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Showing content with the highest reputation on 03/15/2024 in all areas

  1. Yea I’m a weirdo but hear me out 1. At creation when I’m choosing my fighters 3 attributes, I feel like the one you tick first is the one that is your strongest ability with the others being slightly weaker. 2. Also once I submit my fighter and the choose avatar screen pops up, the fact that it takes you to a random avatar page every time fucks with me. It makes me wonder if that somehow plays a part. Like if I choose a different Avatar from another page it might mess up his attributes or something. 3. Letting my fighter rest to 💯 and taking an extra session off to “rest” because I think it’ll help him perform better vs getting to 💯 at the last session before a fight. Do you have any weird superstitions or rituals you go through with your fighter?
    2 points
  2. I think the whole skill system is a bit fundamentally flawed and that knees/elbows were added as separate skills makes it even more so. But then we have the rest of the game built on top of this system including the fight engine which is the shining star of this whole game. This is a tough one and any change in fight engine balance need to be considered carefully, because what we have right now works despite the flaws. I see what RegularJohn want to do but I'm not sure this change would result in the intended effect.
    2 points
  3. They don't spam knees because that's an easy way to gas yourself or there are other factors (like whether you believe height plays a part). Nerfing punches in the clinch won't really solve the issue. People are still going to prioritise training punches since they can be used more widely. You're not going to see fighters built where they now replace training punches with elbows or knees instead. All you're doing is making the clinch game just worse in general. The whole discussion about making the clinch more realistic by reducing punches is kind of odd to me anyway. Most MMA fights in real life that go to the clinch primarily revolve around dirty boxing? Elbows and knees are thrown now and then and not something that is spammed. Some fighters pretty much never throw elbows or knees, and they don't have some skill point cap that is preventing them from learning it (or throwing said technique outside of the clinch). Some of that is because the upright posture throwing knees non-stop Muay Thai style would just get you taken down and in a disadvantageous position on the ground (where again, unlike the purist sport in BJJ, the ability to throw punches changes the dynamic). Your vision for what the clinch game should look like seems to be entirely based on Muay Thai and not what happens in MMA or even other kickboxing rulesets. Clinching isn't even allowed in a lot of kickboxing rulesets!
    2 points
  4. I'm superstitious about both of these and am happy to know I'm not alone. I don't believe either one are true, but I buy into the "destiny" part of it! lol
    1 point
  5. Probably yes, I love Muay Thai and I love the clinch in Muay Thai. Maybe what I meant was "Make Knees and Elbows more effective in the clinch", i.e. not mess around with Punches but change Knees and Elbows. I still believe the clinch in the game is boring most of the time and doesn't resemble a real fight anyway. Actually if it was to emulate a real MMA fight it should be endless pushing against the cage with little punches and pointless weak knees so that is not exactly what the engine should do. Yes that's true.
    1 point
  6. For some reason, I imagine the fighter's entrance music will affect how he fights.
    1 point
  7. With the lack of interest I don't think anyone would blame you for shutting down the idea for now. Perhaps you can have another go down the line when you have more time.
    1 point
  8. Here's a link to an event planner that was shared on the forums ->CLICK<-
    1 point
  9. Unless I'm missing something, this doesn't sound any different to the learning speed hidden... Having something like this in parallel to learning speeds feels like an unnecessary shortcut to artificially level some relatively non-existent playing fields. I would get 0 satisfaction from getting a fighter with high professionalism hidden and cutting to the top of the P2P as a result; that's one way to quickly tire the game out and make it boring for all involved. There's a fine balance when it comes to these things, one of which being the learning speed hidden - it already provides new and old players an equal playing field so long as you're playing within your ID range when starting - if you look at the Island as an example, old and new managers have a level playing field where they all go against each other with relatively similar fighter stat distributions. If the intent with this was for the new boy on the block billy KO'ing the top P4P fighters because of his turbo-charged Professionalism then unfortunately the intent is misdirected. I like the creativity that comes with the suggestion though so I appreciate you taking your time to put this together as it helps us think about another dimension to an already solid system. Unfortunately, we won't be progressing with this suggestion so therefore it's denied. Hope you're not discouraged from suggestion more of your ideas in the future!
    1 point
  10. You can get away with $2 per seat, not sure if the 2-3 difference impacts anything significant or not. There is a spreadsheet from a long time ago that is useable if not perfect, but I'm not sure how it would translate to KT with its current hype issues. @Sprooch might be able to steer you a little as he ran KT for a while.
    1 point
  11. Suggestion: Tutorial fights Suggestions Description: We want to keep new players and I think the best way is to show them the best part of the game right away.. which is the fight engine that kept all of us coming back year after year. There is already a series of PM:s for a new player I think but cannot remember what they say. I think this could be expanded and add a couple fights. They would be against predefined "bot" opponents and not count for your record. Maybe your own fighter would also be a predefined allround one. Give some hints before each fight on how to slider against the different opponent builds you face.. and the noob may even learn something. And make sure the tutorial point them to the pbp version of the fight.. I remember squinting and covering part of my screen for quite some time before I found that myself. Pros: New player experience More things for a new player to do Cons: Will get repetitive and boring for the poor multis having to go through this time after time trying to look like a noob
    1 point
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