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Skuzbukit

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Skuzbukit last won the day on December 6

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About Skuzbukit

  • Birthday January 8

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  • Website URL
    https://www.mmatycoon.com/orgpublic.php?oid=7185

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  • Gender
    Male
  • Location
    UK
  • Interests
    Beer, Curry, MMA, Gaming.

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  • Manager ID
    142246

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  1. I have no problem with people downvoting me when it is used to disagree with something I posted, like an opinion on some aspect of the game for example, but when its just me updating org listing which is me helping the community as a mod and I get downvoted for that I get annoyed. Play stupid games win stupid prizes I guess, and I'm not inclined to tell you who else was downvoting you.
  2. Turnabout is fair game, and fucking around with mods is for dumbasses.
  3. Remember you aren't talking wrestler vs non grappler here, its wrestling & bjj expert vs BJJ & wrestling expert on the ground there is no difference in ground skills, the only sacrifice is the ability to move the fight from upright to the floor. The fighter with takedowns doesn't have an advantage beyond starting position, and losing that vs an equally skilled opponent on the floor amounts to a die roll. That's why I am suggesting those additions, they create a more dynamic situation than pure coin flip.
  4. 1. Does Takedown Offence confer some ability to maintain top position or is it purely for altering position from standing to ground? If not then the Hybrid still has enough defensive grappling and Transitions to exert a high level of control,prevention of stand-up for the grappler look for sweeps & counters and then it boils down to dice roll RNG, IQ & physical stat-choices, who wins on the ground. 2. If the grappler is looking to repeat takedowns for points that flies in the face of realism, you don't get awards for changes of position, unless you are talking slams because they get credited for damage, and the Hybrid build has control exertion from defensive grappling & transitions to make it hard for their opponent to stand up, unless you are expecting grapplers to now invest in escapes as a strategy which makes them spread points even more thinly, and every stand up they do puts them in the hybrid's stand up world. To offer some constructive solutions you could do a couple of things. A. Give Takedown Offence an instrinsic boost to top-position maintenance, and additional accuracy to strikes from top (rather than just bosting GnP). B. Give Takedown Defence an instrinsic boost to sweeps. C. Give escapes a boost to ground counters.
  5. I don't think the current design can make it a poor option, if you can afford to have as deadly an offence and ground defence as any grappler without TDD / TDO you have a perfectly viable build, and not investing in TDD/TDO frees up points you can spend on striking, meaning no matter where the fight is your focus is on offence, the takedown and anti-takedown is a waste of time for the hybrid I described, if you get taken down right away - so what? The hybrid is built to be competent there and a match for any grappler. Unless there is some tanglibe way to completely nullify takedowns through TDD - which I cannot see ever being wanted or you screw grapplers entirely, then you may as well completely abandon it in favour of full on ground offence and solid striking to pair with it. You would need to re-design the game to make some good reason for strikers to need TDD for something else or else you have to design for builds which cannot be good at both striking and grappling even if they are sacrificing TDD & TDO to do it. 2-sided contentions (Takedown Defence Vs Takedown Offence) are too basic , amounting to a coin flip which with the offensive-hybrid build you can simply bypass, you'd need to work in some 3-sided contentions (Rock, Paper, Scissors), which is far beyond the scope of simple changes, I'm straying into game-theory here but the point stands.
  6. Mike's said there will be some point reallocation allowed.
  7. I have between 25-30 of my own fighters in my gym & 500 per week is plenty to keep it pristine. The amount you need to spend on cleaning is based on how many fighters are using the gym, more fighters in the gym means more cleaning is required to maintain it, but I don't know the formula for it
  8. It boosts success rates of everything is my understanding, and it is accumulated, so the more fights your fighter has the more they gain, this is opposed by the chin damage from K.O.s, injuries etc. that contribute to decline. Its different to intelligence in that intelligence is fixed, but similar in what it ends up doing I think, though I may be wrong on that.
  9. Transitions would still be needed if you hope to have a good ground game offence. Perhaps you end up making grapplers not have to need so much takedown ability but you won't care at all, they'll still need to invest in takedowns for the players who still cling to investing in defenses so they can't afford to invest as much in striking abilities. I think it'll end up being dictated by intelligence & physicals a lot more though and the dumber fighters are gonna be getting sacked a lot more often. The cost of investing in all the defence just isn't worth it when becoming fully competitive offensively is far cheaper to do and you force grapplers to do all the heavy lifting getting it to the ground.
  10. How would this look? I.e. can you give a visual example of fighter stats affected this way perhaps.
  11. With the current proposed changes I think we could see a good shift in terms of overall lifespan being a little less tedious. I think most managers recognise there's a "balance" to strike in terms of a training phase, peak phase, and decline phase in the "lifecycle" of a fighter, if any one part of that drags on too long compared to the other two it will make the game feel disjointed. The middle phase is ideally (from a game design point of view) the largest chunk of time in a fighter's career slightly longer than the learning phase and decline phase. And I think the game gets that about right for 18 YOC, 18-24 training phase. 25-35 peak and 35-42 declining but also at peak experience that somewhat compensates the decline. Speeding up should make the game feel a little fresher perhaps for current vets & entice some lapsed vets to return, there's more needed to attract & retain new players, but I think the increased speed, or at least the reduced time to reach "trained" will play a part in that and help. Nobody wants to be doing the "Rocky training montage" for real life years & years. Making changes to 25 Year Old creations to make them more viable & competitive with a genuine lifecycle beyond QFC to earn money then dump is particularly important given that's still going to be the entry point for most new players.
  12. As has already been pointed out a few times, more fights = a greater degree of earned experience (hidden skill) which makes 18 YOC a superior base over 25 YOC for that alone. Even if they get less fights post changes that make it a little more realistic (fighting every 4 weeks, an in game year being 10 weeks post-changes) they are still going to get more fights in than 25 YOC typically will. Then there is the longer open ID career for 18 YOC because they reach max earlier, by 25 currently & with the proposed changes they will enter open ID orgs sooner. The 25 YOC will have to wait until they are close to age drop off range before joining open ID orgs where they will hopefully be at their max potential, meaning their career at peak is shorter by several years - even if their age drop is slightly later than 18 YOC and they have accumulated less inuries, chin loss etc. from fewer fights and they'd still be at an experience disadvantage for at least some, possibly most of that shorter career depending on how fight experience works which is hard to discern. So while I understand your concern I think it won't happen in practice and that 18 YOC will still be all VIP players primary choice for development fighters.
  13. Interesting possibility, though I think the thing to bear in mind is the end goal of a 25 year old being able to hit their max total points before age drop off. I don't think it would require 25 yoc and 18 yoc getting the same learningspeed roll upon creation after the non-linear points boost but might be worth looking at a tweak if future adjustment to get there is needed. Most forum users seem to be okay with the principle of 25 yoc hitting max points potential, with 18 yoc getting there earlier so have a longer career at max before age drop off.
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