Mentor Posted October 3, 2013 Report Share Posted October 3, 2013 Will we also be looking at the gassing issue at HW? Happens way too easy for my taste. That was the issue i mentioned with the speed. At HW or SHW it is a massive thing. 1 Link to comment Share on other sites More sharing options...
Scooby Posted October 3, 2013 Report Share Posted October 3, 2013 Like it was suggested earlier, maybe an equation using weight advantage/disadvantage would provide a bigger TDD,TD, Chin, and strength % and will likewise provide a lower Speed, Agility, flexibility and Conditioning %s i know this is probably a hard add, but then it will make people use more strategy when preparing for a fight and their sliders. Likewise for a fighter's height advantage, it can effect striking and accuracy at a % per cm i know we have something similar to this but the consensus in the forums is that it could make more of an effect on fights, especially when small quick fighters are scoring easy takedowns. Link to comment Share on other sites More sharing options...
MMATycoon Posted October 3, 2013 Author Report Share Posted October 3, 2013 That's what it already does, so if there are any problems with that sort of thing, it's a balancing out issue, not that the logic isn't there at all. Let's get a consensus opinion on some specific things that people think can be improved. If we can get a short bullet point list, with additional expansions on those points, that'll help me out. 1 Link to comment Share on other sites More sharing options...
shortfuse122829 Posted October 3, 2013 Report Share Posted October 3, 2013 http://www.mmatycoon.com/fightcommentary.php?FTID=597378 Here is an example of why I think the ground text needs to still be expounded even more than the 12% you already did Mike. This is a 5 round fight and 70% of the fight was spent on the ground over the course of 5 rounds but my opponent landed only 6 GNP strikes. That's just ridiculous if you ask me. Strikers really get no time at all to work their feet and have a chance to turn the round in their favor because 1 TD leads to 2-3 mins of being on the ground even when almost nothing lands on the ground. I prefer expanding the ground game over making ref stand-ups happen quickly again because then we go the opposite way with the ground game where ref stand-ups happen after only a couple of moves 1 Link to comment Share on other sites More sharing options...
MMATycoon Posted October 3, 2013 Author Report Share Posted October 3, 2013 Impossible to say without having sliders. It's not ridiculous if they were nearly 100% control. If we have examples we need to know what the sliders were. Link to comment Share on other sites More sharing options...
Guest Posted October 4, 2013 Report Share Posted October 4, 2013 If you wanna talk impossible, then have a look at this: http://www.mmatycoon.com/fightcommentary.php?FTID=601640 A guillotine from half guard? That's ridiculous. Obviously Mike, you know that's not really possible which is why you put in the flavor text that the guy transitioned to full guard to complete it. So my complaint is, why is this submission being performed from half guard? Shouldn't he have to successfully transition to full guard first, then get the guillotine? 1 Link to comment Share on other sites More sharing options...
Grasman Posted October 4, 2013 Report Share Posted October 4, 2013 Awesome job Mike, the fight engine is better than ever. Just need to tweak standup's (Easier and more frequent) and balance Weight/Size (shorter/lighter fighters now having a distinctive edge) a tad. Gotto love the new "standup to clinch" addition. 3 1 Link to comment Share on other sites More sharing options...
JLP Posted October 6, 2013 Report Share Posted October 6, 2013 Dee darts in looking for a takedown but Esposito gets double underhooks and turns Dee into the cage.Frank Esposito has stuffed three takedown attempts in the round now. That's going to take a lot out of Tweedle Dee.http://www.mmatycoon.com/images/fight/breakclinch2.gif Had a failed TD end in the clinch. First one I can recall having seen. Maybe I have missed them because the "clinch" graphic doesn't pop up in the text. Link to comment Share on other sites More sharing options...
shortfuse122829 Posted October 6, 2013 Report Share Posted October 6, 2013 Impossible to say without having sliders. It's not ridiculous if they were nearly 100% control. If we have examples we need to know what the sliders were. I have to completely disagree with you here. The fight I linked spent about 18 mins on the ground w/ my opponent landing 6 out 26 GNP and 0 out of 7 sub attempts. I was 3 out of 10 GNP and 0 out 2 submissions. That means there were a total of 48 offensive moves attempted on the ground with just 9 landing. That is an average of 0.5 strikes landed of 2.67 moves attempted per minute. This is a lot of information I am about to link because I wanted to find examples of the amount of moves attempted striking when comparing UFC to tycoon and then show how big of a difference it is when comparing it to the ground game......so let me first start w/ the striking.... The following information is a total of 15 fights from the last 3 UFC events followed by 15 fights over the last 3 Evolution events.... Jones vs. Gustaffson Time striking @ range: 23:40 Jones total strikes landed/thrown: 127/208 Gustaffson total strikes landed/thrown: 108/263 Total strikes landed/thrown: 235/471 Avg strikes landed/thrown per min: 9.93/19.9 Barao vs. Wineland Time striking @ range: 5:10 Barao total strikes landed/thrown: 25/41 Wineland total strikes landed/thrown: 11/53 Total strikes landed/thrown: 36/94 Avg strikes landed/thrown per min: 6.97/18.2 Healy vs. Nurmagomedov Time striking @ range: 8:05 Healy total strikes landed/thrown: 42/155 Nurmagomedov total strikes landed/thrown: 44/111 Total strikes landed/thrown: 86/266 Avg strikes landed/thrown per min: 10.64/32.91 Ricci vs. Jury Time striking @ range: 8:20 Ricci total strikes landed/thrown: 14/84 Jury total strikes landed/thrown: 20/70 Total strikes landed/thrown: 34/154 Avg strikes landed/thrown per min: 4.08/18.49 Menjivar vs. Reis Time spent striking @ range: 7:45 Menjivar total strikes landed/thrown: 18/49 Reis total strikes landed/thrown: 14/66 Total strikes landed/thrown: 32/115 Avg strikes landed/thrown per min: 4.13/14.84 Okami vs. Souza Time spent striking @ range: 2:20 Okami total strikes landed/thrown: 1/11 Souza total strikes landed/thrown: 7/13 Total strikes landed/thrown: 8/24 Avg strikes landed/thrown per min: 3.43/10.3 Benavidez vs. Formiga Time spent striking @ range: 3:05 Benavidez total strikes landed/thrown: 16/46 Formiga total strikes landed/thrown: 5/17 Total strikes landed/thrown: 21/63 Avg strikes landed/thrown per min: 6.81/20.43 Trinaldo vs. Hallman Time spent striking @ range: 4:36 Trinaldo total strikes landed/thrown: 22/43 Hallman total strikes landed/thrown: 22/65 Total strikes landed/thrown: 44/108 Avg strikes landed/thrown per min: 9.57/23.48 Vinicius vs. Bagautinov Time spent striking @ range: 6:26 Vinicius total strikes landed/thrown: 11/30 Bagautinov total strikes landed/thrown: 12/34 Total strikes landed/thrown: 23/64 Avg strikes landed/thrown per min: 3.58/9.95 Arantes vs. Souza Time spent striking @ range: 10:16 Arantes total strikes landed/thrown: 23/61 Souza total strikes landed/thrown: 45/123 Total strikes landed/thrown: 68/184 Avg strikes landed/thrown per min: 6.62/17.92 Mendes vs. Guida Time spent striking @ range: 7:11 Mendes total strikes landed/thrown: 15/47 Guida total strikes landed/thrown: 16/98 Total strikes landed/thrown: 31/145 Avg strikes landed/thrown per min: 4.32/20.19 Rothwell vs. Vera Time spent striking @ range: 5:15 Rothwell total strikes landed/thrown: 35/75 Vera total strikes landed/thrown: 29/49 Total strikes landed/thrown: 64/124 Avg strikes landed/thrown per min: 12.19/23.62 Koch vs. Poirier Time spent striking @ range: 4:00 Koch total strikes landed/thrown: 13/53 Poirier total strikes landed/thrown: 19/49 Total strikes landed/thrown: 32/102 Avg strikes landed/thrown per min: 8/25.5 Varner vs. Tibau Time spent striking @ range: 7:20 Varner total strikes landed/thrown: 21/52 Tibau total strikes landed/thrown: 9/34 Total strikes landed/thrown: 30/86 Avg strikes landed/thrown per min: 4.09/11.73 Gaudinot vs. Elliot Time spent striking @ range: 5:33 Guidinot total strikes landed/thrown: 23/69 Elliot total strikes landed/thrown: 34/74 Total strikes landed/thrown: 57/143 Avg strikes landed/thrown per min: 10.27/25.77 UFC totals: Time spent striking at range: 114:35 Total strike attempts: 2,143 Total strikes landed: 801 Avg strikes landed/thrown per minute: 6.99/18.7 Marciano vs. Breaker Time spent striking @ range: 14:05 Marciano total strikes landed/thrown: 61/131 Breaker total strikes landed/thrown: 49/78 Total strikes landed/thrown: 110/209 Avg strikes landed/thrown per min: 7.81/14.84 Higashikuni vs. Power Time spent striking @ range: 11:40 Higashakuni total strikes landed/thrown: 26/52 Power total strikes landed/thrown: 35/92 Total strikes landed/thrown: 51/144 Avg strikes landed/thrown per min: 4.37/12.34 Fernandez vs. Miguel Batista Time spent striking @ range: 4:58 Fernandez total strikes landed/thrown: 29/40 Batista total strikes landed/thrown: 11/36 Total strikes landed/thrown: 40/76 Avg strikes landed/thrown per min: 8.05/15.3 Sam Hall vs. Karri Vahti Time spent striking @ range: 12:00 Hall total strikes landed/thrown: 34/69 Vahti total strikes landed/thrown: 26/62 Total strikes landed/thrown: 60/131 Avg strikes landed/thrown per min: 5/10.92 Puska vs. Grayson Time spent striking @ range: 20:00 Puska total strikes landed/thrown: 37/117 Grayson total strikes landed/thrown: 75/125 Total strikes landed/thrown: 112/242 Avg strikes landed/thrown per min: 5.6/12.1 Orange vs. Narushima Time spent striking @ range: 7:30 Orange total strikes landed/thrown: 15/38 Narushima total strikes landed/thrown: 33/71 Total strikes landed/thrown: 48/109 Avg strikes landed/thrown per min: 6.4/14.5 Barry vs. Logic Time spent striking @ range: 4:00 Barry total strikes landed/thrown: 15/39 Logic total strikes landed/thrown: 21/33 Total strikes landed/thrown: 36/72 Avg strikes landed/thrown per min: 9/18 Miller vs. Griffin Time spent striking @ range: 13:45 Miller total strikes landed/thrown: 17/64 Griffin total strikes landed/thrown: 87/125 Total strikes landed/thrown: 104/189 Avg strikes landed/thrown per min: 7.56/13.75 Tolonen vs. Bomb Time spent striking @ range: 3:30 Tolonen total strikes landed/thrown: 7/23 Bomb total strikes landed/thrown: 9/20 Total strikes landed/thrown: 16/43 Avg strikes landed/thrown per min: 4.57/12.29 McThornbody vs. Juntunen Time spent striking @ range: 10:45 McThornbody total strikes landed/thrown: 57/88 Juntunen total strikes landed/thrown: 26/71 Total strikes landed/thrown: 83/159 Avg strikes landed/thrown per min: 7.72/14.79 Gunn vs. Kytta Time spent striking @ range: 7:57 Gunn total strikes landed/thrown: 3/10 Kytta total strikes landed/thrown: 34/51 Total strikes landed/thrown: 37/61 Avg strikes landed/thrown per min: 4.65/7.67 Ashantie vs. Goodridge Time spent striking @ range: 6:15 Goodridge total strikes landed/thrown: 2/16 Ashantie total strikes landed/thrown: 36/50 Total strikes landed/thrown: 38/66 Avg strikes landed/thrown per min: 6.08/10.56 Fernandez vs. Ruanti Time spent striking @ range: 3:30 Fernandez total strikes landed/thrown: 20/32 Ruanti total strikes landed/thrown: 6/18 Total strikes landed/thrown: 26/50 Avg strikes landed/thrown per min: 7.43/14.29 Gracie vs. Seagull Time spent striking @ range: 5:30 Gracie total strikes landed/thrown: 9/16 Seagull total strikes landed/thrown: 20/43 Total strikes landed/thrown: 29/59 Avg strikes landed/thrown per min: 5.27/10.73 Grunt vs. Reyes Time spent striking @ range: 7:00 Grunt total strikes landed/thrown: 36/65 Reyes total strikes landed/thrown: 10/51 Total strikes landed/thrown: 46/116 Avg strikes landed/thrown per min: 6.57/16.57 Tycoon Totals: Time spent striking @ range: 139:25 Total strikes thrown: 1726 Total strikes landed: 836 Average strikes landed/thrown per min: 6.0/12.38 When comparing the activity of a UFC fight compared to a Tycoon fight the UFC fighter thrown on average 150% of the ATTEMPTED strikes of the tycoon fighter but the amount of strikes landed per minute is very close actually..... Let's move on to the ground. Going to use a separate post for this.... 2 1 Link to comment Share on other sites More sharing options...
shortfuse122829 Posted October 6, 2013 Report Share Posted October 6, 2013 My thrown/landed are reversed in these statistics and should read landed/thrown. My apologies UFC Ground stats: Michael Prazeres vs. Jesse Ronson Time on ground: 7:17 Prazeres GNP thrown/landed: 31/34 Ronson GNP thrown/landed: 11/14 Total strikes thrown/landed: 42/48 Average strikes thrown/landed per min: 5.73/6.55 Costa Phillipou vs. Francis Carmont Time on ground: 12:05 Phillipou GNP thrown/landed: 8/9 Carmont GNP thrown/landed: 81/104 Total strikes thrown/landed: 89/113 Avg strikes thrown/landed per min: 7.36/9.35 Healy vs. Nurmagomedov Time on ground: 5:00 Healy GNP thrown/landed: 15/18 Nurmagomedov GNP thrown/landed: 40/45 Average strikes thrown/landed per min: 11 /12.6 Ricci vs. Jury Time on ground: 5:35 Ricci GNP thrown/landed: 16/19 Jury GNP thrown/landed: 7/12 Avg strikes thrown/landed per min: 4.18/5.63 Menjivar vs. Reis Time on ground: 5:57 Menjivar GNP thrown/landed: 53/58 Reis GNP thrown/landed: 55/71 Avg strikes thrown/landed per min: 18/21.5 Trinaldo vs. Hallman Time on ground: 2:52 Trinaldo GNP thrown/landed: 2/3 Hallman GNP thrown/landed: 29/36 Total GNP thrown/landed: 31/39 Avg strikes thrown/landed per min: 10.88/13.68 Vinicius vs. Bagautinov Time on ground: 4:47 Vinicius GNP thrown/landed: 24/28 Bagautinov GNP thrown/landed: 23/33 Total GNP thrown/landed: 47/61 Avg strikes thrown/landed per min: 9.79/12.7 Arantes vs. Souza Time on ground: 2:57 Arantes GNP thrown/landed: 43/52 Souza GNP thrown/landed: 3/3 Total GNP thrown/landed: 46/55 Avg strikes thrown/landed per min: 15.59/18.64 Zeferino vs. Silverio Time on ground: 4:22 Zeferino GNP thrown/landed: 7/7 Silverio GNP thrown/landed: 32/50 Total GNP thrown/landed: 39/57 Avg strikes thrown/landed per min: 8.94/13.07 Mendes vs. Guida Time on ground: 3:01 Mendes GNP thrown/landed: 20/22 Guida GNP thrown/landed: 2/2 Total GNP thrown/landed: 22/24 Avg strikes thrown/landed per min: 7.33/8 Koch vs. Poirier Time on ground: 7:43 Koch GNP thrown/landed: 17/18 Poirier GNP thrown/landed: 36/41 Total GNP thrown/landed: 53/59 Avg strikes thrown/landed per min: 6.87/7.64 Varner vs. Tibau Time on ground: 7:07 Varner GNP thrown/landed: 38/48 Tibau GNP thrown/landed: 43/46 Total GNP thrown/landed: 81/94 Avg strikes thrown/landed per min: 11.36/13.18 Gaudinot vs. Elliot Time on ground: 8:35 Gaudinot GNP thrown/landed: 12/16 Elliot GNP thrown/landed: 198/272 Total GNP thrown/landed: 210/288 Avg strikes thrown/landed per min: 24.46/33.55 Camus vs. Kang Time on ground: 11:51 Camus GNP thrown/landed: 53/73 Kang GNP thrown/landed: 113/133 Total GNP thrown/landed: 166/206 Avg strikes thrown/landed per min: 14.03/17.41 Palelei vs. Krylov Time on ground: 6:19 Palelei GNP thrown/landed: 75/89 Krylov GNP thrown/landed: 22/22 Total GNP thrown/landed: 97/111 Avg strikes thrown/landed per min: 15.32/17.53 UFC TOTALS: Total time on ground: 103:09 Total ground strikes thrown: 1,371 Total ground strikes landed: 1,136 Average strikes landed/thrown per min: 11.01/13.29 Tycoon Ground stats: Grunt vs. Reyes Time on ground: 6:00 Grunt GNP thrown/landed: 7/18 Reyes GNP thrown/landed: 0/0 Total GNP thrown/landed: 7/18 Avg strikes thrown/landed per min: 1.17/3.0 Gracie vs. Seagull Time on ground: 7:30 Gracie GNP thrown/landed: 5/23 Seagull GNP thrown/landed: 0/0 Total GNP thrown/landed: 5/23 Avg strikes thrown/landed: .67/3.07 Clement vs. Oreilly Time on ground: 10:00 Clement GNP thrown/landed: 4/20 Oreilly GNP thrown/landed: 9/16 Total GNP thrown/landed: 13/36 Avg strikes thrown/landed per min: 1.3/3.6 Ashantie vs. Goodridge Time on ground: 6:40 Goodridge GNP thrown/landed: 10/43 Ashantie GNP thrown/landed: 0/0 Total GNP thrown/landed: 10/43 Avg strikes thrown/landed per min: 1.5/6.45 Cullen vs. Khanomtom Time on ground: 2:30 Cullen GNP thrown/landed: 0/1 sub: 0/1 Khanomtom GNP thrown/landed: 0/0 Total moves thrown/landed: 0/2 Total moves thrown/landed per min: 0/0.8 Nazarethyan vs. Sting Time on ground: 6:45 Nazarethyan GNP thrown/landed: 4/4 Sting GNP thrown/landed: 1/5 subs: 0/3 Total moves thrown/landed: 5/12 Avg moves thrown/landed per min: .74/1.78 Tolonen vs. Bomb Time on ground: 5:25 Tolonen GNP thrown/landed: 2/10 Bomb GNP thrown/landed: 0/0 Total GNP thrown/landed: 2/10 Avg moves thrown/landed per min: .37/1.85 Stehling vs. Blockson Time on ground: 6:20 Stehling GNP thrown/landed: 14/16 Blockson GNP thrown/landed: 0/0 Total GNP thrown/landed: 14/16 Avg GNP thrown/landed per min: 2.21/2.53 Miller vs. Griffin Time on ground: 6:15 Griffin GNP thrown/landed: 0/0 Miller GNP thrown/landed: 4/21 Total GNP thrown/landed: 4/21 Avg GNP thrown/landed per min: .64/3.36 Randolph vs. Varvaskoukku Time on ground: 10:00 Randolph GNP thrown/landed: 3/5 sub: 0/2 Varvaskoukku GNP thrown/landed: 13/25 sub: 1/2 Total moves thrown/landed: 17/34 Avg moves thrown/landed per min: 1.7/3.4 Puska vs. Grayson Time on ground: 3:00 Puska GNP thrown/landed: 0/0 sub: 0/2 Grayson GNP thrown/landed: 0/1 Total moves thrown/landed: 0/3 Avg moves thrown/landed per min: 0/1 Dawkins vs. Hunt Time on ground: 6:40 Dawkins GNP thrown/landed: 4/11 sub: 1/5 Hunt GNP thrown/landed: 0/0 Total moves thrown/landed: 5/16 Avg moves thrown/landed per min: .75/2.4 Nieto vs. Soloyvev Time on ground: 3:05 Nieto GNP thrown/landed: 0/1 sub: 0/2 Soloyvev GNP thrown/landed: 0/2 sub: 0/1 Total moves thrown/landed: 0/6 Avg moves thrown/landed per min: 0/2 Smokeleaf vs. Soderberg Time on ground: 12:30 Smokleaf GNP thrown/landed: 0/6 sub: 0/9 Soderberg GNP thrown/landed: 15/21 sub: 0/11 Total moves thrown/landed: 15/47 Avg moves thrown/landed per min: 1.2/3.76 Higashikuni vs. Power Time on ground: 8:20 Higashikuni GNP thrown/landed: 2/11 sub: 0/2 Power GNP thrown/landed: 7/12 Total moves thrown/landed: 9/25 Average moves thrown/landed per min: 1.08/3 Tycoon Totals: Total Time Spent on ground: 102:40 Total Ground strikes thrown: 330 Total Ground strikes landed: 96 Avg strikes thrown/landed per min: .94/3.21 Okay so the difference in attempts thrown on the feet when comparing UFC vs. Tycoon is the UFC throws about 150% more moves then the tycoon fighter w/ the strikes landed per minute being very similar to each other. The difference in activity when comparing the UFC vs. Tycoon on the ground is massive. The UFC fighter averages almost 400% of the moves of the tycoon fighter and the averages when comparing the strikes landed per minute on the ground is a complete joke. I really think the activity on the ground still needs to be increased by quite a lot of moves. I think this needs to happen either way just so it's more comparable to real life but I especially think it would stop the 1 or 2 TD's wins the round just because of how quickly minutes go by w/ such little action happening on the ground. The way the fight engine works right now a TD to side-control is almost an auto 3 mins on the ground an a fair amount of the time it leads to the fight staying on the ground the rest of the round. By increasing the # of moves on the ground you would give strikers more time to work back to their feet and have a chance at winning back the round (assuming that the stand-ups happen in the same # of MOVES and not the same # of minutes on the ground). If on average it takes a striker 2 minutes to get back to his feet and the ground text was doubled where it is now IDEALLY that would lead to that ref stand-up happening in 1 minute. Same # of moves but less time due to increased activity. I think the way TD's are scored is completely over-powered and the way that energy works from laying on your back while your opponent humps your leg (& lands almost 0 GNP) is too big of a hit. If we're comparing to the UFC again I don't think 2 minutes of a guy laying on you while landing almost nothing would have such a drastic effect on a UFC fighters cardio as it does a tycoon fighters. 5 1 Link to comment Share on other sites More sharing options...
duphus Posted October 6, 2013 Report Share Posted October 6, 2013 I think this shows a lot. Good job shortfuse Link to comment Share on other sites More sharing options...
PBR Posted October 6, 2013 Report Share Posted October 6, 2013 i have always said and felt that gnp landing ratio was pretty crazy off and that you never seen fighters in real life miss gnp like they do in game -- but also think in game ko rate by gnp is more than in real life though Link to comment Share on other sites More sharing options...
Scooby Posted October 6, 2013 Report Share Posted October 6, 2013 excellent outline it really broke it down Link to comment Share on other sites More sharing options...
j666 Posted October 7, 2013 Report Share Posted October 7, 2013 excellent work from fuse. i agree with pbr. maybe more tko's from fighters not defending but def not as many actual ko's as in the game. gnp is a bitch, even from "advantageous" positions, always has been. this got discussed hella when someone suggested a dam/acc slider for gnp, not sure whatever became of that. Link to comment Share on other sites More sharing options...
rjs2442 Posted October 7, 2013 Report Share Posted October 7, 2013 Nice work fuse! That took a lot of time and dedication to put together and for that we thank you! Link to comment Share on other sites More sharing options...
EzekelRAGE Posted October 7, 2013 Report Share Posted October 7, 2013 Yea nice work fuse. excellent work from fuse. got discussed hella when someone suggested a dam/acc slider for gnp, not sure whatever became of that. Looking at the thread, looks like Mike mightve wanted to come back to it at some point. Anyway, I'm bookmarking this post for reference when I get the time to work on this. 1 Link to comment Share on other sites More sharing options...
Guest Posted October 7, 2013 Report Share Posted October 7, 2013 i have always said and felt that gnp landing ratio was pretty crazy off and that you never seen fighters in real life miss gnp like they do in game -- but also think in game ko rate by gnp is more than in real life though The biggest problem imo, even if a damage/acc slider is implemented, is that it's a static effect on all shots and not an x% chance of throwing something. It's wildly unrealistic, because no good fighters ever throw everything with the same force. Let's take Nick Diaz as an example. Assuming punches can be ranked on a "power scale" from 1-10, a typical flurry from him might be 4-4-4-7-3-3-9-5-7. This keeps his opponent guessing and disrupts his rythm, making the power shots more effective than if he just went out like a retard winging baseball overhands. If Nick Diaz was at 70% acc in Tycoon, though, it'd look like 4-4-4-3-3-5-4-5-4-4 instead because, ignoring slight difference in rolls, damage output is largely static. Link to comment Share on other sites More sharing options...
j666 Posted October 7, 2013 Report Share Posted October 7, 2013 The biggest problem imo, even if a damage/acc slider is implemented, is that it's a static effect on all shots and not an x% chance of throwing something. It's wildly unrealistic, because no good fighters ever throw everything with the same force. Let's take Nick Diaz as an example. Assuming punches can be ranked on a "power scale" from 1-10, a typical flurry from him might be 4-4-4-7-3-3-9-5-7. This keeps his opponent guessing and disrupts his rythm, making the power shots more effective than if he just went out like a retard winging baseball overhands. If Nick Diaz was at 70% acc in Tycoon, though, it'd look like 4-4-4-3-3-5-4-5-4-4 instead because, ignoring slight difference in rolls, damage output is largely static. i totally agree, it's the difference between brawling and boxing. i remember the shock of quite a few when mike came out and explained the dam/acc "static-ness". Link to comment Share on other sites More sharing options...
Guest Posted October 7, 2013 Report Share Posted October 7, 2013 The mental image of someone going 100% acc in real life is pretty amusing, though...AND NEW UFC CHAMPI'ON OF THE WORLDhttp://fc07.deviantart.net/fs70/f/2012/149/4/5/fluffy_confused_kitten_gif_5_by_wonderfuday-d51jyza.gif 4 Link to comment Share on other sites More sharing options...
Erik Posted October 7, 2013 Report Share Posted October 7, 2013 The mental image of someone going 100% acc in real life is pretty amusing, though... AND NEW UFC CHAMPI'ON OF THE WORLD http://fc07.deviantart.net/fs70/f/2012/149/4/5/fluffy_confused_kitten_gif_5_by_wonderfuday-d51jyza.gif I didn't find this funny, but upvoted for cute kitten... Link to comment Share on other sites More sharing options...
AlexiZaitev Posted October 7, 2013 Report Share Posted October 7, 2013 For me personally the ground game will always be difficult but a ramp up in activity would help some. On clinch unless it gains positions like the ground i dont ever see it becoming a valid option outside of using punches due to the poinrs needed to be a clincher, unless you sacrifice your ground game for clinch. On hw's power us king. Either you ko your opponent or your gas him. I have a sens/remarkable/ exceptional/ browm belt who has been beating more skilled fighters because of throwing damage and gassing. If you are a good striker at hw and some power just throw damage and it seems like your odds of winning are generally good Link to comment Share on other sites More sharing options...
Scooby Posted October 8, 2013 Report Share Posted October 8, 2013 The biggest problem imo, even if a damage/acc slider is implemented, is that it's a static effect on all shots and not an x% chance of throwing something. It's wildly unrealistic, because no good fighters ever throw everything with the same force. Let's take Nick Diaz as an example. Assuming punches can be ranked on a "power scale" from 1-10, a typical flurry from him might be 4-4-4-7-3-3-9-5-7. This keeps his opponent guessing and disrupts his rythm, making the power shots more effective than if he just went out like a retard winging baseball overhands. If Nick Diaz was at 70% acc in Tycoon, though, it'd look like 4-4-4-3-3-5-4-5-4-4 instead because, ignoring slight difference in rolls, damage output is largely static. this is certainly true but how would this look on our slider page? how would we plan fights based on this correction? i imagine it would be hella hard Link to comment Share on other sites More sharing options...
EzekelRAGE Posted October 8, 2013 Report Share Posted October 8, 2013 this is certainly true but how would this look on our slider page? how would we plan fights based on this correction? i imagine it would be hella hard Maybe have a little checkbox where if you click it your strikes would operate within a 20% range of where your damage/acc slider is. If you're at 60% acc, maybe he goes 80% or 40% throughout the fight. Unchecked, and it operates like it does now. That does sound complicated though. I thought a fighter could use his intelligence to adjust the damage/acc during the course of the fight? Link to comment Share on other sites More sharing options...
Scooby Posted October 8, 2013 Report Share Posted October 8, 2013 I thought a fighter could use his intelligence to adjust the damage/acc during the course of the fight? Thats what i assumed would be the case naturally, "Fighter A went for accuracy until fighter B gave a great KO opportunity and fighter A's intelligence saw it as an opportunity he couldnt miss" type of situation 1 Link to comment Share on other sites More sharing options...
j666 Posted October 8, 2013 Report Share Posted October 8, 2013 mike has said before that intelligence is that "killer instinct" that kicks in. 3 Link to comment Share on other sites More sharing options...
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