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Ask THQ: Developer Q&A 9

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In this Q&A, John focuses mainly on your CAF questions. However, Omar Kendall, a designer on Undisputed, jumps in to tackle the question many of you have been concerned with: the submission system.

It's a huge Q&A so be sure to hit the title for the entire article, and thanks for waiting.

Is the demo the final version of the game, or are you guys going to tweak some things before May 19th?

We definitely had some time in between the demo and final game to fix
some small issues here and there, but the gameplay in the demo is
fairly indicative of the final product.

Can you "deadleg" an opponent with enough inside/outside leg kicks?

Repeated strikes to an opponent’s legs will cause him to move more slowly and lower the damage that he can inflict via kicks. You can’t completely disable an opponent’s legs, but working him with inside/outside leg kicks is a valid strategy and definitely has a tangible effect that can turn the tide of a fight.

Can you go into detail on how rising or dropping a weight class will affect a fighter's attributes, such as cardio strength?

For the sake of being as accurate as possible, fighters who are allowed to rise or drop weight classes each carry their weight a little differently. Moving up in weight may cause one fighter to lose some speed and pop on his punches, while a fighter in his own weight class may not be as shaky when moving down.

How did you arrive at 7 years being the CAF career length?

Due to the way that our Career Mode and Create-a-Fighter progression work, a seven-year period for a Career Mode playthrough allows a proficient player ample time to build a very competitive fighter and also felt perfect to us from a playtime standpoint. We expect players will want to experience the Career Mode multiple times, so we tried to ensure that each playthrough was long enough to be enjoyable and indicative of an actual UFC career, as well as compact enough as to not drag on to the point of frustration. It is also worth pointing out that you can retire a fighter at any time from a Career Mode playthrough. If for some reason you do not want to complete an entire Career Mode, you have the option of ending it at any point without losing the progress made on your created fighter.

Is there an online CAF matchmaking system? Will I be able to choose search criteria of win/loss record, total fights, attribute total, or other variables? I would like to be able to take my CAF online as he is moving up through the ranks rather than the typical fighting game in which all online CAFs have maximum attributes.

Created fighters are supported in online Ranked or Unranked play and are identical to their offline counterparts, possessing all of the same skills and attributes. While fighters created through the Create-a-Fighter system share the same total number of points that can be allocated to their Attributes or Fighter Skills, fighters who are brought up through the Career Mode have the potential to be even more well-rounded. If you are serious about taking a created fighter online, it is definitely in your best interest to train him properly using the Career Mode! This should ensure that much like the real UFC fighters present in the game, each created opponent will have different strengths, weaknesses and play style.

Can you explain the submission system in detail? Are submissions going to be easier to achieve with other fighters than on the demo?

I’m so glad someone has asked this question! I’ve seen more than a few people misunderstand our submission system, so here’s the scoop.

Submissions pit two people against each other in a struggle that takes into account many factors. First, the offensive fighter’s submission skill and the type of submission being performed are considered. The higher a fighter’s Submission Offense and the more advantageous the position from which the submission is attempted, the higher the likelihood the submission will succeed. That’s why some people have noticed in our demo that Mauricio “Shogun” Rua’s triangle submission from mount is easier than other submissions, like the knee bar from guard or the kimura from half guard. Also, the method the offensive fighter uses to sink in the submission plays an important part. There are two ways to execute a submission – mashing the face buttons or rotating the right stick, a maneuver we call The Shine. In all cases, The Shine is going to be a better method to sink in a submission. Make sure you rotate that stick fast! The faster you rotate the stick, the higher your chance of success.

It’s the defensive side and how players deal with submissions that I think confuses a lot of people. Similarly to the offensive fighter, a defensive fighter has stats that influence how successful he is at getting out of submissions. But in the defensive fighter’s case, they have two different stats – Strength and Submission Defense – and which state is used depends on which type of escape is performed. Brute force escapes, which are performed by rapidly mashing the face buttons, only take into account Strength. The other type of submission escape, Technical Escapes, which are also executed via The Shine, only look at a defensive fighter’s Submission Defense. As a defender, your best bet is to know which of these two stats is higher and to utilize the escape suited to that higher stat.

There is another extremely important factor in the success rate of a submission, and that is the defender’s energy level. I have seen many people incorrectly assert that the best way to execute a submission is to weaken your opponent by beating him up. This is simply not true! Energy is not lowered by hurting your opponent; stamina is the answer. Energy is only depleted when your opponent performs actions; running, striking, transitions, etc. all temporarily lower energy levels, and the lower your opponent’s energy level, the more vulnerable he is to submissions. We didn’t want fighters coming out and submitting people instantly, simply because they have a higher Submission Offense.  We feel this would be very frustrating for players (and yes, there are fighters in the game with higher Submission Offense than Shogun and lower Submission Defense than Chuck Liddell, so there will be matchups where submissions are a bit easier than others). For example, Brock Lesnar has extremely high Strength and Standing Striking Offense, but even he can’t just one-punch KO everyone in the game at will.  It just wouldn’t be fun, and we just don’t think it’d be fun with submissions, either.

My suggestion would be for submission fighters to pay close attention to what actions their opponents are performing to see when a submission opportunity presents itself. If you land a takedown and your opponent immediately starts spamming transition attempts or has just delivered a flurry of strikes and left himself gassed, this means he’s using up a lot of energy and thus will be vulnerable to a submission. However, if the opponent is playing a calmer strategy and is perhaps only attempting to protect himself while throwing carefully timed strikes, submitting  isn’t going to be a very viable option.

Hope this helps!

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steve101
Joined: 04/25/2009
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Hmm, i cant say the developer reassured me that the final sub system will be in any better. he took the easy and cheap route and made a strawman argument against criticisms of the system that werent really common place.

The stamina/sub correlation is still far too strong and, even worse, he states that brute force escapes only take into account strength. In that case, wont Brock Lesnar be near impossible to submit since im sure his strength is close to 100? By this logic Houston Alexander will actually have excellent sub defence. My suggestion would at least be to make some moves(particularly the rear naked choke) impossible to defend with strength alone since it really has no relevance to escaping in real life- yeah perhaps slamming out of an armbar or triangle could use brute force.

He summarises what is an entirely strawman argument by saying it wouldnt be fun if a good sub fighter won every time in the first round. Well, no one actually suggested that would be the case, we just suggested it should be at least possible just as it is possible for a fight to end at any second via KO regardless of stamina.

SleeperNoob
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Joined: 04/22/2009
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Will you guys update with a patch to detect turbo controllers like in Call of Duty 4?

What are you guys going to do against disconnectors? In Street Figher 4 they have a disconnect ratio to discourage cheaters. Can something like this be implemented?

Ultimate Warrior
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Joined: 03/31/2009
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To steve101. I know the sub system isnt great but you cannot have it both ways in a game like this. Admin is right in order to make the game somewhat real and fair to all fighters . If there was a way you could just sub someone early in the first round then what would be the fun of playing you would be able to sub anyone at anytime. What is everyones problem with this game instead of playing most are crying over what they hate about the game. It isnt perfect but it is set up to be somewhat fair to all who play. They will learn from what is not right this year and apply it to the next game but this game is set to release in 2 weeks and there will be no changes between now and then to the game so why are people still posting threads on what needs to be changed when it cant be done. I happen to love the game and find little fault in it and when the game comes out with all the fighters i think it will be as good as we can expect for a first attempt on the new consoles.

Playcircus
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Joined: 01/29/2009
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For them to fix the submission system for UFC 2010+ we need to bring it to their attention, I can knock Chuck out in the first round, take him down a million times, pass his guard like butter, sweep him easily, pound him out, and out strike him on expert mode because I've taken the time to get good at it, but no matter how much time I put into going for submissions I can't submit him, Chuck better have damn good sub defense compared to other fighters in the game

If I have to drain Brock Lesnar's stamina to zero to submit him with Frank Mir then the submission system is broken.

EA MMA

Granis
Joined: 04/03/2009
User offline. Last seen 6 days 17 hours ago.

Yeah i mean think about it...To defend the sub all you have to do is time your strikes, they say so in the forum. well i know for sure that i'm definitely not gonna be so foolish as to gas myself, against someone who'll i will probably KNOW is a sub fighter. Either way in the game we have seen that it only takes like 5-8 good strikes to the head from mount to win, if you make it to mount why not just knock'em out?

steve101
Joined: 04/25/2009
User offline. Last seen 24 weeks 17 min ago.

i guess my point is it isnt fair, subs are incredibly unlikely it seems unless you completely drain your opponents stamina, but KOs can happen at any second(which im not complaining about, it just should be the same for subs). To say "oh it wouldnt be fair if you could always sub instantly" is a strawman argument, im not suggesting it should work every time merely that it shouldnt be necessary to completely drain your opponents stamina to sub them(especially if you get mount, take their back etc). Having lots of stamina left shouldnt mean you cant be rear naked choked. there should be flash subs as there are flash KOs, that doesnt mean they are guaranteed.

Whether this fulfills the "realism" criteria, or the "balanced game" criteria is down to you. In my opinion both aspects are short changed by the broken sub system. Granted, I havnt played the full game, but the developer basically confirmed that the demo is fully representative of the system in the full version. Im actually pretty disappointed, as the game gets so much right. Hopefully with more prectice il get the subs to work, but its frustrating to fight against poor and unrealistic game mechanics.

steve101
Joined: 04/25/2009
User offline. Last seen 24 weeks 17 min ago.

i dont want to come across as whingeing, there are many aspects of the game that I would praise- presentation, graphics, the stand up and flash KO system, transitions etc. But the developers deserve honest feedback. Im sure they wont acknowledge our replies but I feel I should make my opinions clear. Its not like im flaming them with obsceneties or anything, ive put some thought into the feedback and so have many others.

ChosenPredator
Joined: 02/02/2009
User offline. Last seen 4 weeks 5 days ago.

people will say differently once they play against a human opponent with sub which is a lot more playable and enjoyable and in reality it is really easy to get a sub off but i have feeling they are going to simplify the hell out of it for next year and the complaint will be it's to easy to pull off subs.

I was also hoping they could give a simple YES or NO answer if there is CPU vs CPU and Title exchanges on exhibidtion mode.

ThaiFighter1605
Joined: 04/09/2009
User offline. Last seen 29 weeks 6 days ago.

Ya the sub system needs a lot of work. This just confirmed my fears. Its silly to say that it wouldn't be fun if you got subbed in the first round. Its not fun to be knocked out in the first round either. I also agree that there is no incentive to go for submissions instead of ground and pound. If I've got a guy mounted I'd be better off holding it and going for ground and pound then going for a sub. In real life this is not the case. If a guy is covering up and bucking it might be really hard to pound him out. But if he's sticking his arms out and pushing my head away to stop punches or rolling side to side an arm bar is more of a sure finish than ground and pound.

Team Hard Knocks

ZIPLOCK
Joined: 04/25/2009
User offline. Last seen 31 weeks 4 days ago.

Sounds Good to me . Can't wait , roll on the 19th .

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