my way to recollect everything I've been learning on MMA Tycoon and trying to pass it on! Hope you enjoy it! -- MMA Tycoon is a slow-paced game; you cannot fast forward your time. Think about a chess game with one or two moves per day. You can take your time to think about your strategies to build the best fighter and set the best positions for each slider when planning for fights or planning a good training regimen. What you have to know to make the best first moves As every game, MMA Tycoon has a learning curve, but it's not as simple for newbies. Still, it's worth your time if you like management and fighting, you are going to have a complete experience picking the right strategies for every aspect of the combat and achieving glory or having to step up from the octagon and try again. Due to the slow pace, you have to make the best moves since the beginning, so this is a tutorial for those who want to learn before testing or, maybe if you already took your first steps, a way to understand where you hit or missed. Goals of the game Let's take this out of our way: there are no specific goals when playing MMA Tycoon. You can just enjoy the thrill of managing some fighters and creating your cinderella story or you can try to create a new fight empire, with fights organizations, clothing and supplement companies or bookmakers. No matter your choices, there's always reality coming at our door and we all know money talks. And one of the easiest ways to earn money is by having hyped up fighters and winning them. You can always choose different paths, but you need some way to finance that and fighting is the only way through. The common path, from what I've read, is to always create good fighters to start with, get some hype, earn your money and start investing on finding raw talent to develop. Is it possible to change this order? Probably, but you'll have a less systemic approach and your probability of success will depend more on you ability to develop a unique way. How to make your path easier I'm going to write a TL;DR for those too lazy to invest some time understanding the MMA Tycoon universe mechanics: Create 25 year old fighters in the beginning as they have more points to distribute between primary and secondary attributes and are going to be more mature to fight right from the start Don't spread out the attributes. Focus on creating strikers or Gapplers and spend your primary attributes there For secondaries, take some things in consideration: If you are creating a striker, don't spread out again. It's better to dominate punching than being average on punches, elbows, kness and kicks For grapplers, choose between BJJ or Wrestling, but understand that a great wrestler that gains points from takedowns and controls the whole fight on ground and pound is not going to get as hyped as a striker like Alex Pereira For any kind of fighter, but specially for grapplers, you have to have at least some Striking Defense and Clinchwork. The game engine seems to prioritize a lot of clinchwork and if you have a fighter with low attributes against a more dominant one, you probably going to get rocket. For striking defense, it's enough to repeat something Bleak told me: “every fight starts with both fighters standing”. Don't gamble against that and do your fighter a favor and allow him to defend himself while standing up The above declaration works for strikers as well, but you should consider adding a good amount of takedown defense so you can keep the combat in your preferred territory You can, also, find good fighter templates here. For hidden attributes, always choose granite chin. If creating a fighter (but useful for grapplers who work on knocking down from top positions), KO power is the most useful one. Big heart is the best third option. If you are creating a grappler and do not think KO power is going to be as useful, you can always try to compensate the lack of hype of some fights by creating a popular fighter or being self-confident, since he is going to be more determined to get to the submission After creating your first fighters, just think about creating some hype and discovering their real talent, but understand that, no matter what, these 25 year old are almost disposable. They will help you rise on the ranks and getting more hype, but that's it. If you are luck enough, one of them might be able to have a solid carrer or become a good sparring bot in the future, but don't get too attached to them. And that's it about first steps Of course, there's much more we are going to cover in this tutorial about setting up your tactics for each fight, but the meta is already laid out and you can choose to follow it or swim against the tide. What's the main meta The main meta is simply to create hype for your agent, rise on the ranks and start your real journey. Like a real agent or trainer, you have to kickstart your carrer from somewhere and finding good solid and hyped up fighters is the most predictable way of doing that. By creating hype for your career, you’ll: Earn money Get good contracts and, who knows, maybe a belt or two Be able to recruit solid free agents Connections and your record to consolidate good relationships and get sponsors, contracts for new fighters and invitations to private gyms One of the challenges of MMA Tycoon is that you have to have a good structure to develop talent. A raw diamond is dependant on a number of factors and since you can use the same template that someone else, it's thanks to the hidden attributes that we have a good distribution or, as I like to call it, a Luck Factor. Despite all that, you still have to train your talents with good sparring partners, on the best gyms (equipments, cleanliness and sauna count a lot) and provide them the best equipment and supplements to guarantee they'll have the best chance of success and will be able to rise to their highest level. Without hype and money, it's really hard to do that. From what I heard, most great managers have their own private gyms with top of class coaches, a limited number of fighters per session and a lot of them also run orgs or famous business. It's up to you! Different approaches Obviously that's not the only way to create a respectable career and record in MMA Tycoon. You can also choose to develop good connections and play your relationship card. Good mentors and friendship can open a lot of doors, including to gyms, good orgs or fighting contracts. Mentors, if in a comfortable financial position, can also lend or give you money to open your first gym or business. You can also choose to develop a good young fighter in adverse conditions and earn your money exclusively from a not optimized career to prove your worth. Or getting a loan and opening your first business or org and, only then, manage fighters or don't. One of the best parts of the game is the ability to create a customized path. Some managers like to create grapplers to compete on TGWC. Others are focused exclusively on kickboxers and gather around specialized orgs. Buying VIP There's always the looming question: i want to test, but should I buy a VIP? My personal answer is YES. But I'm the guy writing this tutorial because I really got hooked in the universe of MMA Tycoon. What leaned me in to the VIP side: More fighters, more action, more interactions, more entertainment and possibilities I really wanted to accelerate the tests I was projecting to make I have, from the start, a good mentor who laid to me a lot of what is written here (shout out to @Bleakardor) and it made me understand that I would be really hooked It made my fight planning way easier by having a lot of tools disposed I want to open a business or org in the future The are also collateral benefits, like negotiating VIP days in exchange for game money so you can take a shortcut. But you should try it out, understand the fight engine and, if you like complex challenges and want a fight-themed challenge with intelligent opponents, MMA Tycoon is the right place!
    7 points
  18. SUMMIT SERIES 2: GRAPPLING PHASE RECAP Tokyo, Japan As the lights go down at both Wild Bob’s and Paddy O’Malleys, we conclude the first leg of Summit Series 2. The tournament, so far, has had some parallels to its predecessor; a veteran manager has abruptly left the scene, a shining grappling star is born, a solid group of veteran managers keep this circus going, and Alfred basically plays the Wizard of Oz behind the curtain. We have also seen some differences this time out with some feisty young bucks jumping into the fray, a different format, and Jimmy keeping his mouth shut (it won’t last). GRAPPLING CHAMPION First off let’s congratulate Cesar Borge for his masterclass. John Pezao sent his fighter out to dismantle the competition. Borge captured 7 OTN awards in 8 fights, submitted the 2nd, 3rd and 4th place competitors, and submitted his opponent in 7 of 8 total fights. This was his route to an 8-0 record and the Grappling Crown. Impressive. GRAPPLING RUNNERS UP Andy Ettish has had a strong tournament thus far. With a 6-2 record, the Winterbottom standout won all of his fights by submission. His only losses come at the hands of the Champ Nd one other top 5 opponent. The next round will be pivotal for Ettish and while he looks to be somewhat well rounded, he also has the appearance of someone who masturbates with a belt around his neck. I’m excited to see what he can do with his hands, aren’t you? Well look who we have here. It’s PJ Jones and his newest weapon Jack Manion. Jack loves him some marsupials, and Vegemite sandwiches so clearly there s something wrong with him. His taste in lovers and food may be suspect, but his taste for winning is high level. He’s put on quite the performance in his past 8 fights and only fell short against Borges and Ettish. He’s already sporting a heavily weighted skillset and it should be a little concerning when the reigning Summit Champ is around.
    7 points
  19. Yep, I'll mail people in the new year when all this batch of new stuff is sorted.
    6 points
  20. Mate, chill out. You've been here 5 minutes and you're already making me read about 4 essays a page. You have your opinion, which is great, but honestly, if you keep on like this, you're decreasing the weight of it by showing yourself to be pretty pig headed and annoying. I'm literally, like literally just stating facts, like "the majority of people don't want it sped up that much", which is literally, as in literally *because more than 50% of people voted less than that* a fact, and you've written about 20 paragraphs over 2 posts about how that's unreasonable. Including making up false statements like "Over half the voters (52.83%) want 30% or higher"... Which is factually inaccurate and just suits your own opinion. I want to keep interacting with the community, so if you want to be a part of that, relax.
    6 points
  21. 6 points
  22. To balance my previous posts I also have to give credit where credit is due. Having Mike back and talking to the community again is great and turned out even better than I dared hope for in my previous post. It feels like Mike is getting a lot of good input and everyone is focused on finding a practical way forward, keep it up!
    6 points
  23. Sorry but #2 is so false. I know PLENTY of managers who left the game after a crop of fighters due to not wanting to go through the grind of recreating all new fighters and them needing 12-16 months to be ready for meaningful fights.
    6 points
  24. Yep, I was planning on doing that... It's the one thing I've read a few times that I hadn't particularly thought of before, but can see no reason NOT to do it.
    6 points
  25. Right now, a fighter career often lasts for 18 in-game years. That's 4.5 real life years, which is ridiculous. Aging should definitely be sped up.
    6 points
  26. Give all ages 110 points extra for secondaries at creation. Easy peasy. Nothing much changes from where it is, just moves the goalposts a little closer overall.
    6 points
  27. 6 points
  28. Adding in my support to pretty much all the contributors so far that boosting 25 years old creations more than 18 year old ones is necessarry for the good of the game & to help newbies to the game not get destroyed by 2-3 month old 18 year old creations made on the same day because of how 18 year olds overtake them so quickly. If you boost up both 18 & 25 year old builds by the same percentage you are not moving the needle on the relevance of 25 year old creations which pretty much everyone can see is needed. Heck you could remove 19 to 24 year old creations entirely because they are really irrelevant in the current game where you either make 18 year old creations or 25 year olds that you hope to find either a QFC or 25 year old creation org or for the "Island" season which are dumped right after the island unless you can find a "highland" style 25 year creations only post-island org, they get crushed vs developed 18 year olds in regular orgs. If the points at creation for fighter older than 18 are scaled upwards from 18 to 25 it would make sense to keep the creation ages between 18 & 25 for examples, age at creation: 18 - 10% boost 19 - 10.5% boost 20 - 11.5% boost 21 - 13% boost 22 - 15% boost 23 - 17.5% boost 24 - 20.5% boost 25 - 24% boost *these % figures are just an example to show "scaling" increase, the actual numbers may need to be moved up some to balance, 25 year old creations don't hit their max potential before age-drop off kicks in while 18 year old creations are doing so beforehand. 25 year old creations not hitting their potential before age drop off is the real problem with them, they are effectively handicapped fighters, this might have been done for "realism" but it is a negative for gameplay reasons. EDIT 02/12/24 (21:41 GMT) I just realised I completely missed our 24 YO creations, added in.
    6 points
  29. The increase in skill points doesn't have to be massive as long as it gives a 25 year old build a much better starting base than an 18 year old. In the current state, a 25 year old doesn't get enough and there's really no reason to build a 19-24 year old. I'd say a flat increase of 10-15% would surely help. Open to discussion though!
    6 points
  30. I think this a step in the right direction if you look at the game holistically. Making weighted decisions for points allocation is more appealing to me than racing to max skills out across the board. Diversity of builds will grow and it will be interesting to see how your plans affect gameplay.
    6 points
  31. Complaining is understandable and I would probably do it myself if I was on the other side of the fence. However, it is complaining that completely killed my own enthusiasm for the game (slowly over the years) and it did the same for Vlad too, very, very quickly. He messaged me maybe 3 months ago saying "I'm done", after getting bombarded with insults and complaints when he tried to interact with people on discord. He isn't "done" and he has managed to drum up a small amount of enthusiasm to work on the game again. With a different level of goal and purpose... I don't know that we'll ever be able to do a whole repurposing of the site, 2.0 style, like he planned, but we're going to make incremental improvements, to improve things and get things back pointing in the right direction. We've actually been working pretty hard on a significant improvement to the game, to add in clinch takedowns and clinch takedown defence, whilst also changing how skills caps work for physicals, to improve variety of fighter builds. That's basically ready and is just in testing. I wrote an intro post about that about 6 weeks ago but never posted it. I have to be honest in terms of why - it's because I know when I post it, there will be complaining, because any time you change something, someone will complain, despite this taking probably a couple of hundred hours of effort to get it this far. So, yes, we are still going / working on things. No, we don't communicate at all... Yes, the reason for that is complaining. Having said, I do understand why people complain and I would probably do it myself, if I didn't realise how demotivating it is. Anyway... I will go ahead and post that intro to the improvements. I haven't got a timescale on it, but I hope we'll be able to get it going end of Jan? Basically now, there's just testing and trying to plan ahead for people trying to cheat and exploit the system for skill reallocation etc. Final word on this thread - obviously I do appreciate everyone that's still around on the game. It's great that it's still a thing and I am proud of that. I would love to get some more people playing - that for me is the main goal. For the sustainability / enjoyment of the game and as a secondary factor, for income too. The world is a hell of a lot more expensive than 2009 when I set this game up and I haven't increased the price of VIP once in that time, so as mentioned a few times here, this game does not bring much income in at all, relatively speaking. Anyway, there will be a bit about increasing player numbers in the post I put up regarding the changes, as I want to get people involved with social media (which will be paid through commission on signups). N.B. I won't be reading the replies to the thread for the above reasons, so please don't feel the need to reply to me personally one way or another... I will just crack on with the actual stuff. Thanks. Mike
    6 points
  32. Hey guys, New player incoming, but already got hooked. I usually like management and fight games. Got to know MMA Tycoon by looking for more fighting engines after playing Leather, a boxing mobile game. I was looking for MMA games with the same logic and found MMA Tycoon by searching the web. I have created fighters, learning the ropes of the game but I'm up to more. Since the game is slow paced and I'm diving into it, i'm open to getting jobs or gigs to help in any orgs or business.
    6 points
  33. I understand where you're coming from, but you may also be missing some info. Things do happen in real life, but they randomly give updates to managers they chat to in PMs. The last update was given to someone, apparently they're working on an engine update. The complaining is coming from the fact that they are not vocal about anything. I know that Mike gave up on this game about 10 years ago, but Vlad took over and gave some managers a little bit of hope, then he just started to ghost everyone. He actually PMed me a while back when I offered to get the wiki back up, saying it was a good idea, then vanished again. Mentor, I agree with your original post, the game is meant to be this way, but let the people complain, it has nothing to do with you, just a lack of care from the staff. This is also a community. There's no community without whining.
    6 points
  34. What sort of speed increase would you want? So e.g. a 10% increase in training speed, then knock one real life week off an in game year / fighter aging... I'm asking because, although I've said it's a difficult job programming wise, I've found a way of doing it really easily, if there is a consensus. Again, to state my point of view, we will not be changing the game so dramatically that it becomes a different game... But I'd like to gauge general feelings at this point.
    5 points
  35. Just thinking how fun it might be to set up some sort of a Mentor/mentee team event in the style of TUF. Say you pick 2 managers who have been around a while and had many mentees... Those managers each pick 8 of their past mentees to each provide a fighter to compete. (or 4 coaches w/ 4 mentees each, etc.. Rather it be a creation, current fighters with unrestricted competition level, or whatever.. just think it could be fun. I haven't seen something community driven like this since Camara used to get on here with his trash talk and invoke alliance fights. lol We just need something we can pull together on and compete with that's got more community involvement.. any suggestions?
    5 points
  36. I've bumped all Cozad coaches from 90 to 120 and I've added 1 more coach to each gym. Anyone trying to run a public gym, let me know if you think this affects you and any potential things that could be changed to make things easier to run a profitable gym. I'd like to decrease coach wage demands for public gyms specifically but that's on the more difficult end of things programming wise.
    5 points
  37. And that's clearly not what Mike was asking about. I don't know what your deal is with clinging onto as much of the status quo as possible is, but it's actively harming this game.
    5 points
  38. Putting 25yo:s on the same trajectory in total skill points will in fact give them an advantage. Since you can allocate those points freely you can dodge the spillover points from sparring etc in skills you are not training. It would feel odd if they become the goto choice for top level competition because of this. So I think they need to be somewhere below.
    5 points
  39. Definitely would like to see 25 year olds get a bigger percentage bump up than 18 year olds. Making 25 year olds competitive is a great way to keep newbies interested - especially ones who can’t afford to open their own gym to train 18 year olds I think this would be a very significant improvement for player retention
    5 points
  40. So I'm personally of the opinion that the majority of "variety" should stem from fight tactics rather than from fighter builds, because that's just more interesting to mess around with on a fight to fight basis whereas you can't realistically expect to meaningfully change your fighter's build in the usual ~30 day break between fights, especially under the current meta the fighters are built with. The current meta is to specialize like crazy, 15/15/15 in as many things as possible until you reach total skillcap, because the community consensus seems to be that there's no particular benefit to any kind of balance or variety in your stat distribution. When the wiki was around, I remember it talking about how changing things up and using different types of attacks is beneficial, but the benefits don't seem to outweigh the downsides of having less than the maximum possible skill points in a particular area. Obviously I'm not privvy to what goes on under the hood. It's very possible that there still remains a secret undiscovered meta that goes against the grain and also enables the variety I'm talking about, but I've been doing some testing and have not been able to prove the general consensus wrong so far. There's just no way to fit that kind of versatility under the skillcaps. So overall, I don't think tightening up the skillcaps is the way to go. Not that I'm necessarily against it, but I just don't think it will change very much. People will still try to max their skills out as much as they'll be allowed to, still resulting in equally very one dimensional fighters, except now the cookie cutter endgame striker will have to get an extra type of defense instead of, say, Kicks. And again, this could just be a question of people getting misled in mass over missing game engine information, but the more I play, the more unlikely it seems.
    5 points
  41. This change seems to destroy grappler builds who already needed to have more secondary skills than strikers. Now grapplers need MORE skills in order to have a prayer in a clinch when normal TD skills aren't enough. Why would anyone build a grappler with these new skills added along with the skill cap? This is a pretty frustrating change that really seems to have ignored much of the feedback the user base provided. Maybe I'm wrong, but at face value I feel the roster I've spent over two years creating was for nothing.
    5 points
  42. Respectfully I disagree, it is extremely hard to get a submission or get off any ground and pound vs an elite[15], elite[15], elite[15] Defensive Grappling Striker. They don't work at all and you have to go high accuracy ground and pound instead of damage because they won't register as a hit. If I can't have both Clinch Takedowns and Standup Takedowns now I have half the opportunities to even get it to the ground game. This my point that it unbalances the game to the standup even further. However, if physicals are tweaked and flexibility [15] elite leads to more submissions then I guess that's fine. Because the skill cap will make people choose what elite physicals they want.
    5 points
  43. #1 This just makes it much harder for a fighter to reach the skill cap. New players have it hard enough trying to get maxed out in public gyms. #2 So if a grappler can only chose one and choose standup takedowns, They are pretty much screwed in the clinch vs a Muay Thai Clinch Specialists. This wish unbalance the game and cause it to become Kickboxing Tycoon. Please don't add this. Will grapplers need clinch Takedowns to pull guard too? Again unfairly unbalancing the game towards the strikers. #3 Physicals Cap is cool if it leads to a more variety of builds I have no problem with that. I hope more of the ideas from the approved suggestion thread get implemented next year. But just remember, we the paying customers didn't ask for new clinch takedowns and clinch takedown defense. Listen to the paying userbase so that we keep our community and your bankroll around. #4 If you add content that the community actually asked for in the approved suggestion tab it will keep the paying customers around in the long run. Not listening to them an adding something that we didn't ask for will do the opposite.
    5 points
  44. Some additional info, beyond the announcement: 1. Technical bits and bobs: 1a. We want the reallocation process to be fair. If you’ve JUST created a fighter then you’re going to be down on points, for example. We’ll give extra re-allocation points for newly created fighters. Also, we may give you e.g. 1 and a bit points to re-allocate for every point you take off your physicals. Looking at a selection of fighters, an extra 10% seems about right to me, to maintain the status quo and not require you to re-train physicals. Details TBC. 1b. Because virtually all mature fighters have such high physical skills, they are actually well below 75-80% for primaries + secondaries. Most of them are around the 62%ish mark… So, to stop fighters now becoming maxed out / too samey on primaries and secondaries (as they were on physicals), primaries now count as 2x towards the primaries + secondaries skill cap. Without giving you all the top fighters’ skill info, that basically means “no change” to where they are now, for their current primaries / secondaries 😊 1c. This will speed up the process of getting a fighter from creation to their max potential. Something I know a lot of people are keen on. 1d. I appreciate there might be a bit of disruption to org owners while people are busy changing their fighters’ skills, so apologies for that but we’ll try and limit the impact! 1e. If you choose not to reallocate all the points and keep your physicals high, or if you CAN’T reallocate enough points to get down to the new physicals cap because your fighter doesn’t have takedowns / takedown defence (kickboxers for example), then the site will bring the fighter’s physicals down to the cap for you. You’ll be able to throw away points to rearrange the fighter’s physical profile, then we’ll adjust to meet the actual cap when you hit submit. 1f. We will probably add a new option on fighter creation for “physical beast”, to give the fighter an increased ~1-2% physical skills cap. 2. It’ll be your choice when to reallocate the skills. If you have a fight booked in, you won’t be able to reallocate until after the fight. You won’t be able to book a new fight until you reallocate skills (so a reallocated fighter can’t fight someone who hasn’t reallocated). You won’t be able to train the new skills until you reallocate but you can still train other skills. Your fighter won’t be affected by the new cap levels until you reallocate skills. 3. In terms of “what next” on the updates front. We need to get the wiki back online (which got corrupted with a php update) and we also want to build a social media presence for the game, to bring in new managers. Ultimately, the game is better with more people, so I personally view that as more important than any actual game update. As part of that, we’ve changed how the referral system works. You can now refer to any page on the site and add “?Ref=xxxx” to the end of the URL, (with xxxx being your manager ID). If someone signs up after visiting that link, you’ll receive 50% of the user’s first VIP purchase. So, if we have any volunteers, I’m going to let a few of you loose on the game’s Twitter / X account, and allow you to use your referral ID to link to pages on the site… Be that the fight of the day, news for organizations etc… Basically post what you like, use your referral URL and hopefully earn yourself some decent money while promoting the site. If that works well on Twitter / X, then we’ll expand the idea to other social media platforms. If you want to volunteer for that please do, but only long-term managers who me and Vlad know please, at this stage. Thanks again!
    5 points
  45. SUMMIT SERIES 2 - KT PHASE Alright lads we’re off on a wee break. It was only meant to be 1 week, but here we are at 2 weeks off anyway. Next round starts on the 24th November and subsequent cards will be scheduled based off of the longest injury time - could be weekly, could be 16 days out. We’re going to try and get as many KT matches as possible. 1st ROUND MATCH UPS
    5 points
  46. SUMMIT 2 - GRAPPLING PHASE - FINAL STANDINGS
    5 points
  47. I do the matchmaking for MMA Hype. For us, this has not been much of an issue. Other than managers who stop playing we've had maybe two managers who have sat on fight offers or rejected fights for various reasons. They were still respectful, just high maintenance. Everyone else has been great to work with. It is fun! I agree with giving them 30+ days between fights too, let their fighters train. I agree with Mark in that this is the most fun part of the game; training and developing your fighters while having them face other manager's fighters that are also constantly training and developing. For me, this experience has always been the heart of the game. In response to the meat of this post, I think all sides have some valid points. I especially agree with whomever stated speeding up the game can't hurt. May as well try SOMETHING. Something needs to change and perhaps speeding the game up should be exactly that. I hope, however, that ID orgs and the game within the game; fighting of developing fighters within ID Orgs, still stays valid. For that reason, I hope Mike considers anti-cooking measures and/or benefits to fighting developing fighters, as I believe this will retain new managers just as well as a full speed up of the game will.
    4 points
  48. The point of adding extra points to 25 year olds is so they can compete for LONGER against 18 year olds. Currently they get overtaken very quickly, if we can keep 25s competitive for longer that will be beneficial for newbies who don’t have their own gym and can’t train 18s properly.
    4 points
  49. Reminder people: the game isn’t going to change! Yes, we can debate what would be best to grow the game (fast or slow gameplay) but ultimately it doesn’t really matter. Mike/Vlad are either unable to or don’t want to make major changes - either way the end result is the same - the game stays the way it is. The game isn’t perfect but it’s still the best thing we got. I’m just going to enjoy what we got, while we have it.
    4 points
  50. Hey guys, I've noticed a few things since coming back to MMAtycoon after a good 5 year hiatus. Yes this is a new account, after 5 years you tend to forget some things. Anyways my point is I'd like to adress a few things. Pros: - The game is an indepth MMA simulator with plenty of things to do - various styles to compete in - MMA, KT, TWGC - amazing community, albeit small, everyone knows how to come together and everyone is really helpful. - On one hand the pacing is realistic in a small sense as it takes a few years to really develop a fighter to their prime. This is also a con as it deters a lot of potential players due to the long wait in between fights and the training development can be a bit slow for a lot. Cons: - Lacks more event options such as boxing and 3x12 minute rounds. I mean if we have all the other arts, might as well add the one everyone tries to jump to for the big $$ fights. - Very small player base - avatar system is outdated and any chance for an actual unique avatar requires P2P - Lack of tournaments or superfights with recognized titles or hype Here's my suggestions - add a boxing aspect in, nothing has to change game engine wise, in boxing, the agility, speed, power attributes will come into play along with clinch, striking defense and punching technique. - Add in 8 man one night touraments ( this would be an amazing concept), allow injured fighters to fight each other in the semi and finals. If a fighter is injured beyond 21 days then they can't compete in the next match during the same event and may be replaced by a wildcard ( think of it similar to a glory tournament). This would allow for more activity in the KT or grappling events. - Introduce a place similar to the Island where everything is sped up by x4, allow managers to have 3 fighters each here and allow for a faster paced game that can keep managers occupied while they train their other fighters etc. These fighters will always be kept separate from the main game, no cross overs allowed. Promote this new mode and attempt to recruit a new player base. - Make a mobile version available on all phone apps to allow easier accessibility - the more player base, the more profit for Mr Tycoon, and a better quality game for all of us long term players who have come and gone over the years on MMAtycoon. - maybe develop a simple avatar creation that could also have a shop that could utilize P2P with cosmetics. As a player it would be nice to create a player and decide his hair, eyes, skin colour, tattoos, physique etc, nothing to overly complicated but something abit better than the current set up. For example at the moment I can make an asian inspired fighter and without VIP there's a very small chance I'll get an asian avatar to match my guy. anyways, just felt like adding my 2 cents in. I love the game but I think there could be improvements.
    4 points
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