shortfuse122829 Posted October 24, 2014 Report Share Posted October 24, 2014 When I was talking about my guessing tactics, I didn't mean setting the new tactics, I just meant setting your own current tactics. Right now you set your sliders based on what you think your opponent is going to do but if they could be doing different things every round, you're not going to be able to predict it well enough. You could think your opponent is going to "go for takedowns in round one so i will stay back and counter". But actually your opponent does exactly the same thing as you. When you have whole fight tactics, you at least know the opponent will have a general gameplan to try and win the fight and you can try and counteract that. Whereas round by round I think we'd have too many situations where people try and over think things and we'd end up with very odd tactics up against eachother, making for frustrating fights where you go "urgh, this whole round's tactics are worthless now". Round by round allows for more varied / extreme sets of tactics for each round but if we have a situation where A is a good tactic if he does B but a stupid tactic if he does C then it becomes far too much about luck. It just ends up being too much about luck and essentially you'd have people winning fights like a high stakes version of rock paper scissors.... Your sliders wouldn't be any better or worse than your opponent, you just happened to pick the scissors for round 1 instead of round 2. I hope that makes sense. Lol I feel the highlighted section about most of my fights now Quote Link to comment Share on other sites More sharing options...
shortfuse122829 Posted October 24, 2014 Report Share Posted October 24, 2014 I meant based on my sliders not the engine lol. The only thing that drives me crazy about this current engine & carrying the same sliders throughout the whole fight is I can tell in most fights who's going to win by the end of the 1st round. Most of my fights I don't even read on pbp past the 1st round anymore cause I'm either like "yes, I'm golden" or "fuck, I got mauled" Quote Link to comment Share on other sites More sharing options...
MMATycoon Posted October 24, 2014 Author Report Share Posted October 24, 2014 One thing I have considered for a while which would only require one slider and would negate that as an issue, would be a "go early ----- go late" slider, whereby you would use your energy / aggression early vs late. You wouldn't be able to tell your relative setting compared to your opponent so there would be more jeopardy there. 2 Quote Link to comment Share on other sites More sharing options...
shortfuse122829 Posted October 24, 2014 Report Share Posted October 24, 2014 That might be interesting because it'd still cause the effect I'm looking for I think. The 1 thing that drives me crazy is the equality throughout the fight with 1 set of sliders. If my fighter is 67 counter & my opponent is just walking him down, MY HOPE would be that my corner is telling him that the guy is doing too well coming forward, you have to try backing him up. But you can't do that in this game really. I think it'd also be cool if it somehow tied into intelligence/heart/confidence. Like a low heart & confidence guy would ignore his corner & not adjust & not throw still. Quote Link to comment Share on other sites More sharing options...
shortfuse122829 Posted October 24, 2014 Report Share Posted October 24, 2014 Haha if I was in his corner I'd be saying this guys kicking your ass go out & let your F'n hands go anyway. I wouldn't be saying well try to counter him better this time so I'm still not sure if I don't just agree to disagree lol Quote Link to comment Share on other sites More sharing options...
wirbelschwein Posted October 25, 2014 Report Share Posted October 25, 2014 I think it would be really nice to have something like this, but i also think you might get lost in probabilities very fast. lets say in the system, as it is at the moment, you got a chance x to land a strike to the head. x might be influenced by your boxing and mt primarie, your striking, your physicals and all the relevant variables of your opponent as well. Now you can set your sliders in a way you think they would increase x. For example high accuracy, less then 100% headpunches aggressor/counter and so on. Thats pretty complicated allready or in other words its hard to predict how and if a change in lets say head/body-punch will affect my total number of headpunches landed (because the more headpunches you throw the more you can land, but the ratio of hit/non-hit decreases). If you add another set of sliders (the ones to predict your opponents gameplan) you might get some more factors to account when guessing x for optimizing the amount of landed headpunches. Their might be some interactions of sliders with sliders and values and interactions with interactions and so on. i think it would be really hard for me to figure out how things are connected. If you figured out how things work ofc this is a very powerful tool, but im not sure if we can ever leaf the treshhold with our belief-models So it might be more random than educated choices. But since i dont know how the new system will look like all this above is just guessing (more random than educated most likely). Also i think its very hard to work out the desired model as well as coding it. Anyway im up for it. Lets try it out Quote Link to comment Share on other sites More sharing options...
poraan Posted October 25, 2014 Report Share Posted October 25, 2014 Im just wondering does that "suprise factor" still excist after this update? Does this mean that you can go 100% takedowns and be succesfull if your opponent doesent quess? Or does this mean after your opponent starts to know what you are doing, the surprise factor is back in the game? Quote Link to comment Share on other sites More sharing options...
arcane241 Posted October 25, 2014 Report Share Posted October 25, 2014 Sounds good. Very enthusiastic about trying it out Quote Link to comment Share on other sites More sharing options...
MMATycoon Posted October 25, 2014 Author Report Share Posted October 25, 2014 Im just wondering does that "suprise factor" still excist after this update? Does this mean that you can go 100% takedowns and be succesfull if your opponent doesent quess? Or does this mean after your opponent starts to know what you are doing, the surprise factor is back in the game? If it's a total surprised compared to past stats / opponent prediction, you'll be much more likely to land a takedown early, before it becomes apparent what you are doing. Of course, once you get to round 2 and 3, you're a bit buggered Quote Link to comment Share on other sites More sharing options...
juicemalone Posted October 31, 2014 Report Share Posted October 31, 2014 Mike I posted an alternative to tactics for every round in improvements section Quote Link to comment Share on other sites More sharing options...
MMATycoon Posted October 31, 2014 Author Report Share Posted October 31, 2014 link it up! Quote Link to comment Share on other sites More sharing options...
juicemalone Posted November 2, 2014 Report Share Posted November 2, 2014 Ok here you go. http://www.mmatycoon.com/forums/index.php?showtopic=46689&do=findComment&comment=615435 I have some other threads in there from the last few days that have received some positive response Quote Link to comment Share on other sites More sharing options...
Guest Posted November 11, 2014 Report Share Posted November 11, 2014 I think this new proposition would allow the more intelligent fighters to have more of an advantage, which they should in my opinion, but there'll also be a distinctive advantage early in for fighters who have high confidence. Pertaining to Goldenape's perspective, the fighter who is less confident is the one whose gameplan is changed the fastest due to being hit, even if they have a solid jaw. Heart obviously factors in as well but the opportunity to predict your opponent's gameplan will technically allow a fighter a far better chance of establishing success early in the fight, therefore making points in decision fights that much more vital. The element of surprise would be emphasized with a fighter who's known as a striker but suddenly goes for takedowns,and vice versa. Lastly, the collective of the fighters' skills still ultimately decide the outcome. If a fighter has massive KO power, even if the opponent knows said fighter will head hunt, predicting that may allow the fighter to last longer early in the fight, but if the fighter is caught cleanly, that KO power kicks in regardless, based upon skills and physicals. Mike: Perhaps presenting the predicting sliders as an option will be more appealing, particularly to beginners. Similar to "Easy Mode", beginners can be presented with more Click Boxes until they feel comfortable enough to switch from "Easy Mode" and take a chance at the more "Advanced Mode". Quote Link to comment Share on other sites More sharing options...
Bwang Posted November 17, 2014 Report Share Posted November 17, 2014 Predicting tactics is live! I am not sure about some things - if I only want to predict some of my opponents tactics is that possible? Or does me tweaking one or two of the new sliders instigate the whole set of sliders as my predictions - for example if I was to leave the single-shot/combo slider where it is will the game engine think I am predicting 100% combos, if I have altered one of the other sliders? EDIT: I like them though - very simple (once we figure them out!) Not working on mobile devices as yet but.. EDIT EDIT: No predicting on the ground - re gnp or subs. Will that happen later? Quote Link to comment Share on other sites More sharing options...
Rambo Posted November 17, 2014 Report Share Posted November 17, 2014 CTD just get easier? Quote Link to comment Share on other sites More sharing options...
MMATycoon Posted November 18, 2014 Author Report Share Posted November 18, 2014 You can't predict just part, no. Once you predict one slider, you need to do all of them. Ground wise, I think it would be too much complexity for what wouldn't really make a lot of difference to your success rate. I've had it pointed out to me today that we don't have a phone friendly version; sorry about that, forgot all about it! I'll get that done as soon as I can. Quote Link to comment Share on other sites More sharing options...
MMATycoon Posted November 18, 2014 Author Report Share Posted November 18, 2014 CTD just get easier? Should be harder. Quote Link to comment Share on other sites More sharing options...
Victorio Posted November 18, 2014 Report Share Posted November 18, 2014 So my wrestling guy will be exposed badly if his opp predicts high takedowns. Quote Link to comment Share on other sites More sharing options...
DavyJones Posted November 18, 2014 Report Share Posted November 18, 2014 As he should be, but it will still scale to your opponents TDD as well so it's not like a fighter with useless TDD will be stuffing all your takedowns. Quote Link to comment Share on other sites More sharing options...
Skap Posted November 18, 2014 Report Share Posted November 18, 2014 Set the sliders and Im excited to see what becomes of it... Hopefully Im not totally setting my guy up for a first round beat down. 1 Quote Link to comment Share on other sites More sharing options...
Bwang Posted November 18, 2014 Report Share Posted November 18, 2014 So my wrestling guy will be exposed badly if his opp predicts high takedowns. Yeah it seems like it'll be tough now for new creation fighters who only have one skill, easy to predict. Quote Link to comment Share on other sites More sharing options...
LanceTempleton Posted November 18, 2014 Report Share Posted November 18, 2014 I like the idea of being able to predict my opponents gameplan for a bonus, but don't know how I feel about the potential to still get a bonus if I dont pick at all. In my opinion it should be pick your opponents sliders correctly and get a slight intuitive bonus, pick incorrectly and get a slight negative bonus, don't pick at all and get nothing. 1 Quote Link to comment Share on other sites More sharing options...
PBR Posted November 18, 2014 Report Share Posted November 18, 2014 I like the idea of being able to predict my opponents gameplan for a bonus, but don't know how I feel about the potential to still get a bonus if I dont pick at all. In my opinion it should be pick your opponents sliders correctly and get a slight intuitive bonus, pick incorrectly and get a slight negative bonus, don't pick at all and get nothing. where does it say you could still get a bonus if not picking at all? -- i must of missed it -- i thought it would go off your fighters intelligence and based on your use of shig slider Quote Link to comment Share on other sites More sharing options...
Dee Posted November 18, 2014 Report Share Posted November 18, 2014 This new addition could kill the recently created one trick pony fighters but IMO that is not a bad thing. It's MMA after all. In my opinion it should be pick your opponents sliders correctly and get a slight intuitive bonus, pick incorrectly and get a slight negative bonus, don't pick at all and get nothing. ^^ 100% this. I dont get why on earth would one get a bonus for not picking it?! Quote Link to comment Share on other sites More sharing options...
aylib Posted November 18, 2014 Report Share Posted November 18, 2014 Edit: deleted. Quote Link to comment Share on other sites More sharing options...
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