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MMATycoon

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I haven't said a word, mostly because I'm half way out of the game anyways but here are some things that should really be done:

 

1. Primes should be a collective skill of your related secondary skills. This means you can't be elite in BJJ if you have no subs and similar on M/T if you have no elbow's/knee's and wrestling if you have no TD or GnP.

 

A. That in it's self will stop at lot of things people complain about, you can't have elite wrestling on a brawl and sprawl guy to help defend takedowns because you can't be elite wrestling without TD's and GnP and all of it's associated secondaries. it's gonna be hard to stop TD's if you don't have them or GnP just do to the wrestling prime. Say if you have only elite TDD and elite Grap D like many sprawl and brawl stand up guys do, then your only gonna be exceptional in the wrestling prime, How far will that go in allowing actual grapplers to get TD's more often?

 

B. It would make match up much more easy for orgs as you have a better idea of there skills if the secondary skills sets the prime value.

 

C. Under this system, Sparring can't add points to your prime directly only to all associated secondaries sort of like it does now but no added points to the prime. Your prime will be determined by that secondaries (Obviously, this would need to be decided about and I have no idea or claim to know what levels of secs total should be what level of prime)

 

D We all know being elite in a prime purely for a defensive purpose is an advantage and this would stop that.

 

 

I have no where near the understanding of some the guys playing at the moment so this is purely just my first impressions of Duphus' idea but I really like this. It seems like it might address some of the balancing problems between ground fighters and strikers and hopefully open more doors than just the usual cookie cutter builds that seem to dominate now.

This combined with some of Dinoo's thoughts on training speed to get people more interested and fighting quickly and also to help vets/returning vets get back into the game when they've reset their roster. 12 months+ real life time is just too long to wait for your fighter to be half way decent imo. I've been playing this game non-stop for 2 and a half years and without expert knowledge my own created fighters are only just starting to shine or take on decent competition (first fighter in to the top #100). As much as I love this game if I had to start again from scratch I'm not sure I could face waiting so long just to get back to where I am now.

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Hi,

I came late and tried to read the whole thread in one sitting.

I can see people have put much more thought into it than I have but this is my opinion in the time I have...

 

Separating physicals sounds good.

 

Mike's instinct to cut fighter skills for variety is correct IMO and I only wish he would make a 20/25% cut and have done with it.

 

I think adding "clinch takedowns" and "clinch takedown defence" isn't very elegant. Sounds horrible.

In fact, I would remove a skill by merging knees/elbows to improve them as alternative to punch in the clinch (this will somewhat counter the lower cap limit by ruducing the number of seconaries back down to twelve).

 

I would address any issues of striker/grappler balance using engine tweaks (rather than trying to balance the number of skills strikers and grapplers need).

 

Thanks. Just making my "vote".

 

This is pretty much on the money as far as I'm concerned. Cut skill caps and cut physicals. It'll be equally fair for everyone.

Also, no, you can't be great at all physical skills as some posters have suggested, and I can't believe I even have to mention this. Huge muscles need more oxygen, see cardio king Mariusz Pudzianowski and Mark Coleman. Flex and agility doesn't necessarily work well with all that muscle either, or maybe Anderson Silva didn't do it right?

 

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I have no where near the understanding of some the guys playing at the moment so this is purely just my first impressions of Duphus' idea but I really like this. It seems like it might address some of the balancing problems between ground fighters and strikers and hopefully open more doors than just the usual cookie cutter builds that seem to dominate now.

This combined with some of Dinoo's thoughts on training speed to get people more interested and fighting quickly and also to help vets/returning vets get back into the game when they've reset their roster. 12 months+ real life time is just too long to wait for your fighter to be half way decent imo. I've been playing this game non-stop for 2 and a half years and without expert knowledge my own created fighters are only just starting to shine or take on decent competition (first fighter in to the top #100). As much as I love this game if I had to start again from scratch I'm not sure I could face waiting so long just to get back to where I am now.

I was thinking the same thing! Hope we are not to late.

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I'd say you should throw up a poll to get a view of what people think on this. Tbh, when I first heard the physical cap, it sounded interesting, but I didn't expect you to cut it all the way down to 70% which equated to 105 across, which is Remarkable +. When I heard it, I expected a cut maybe down to 80% (120 across, or Exceptional --) so if you wanted to get an Elite Physical, another Physical would have had to drop down to Remarkable.

 

The current plan isn't something that looks like it will be good, and it is going to affect some of the younger fighters who have focussed on Physicals up to this point, like for example I have a young fighter who currently has Elite physicals across and he had to spend 2/3 months getting them there. He is essentially losing that training time, which will put him from in the mix with other fighters he could compete with, to being way down the queue in terms of how developed overall he is. I'm a bit alarmed at how quick Mike was to be willing to go with this plan without throwing up a poll while he requires one for something that doesn't affect the entire game like "Should Non-VIP's see how many are in a training session?"

 

 

Edit - Also on the topic of what Dino said about orgs, I think adjusting it a bit would help to make things interesting again, although a lot of it was also that the game back then when everything was news had guys who were very good at hyping a lot of stuff up and everything was fresh to everyone. Either way, if something were to happen I think the org game will gain some interest again as people seek to break new records. I achieved pretty much all I wanted (Get to #1 ranked, get a 1003 event rating and consistently run successful 3 hour PPV's) so I would be up for having some new targets to achieve.

 

 

Agreed, my main grip about the physicals change is the drastic amount it's being decreased. I'll never understand why some people want a hardcore change and then be done with it rather than gradually reducing. If it doesn't work out good then it's impossible to fix when it's dropped all the way down to 70% or whatever. I would start with maybe half that decrease and then see how it effects the game and then make the next decision from there.

 

Everyone keeps wanting these drastic changes for "balance" but that is why we keep getting thrown into different eras where one build or set of sliders dominate. People want to fix the ground game but suggest nerfing escapes to hell, better takedowns, higher accuracy for GNP etc etc all at the same time. How the hell is changing all of those at once balance? All that's going to do is let grapplers take over the game rather than strikers. Make a few small changes, take notes and then increase or decrease based on your results. It's the only way you're ever going to find a sense of balance in this game. No one knows how a 30% decrease in physicals is going to effect the game but when it's done it's done. 15%? Now that I can get behind. If we make the change and it doesn't really change much then you can always decrease it more. The reverse is not possible. A little more work? Sure but it's for the benefit of every player putting money to play this game. Cutting the whole amount and washing your hands is a very lazy way of going about it in my opinion.

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I'll adapt to whatever the engine becomes so it's whatever, but I'd personally like to see some testing done. Maybe I'm completely off base here but I don't see how this is going to be good for the game nor how it creates any kinda diversity. Generally I'm pretty ahead of the curve on these kinda changes so I trust my instincts. I told everyone when the new escapes/transitions skills were added that escapes would be useless & they were until fixed in a more recent update. I was really the first person or among the first people to crack the counter TD era which is why I thrived early in that engine. So I feel pretty confident I have a good grasp on the game mechanics and how the engine works. I've stated this numerous times over the years and you'll hear a lot of the top managers say this but this whole engine is about winning the energy war. That "war" is a bit exaggerated at the higher weight classes because it's easier to gas guys there.

 

So I'm just not really sure how this physical cap is going to help create diversity. Generally in a fight as you lose energy your physicals drop throughout. Anybody who's had a roster of wrestlers which I have, would probably agree w/ me that unless you go out and built up a significant lead energy wise the further you get into a fight the harder it becomes to land a TD. Having remarkable across physicals to start a fight likely makes things more difficult for grapplers IMO. You're also probably going to see fighters gas much more quickly, which will likely lead to the slider strategy laid out by Dinooo in an earlier post.

 

So my suspicion is that you'll get more diversity in how people actually train their physicals, which if that's the aim of this change then congrats I guess? But as far as build diversity (strikers/grapplers/clinch specialists) and as far as engine diversity or slider diversity I think you're starting to move back in the opposite direction and back to an optimum build.

 

 

And no offense to Mike because I really like the guy and think he's 1 of the best owners of a game that I've ever come across. But I think he's proven time and time again in these engine threads that his knowledge of how the fight engine works isn't exactly the greatest. And Mike has made comments before about how he hates when guys comes to these threads and make statements as though their statements are fact and then they give out misinformation. But then he does the same thing, the only difference being because he owns/runs the game when he has these ideas he can just implement changes. During the LAST engine thread I asked about the possibility of using counter/control + high get up in order to get escapes. Rather than do any testing or ask me why I thought that was a possibility or problem. He just made the statement "Going high control and escape isn't really going to get you many escapes cos you're not really trying to escape very often." and totally dismissed me. I ended up being right and he ended up being wrong. And now again he just decides that a physical cap is good for the game and causes diversity and there are a lot of people who have much better grasps of this engine who don't think it does but it seems as though this change is just gonna happen w/ very little discussion or input

Edited by shortfuse122829
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Also I do have another concern. So if having a physical cap means that fighters are going to need more specialized physicals for certain builds is that not going to kinda ruin all the 22-25 yr old fighters out there who just finally got to sensational to elite across physicals? I mean that whole "whatever skill" across won't really be a very good build anymore I'd imagine. That's 1 of the main issues I have w/ the pace of this game. If that's really the case half my roster would be kinda rendered useless, which wouldn't be such a huge issue if it didn't take so long to reboot your roster to adjust to changes. I mean most of my newer generation are 23 now so that's 60+ weeks of RL time wasted

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I'd say you should throw up a poll to get a view of what people think on this. Tbh, when I first heard the physical cap, it sounded interesting, but I didn't expect you to cut it all the way down to 70% which equated to 105 across, which is Remarkable +. When I heard it, I expected a cut maybe down to 80% (120 across, or Exceptional --) so if you wanted to get an Elite Physical, another Physical would have had to drop down to Remarkable.

 

The current plan isn't something that looks like it will be good, and it is going to affect some of the younger fighters who have focussed on Physicals up to this point, like for example I have a young fighter who currently has Elite physicals across and he had to spend 2/3 months getting them there. He is essentially losing that training time, which will put him from in the mix with other fighters he could compete with, to being way down the queue in terms of how developed overall he is. I'm a bit alarmed at how quick Mike was to be willing to go with this plan without throwing up a poll while he requires one for something that doesn't affect the entire game like "Should Non-VIP's see how many are in a training session?"

 

 

Edit - Also on the topic of what Dino said about orgs, I think adjusting it a bit would help to make things interesting again, although a lot of it was also that the game back then when everything was news had guys who were very good at hyping a lot of stuff up and everything was fresh to everyone. Either way, if something were to happen I think the org game will gain some interest again as people seek to break new records. I achieved pretty much all I wanted (Get to #1 ranked, get a 1003 event rating and consistently run successful 3 hour PPV's) so I would be up for having some new targets to achieve.

I too have young fighters who's physicals I have trained up to Sensational/Elite. They are still showing as sensational/Elite so has the cap not yet been implemented, or if it has, how do I know which physicals have dropped. Also, regarding your comment about one physical being elite, meaning one would have to drop to remarkable, would it not have to drop to proficient (or whatever the level is) if your other physicals were at remarkable?

Another point is, I have a fihjter whos physicals are all trained up to sensational/elite, except for his flexibility, which is at competant. Am I now stuck with him not being able to improve his flexibility because his other physicals are as high as they are?

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I too have young fighters who's physicals I have trained up to Sensational/Elite. They are still showing as sensational/Elite so has the cap not yet been implemented, or if it has, how do I know which physicals have dropped. Also, regarding your comment about one physical being elite, meaning one would have to drop to remarkable, would it not have to drop to proficient (or whatever the level is) if your other physicals were at remarkable?

Another point is, I have a fihjter whos physicals are all trained up to sensational/elite, except for his flexibility, which is at competant. Am I now stuck with him not being able to improve his flexibility because his other physicals are as high as they are?

 

 

It would depend how close you are to the 70% cap. If his flex is low and you drop to competent flex and are at 70% then you will not really be able to add skills to it. Or doing so will add points to flex but remove it from your other physicals.

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I too have young fighters who's physicals I have trained up to Sensational/Elite. They are still showing as sensational/Elite so has the cap not yet been implemented, or if it has, how do I know which physicals have dropped. Also, regarding your comment about one physical being elite, meaning one would have to drop to remarkable, would it not have to drop to proficient (or whatever the level is) if your other physicals were at remarkable?

Another point is, I have a fihjter whos physicals are all trained up to sensational/elite, except for his flexibility, which is at competant. Am I now stuck with him not being able to improve his flexibility because his other physicals are as high as they are?

I was referring to my thoughts on how it would be if the cap was 80% instead of 70%

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Also I do have another concern. So if having a physical cap means that fighters are going to need more specialized physicals for certain builds is that not going to kinda ruin all the 22-25 yr old fighters out there who just finally got to sensational to elite across physicals? I mean that whole "whatever skill" across won't really be a very good build anymore I'd imagine. That's 1 of the main issues I have w/ the pace of this game. If that's really the case half my roster would be kinda rendered useless, which wouldn't be such a huge issue if it didn't take so long to reboot your roster to adjust to changes. I mean most of my newer generation are 23 now so that's 60+ weeks of RL time wasted

 

I agree, this basically means all my original fighters that I just got done training up are going to be useless. Especially if they are really going to be averaged out when the drop hits. This is going to mess up a lot of people's fighters if physicals are just randomly dropped down without given a choice. Plus it means everyone who just spent a bunch of time training up physicals past 70% on their fighters just wasted all of that extremely valuable training time.

 

I hope I am not overstepping my bounds when I say this but I feel like the only reasons that these are the changes being made over the (in my opinion) better ideas is because it's one of the easiest, if not the easiest changes to make.

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This is all why I say there needs to be 2 sets of skills. Long term and short term.

 

Long term cap could be 70% overall skills and train up slowly throughout time.

 

Short term cap could get you to maybe 80% and train up very quickly. But training in one area pulls points from another.

 

Basically it would simulate a fight camp in real life

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If we are going to be stuck with the physical changes, do you have any idea when they will kick in? I have a couple fighters I would like to get their physicals a little higher before their fight but I am afraid to waste the sessions on CT if they will just lose them anyway. For now I am only doing CT with guys that are low enough they shouldn't get cut when the changes kick in.

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If we are going to be stuck with the physical changes, do you have any idea when they will kick in? I have a couple fighters I would like to get their physicals a little higher before their fight but I am afraid to waste the sessions on CT if they will just lose them anyway. For now I am only doing CT with guys that are low enough they shouldn't get cut when the changes kick in.

 

I'm not sure that it really matters that much Joe. Yes when the cap goes into effect your skills are going to get cut. But at the same time if you trained your physicals up to sensational across already, when Mike makes the changes your fighter is going to be cut down to whatever the "new" sensational is if that makes sense. So it'll still be worth having trained them up even if there were some wasted sessions involved.

 

My question about it ruining those 23-25 yr old builds who have finally gotten to sensational to elite across is more because that whole same skill across in every physical build seems like it's going to be a thing of the past. Physical builds are going to be more specialized in the future. So if my #'s are correct let's just do an example of a wrestlers build w/ the new physical cap. If we're assuming that strength and speed play a large role in wrestling & then you need balance to avoid sweeps on the ground let's say you decide to do.....

 

Agility: 90 points (strong --)

 

Flex: 75 points (proficient +)

 

Speed: 120 points (exceptional --)

 

Strength: 120 points (exceptional --)

 

Cardio: 130 points (sensational --)

 

Balance: 95 points (superb +)

 

 

Pretty sure that'd be 70% and that fighter would be capped out. So this next generation of builds is probably going to be built way differently than the current fighters have been built. So you just dropping a guy from elite across and being capped out to 70% they will look like this....

 

Agility: 105 points (remarkable +)

 

Flex: 105 points (remarkable +)

 

Speed: 105 points (remarkable +)

 

Strength: 105 points (remarkable +)

 

Cardio: 105 points (remarkable +)

 

Balance: 105 points (remarkable +)

 

 

So if you had known this change was coming would you really still have built your fighter that way? I sure wouldn't have. So those fighters long-term potential is probably ruined I would think. I just wish the pace of this game wasn't so slow so that we could easily adjust to changes like this on the fly and get a new generation going without wasting 60 more weeks before the next change. But when you spend 60 weeks building 12 fighters just to find out a change is taking place which renders them pretty useless it becomes frustrating to keep building fighters to have changes made and the rug swept out from under you, making all that time feel wasted

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I'm not sure that it really matters that much Joe. Yes when the cap goes into effect your skills are going to get cut. But at the same time if you trained your physicals up to sensational across already, when Mike makes the changes your fighter is going to be cut down to whatever the "new" sensational is if that makes sense. So it'll still be worth having trained them up even if there were some wasted sessions involved.

 

My question about it ruining those 23-25 yr old builds who have finally gotten to sensational to elite across is more because that whole same skill across in every physical build seems like it's going to be a thing of the past. Physical builds are going to be more specialized in the future. So if my #'s are correct let's just do an example of a wrestlers build w/ the new physical cap. If we're assuming that strength and speed play a large role in wrestling & then you need balance to avoid sweeps on the ground let's say you decide to do.....

 

Agility: 90 points (strong --)

 

Flex: 75 points (proficient +)

 

Speed: 120 points (exceptional --)

 

Strength: 120 points (exceptional --)

 

Cardio: 130 points (sensational --)

 

Balance: 95 points (superb +)

 

 

Pretty sure that'd be 70% and that fighter would be capped out. So this next generation of builds is probably going to be built way differently than the current fighters have been built. So you just dropping a guy from sensational across to 70% they will look like this....

 

Agility: 105 points (remarkable +)

 

Flex: 105 points (remarkable +)

 

Speed: 105 points (remarkable +)

 

Strength: 105 points (remarkable +)

 

Cardio: 105 points (remarkable +)

 

Balance: 105 points (remarkable +)

 

 

So if you had known this change was coming would you really still have built your fighter that way? I sure wouldn't have. So those fighters long-term potential is probably ruined I would think. I just wish the pace of this game wasn't so slow so that we could easily adjust to changes like this and get a new generation. But when you spend 60 weeks building 12 fighters just to find out a change is taking place which renders them pretty useless it becomes frustrating to keep building fighters to have changes made and the rug swept out from under you making all that time feel wasted

 

That is mainly what I am concerned about. Everyone who's physicals are already capped out or near cap and did nothing but General CT are going to get averaged out to a build and forever be ruined with that disadvantage.

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Why is everyone's physicals eltie?

 

I'll tell you part of it: Because you can't change them fast enough fight to fight so you have high ones you want for that fight and lower on the ones you don't need, so you just make them all high so you have them when you need them.

 

Cutting the physicals doesn't really help diversity/strategy that much unless you can easily change them fight to fight, IMO.

 

To make this really work, you need the ability to change them a fair amount between fights (more importantly between time of fight offer to see opponent and actual fight) so this could be as little as 1 week. Training is too slow to do much of this now and the way it robs points from all skills when your capped creates another issue in trying to change points around. You'd need the individual C/T's to only train that skill and absolutely nothing on the others so you can rearrange the physical skills more easily.

 

IMO this will turn into a big mess, doing a high/low like edwards fan said might be a solution but you can't see the bonus value/skill most likely and would be easier to just make it so you can change the actual skills so you can more easily see them instead of doing the bonus high/low deal.

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Why is everyone's physicals eltie?

 

I'll tell you part of it: Because you can't change them fast enough fight to fight so you have high ones you want for that fight and lower on the ones you don't need, so you just make them all high so you have them when you need them.

 

Cutting the physicals doesn't really help diversity/strategy that much unless you can easily change them fight to fight, IMO.

 

To make this really work, you need the ability to change them a fair amount between fights (more importantly between time of fight offer to see opponent and actual fight) so this could be as little as 1 week. Training is too slow to do much of this now and the way it robs points from all skills when your capped creates another issue in trying to change points around. You'd need the individual C/T's to only train that skill and absolutely nothing on the others so you can rearrange the physical skills more easily.

 

IMO this will turn into a big mess, doing a high/low like edwards fan said might be a solution but you can't see the bonus value/skill most likely and would be easier to just make it so you can change the actual skills so you can more easily see them instead of doing the bonus high/low deal.

 

Soft points on physicals is definitely an interesting approach. In real like your secondary knowledge is pretty much set in stone, you can make an argument for primaries to have soft points but that would be a lot of work for each fight. But physicals having soft point actually makes a bit of sense because fighters in real life can look drastically different between each fight depending on their work out routine.

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It appears the biggest reservation about the physical cap is wasted time on existing fighters.

 

If you had to effectively waste 3/6 months or whatever people are saying it is, training a guy's physicals up to crazy levels just to be competitive; wouldn't it have been better if you didn't have to do that? A lower physical cap means you can spend let's say 40% less time training physicals before they're up to standard.

 

"Experienced managers complain how long it takes to rebuild a roster." Again.... seems like less time spent training physicals, which are currently pretty much a redundant entity, is a good thing.

 

As for whether it would bring diversity and the problem regarding the fight engine being a "race to tire the opponent out"... I'd imagine most people will look to max out their cardio. That's going to leave holes somewhere. Whether that means a "best build" for physicals in terms of each fighters type, I don't think really matters. What it does mean is that there's actually a point to physicals. I doubt anyone's actually thought for more than about 10 seconds about physicals for years - they just train them all up and be done with it. Now there's an actual point to their existence.

 

Whether it ruins existing fighters: I think people are being melodramatic. It's not ideal for some fighters, I'm sure. If you have trained a fighter up to 90-93% in every physical that obviously took time. However, everyone you are competing against did exactly the same thing, so really you haven't lost out any more than your competitors.

People who haven't trained their physicals up yet will be at an advantage in terms of wasted physical training time. That's cool for them. It'll also apply to all future fighters so if you haven't benefitted from it this time, you will next time.

 

Some people will just keep fighting and anyone they fight against will have the same physical build as their fighter. Some people will take their fighter off and train cardio up to max again. When they come back, they'll mostly fight people who've done the same thing. You get a cardio boost from fight anyway, so fighting will boost cardio of anyone who decided to keep fighting.

 

It's annoying when things change if you've planned for a certain way, but the majority of the complaining is just a bit like NIMBY mentality to building new homes or a new trainline, which ultimately benefits the community as a whole.

 

 

Quick points:

- The weight cutting point is a good one. We can just make it so people can cut an extra couple of pounds for a while, or we can cut people's weight by a couple of pounds if they need it.

 

In terms of whether to cut the cap to 80% then to 70% or just to 70%. If we did something in two chunks, that would mean more wasted training time. You'd train cardio up to max again, then we'd cut it by x% and you'd have to train it back up again. I don't think that's a better plan.

I don't know if I'd previously said 70% or someone else did but how I've been programming it so far was to cut it to the same level as the overall cap, which is ~78% anyway. Obviously as a fighter gets older and has more fights an injuries, that cap decreases and the plan was to decrease physicals more than the other skills. (That would mean an increase on the cap for primaries and secondaries over what it is now).

 

 

--------

 

In terms of how the cap will be brought in, I've been asked to explain in more detail.

 

I'll do it in numbers to make it as clear as possible. It's a sliding scale.

 

If you have 140 in average physicals (93%, which is roughly what the top guys have), that gets brought down to 117 (the average current overall cap).

Then it's a sliding scale down to 60 points, where below that, there's no impact.

So:

 

140 > 117.0
130 > 111.3
120 > 105.2
110 > 98.7
100 > 91.8
90 > 84.5
80 > 76.7
70 > 68.6
60 > 60.0

 

In terms of how we take that off individual skills it's worked out as follows.

For the top example, 117/140=83.57%. Then we just multiply each of the physicals by 83.57%

 

Down the lower end e.g. 76.7/80=95.88%. Multiply all physicals by 95.88%

 

This is the equation if you want to work your guys out specifically

117/140+((80-($total-60))/80)*(1-(117/140))

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These threads need to be done away with. I know Mike that you don't read through every post on a daily basis so what you do is you leave this thread running and then have to go through hundreds of posts to try and figure out what everyone wants and lets be honest here, there's always going to be people on here who'll post things which wouldn't be great improvements and so I feel that only a select few should be allowed to get involved with fight engine changes but to keep things fair any changes that are made are just announced once the improvements are made to the fight engine.

 

I've found myself agreeing consistently with basically everything Shortfuse says in these threads. In terms of guys that know the fight engine the best and who I feel should be offering their thoughts to Mike on what changes should be made for the benefit of the whole of MMA Tycoon and not just themselves, I'd have to say that Shortfuse, Duphus and Dinooo would be 3 guys I'd definitely pick to help out.

 

I haven't read in depth about what's happening regarding the fight engine but from what I've been told and from what I've read myself it doesn't sound like a great decision. You're forcing people to rebuild their roster with the changes to the physicals, people don't like just rebuilding all of a sudden. I've spoken to a lot of people who play MMA Tycoon over the years and the majority of them get attached to their fighters and find it hard to release them. Every single one of us managers has to spend years training these fighters, hoping that they'll be the next big star in MMA Tycoon and be remembered for years to come as the fighter who destroyed everyone. When you spend so long training the fighters and building them up, hyping their fights by doing a bit of smack talk, watching their fights, cheering when they win, sulking when they lose.. we wouldn't have this kind of reaction if our fighters meant nothing to us. So by forcing everyone to rebuild, you are essentially creating MMA Tycoon 2.0 and if you want to do that you should have MMA Tycoon 2.0 as a beta for the new fight engine or something and have it on a different database while still running MMA Tycoon 1.0.

 

If the fight engine changes do result in experienced managers having to rebuild, I'm not sure if I want to rebuild because I don't know if I'd have the patience or the time to do that. I've just went through a roster rebuild and a couple of the fighters are nearly ready to fight and will be in a couple of months so having to restart all again will be a pain in the ass.

 

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