I was just over at the EA Sports forums and saw where a game dev commented about all of the things that people are complaining about after Patch #1. Here is a list of what he has outlined to be fixed in the future:
I will say that this is the most interactive that I have seen a dev in relation to feedback about the game, at least on EA's end. This is highly encouraging to me and tells me a lot about the people that they have working on this game. I know a lot of people have very negative feelings about EA because of past transgressions, but I really do feel like they are trying to be better now.
In regards to those that may say EA released an "unfinished" game and that we are basically paying beta testers: I won't disagree but I can possibly explain why. In an interview that EA dev Brian Hayes did with Middle Easy, he explained that a lot of what they do and when they do it is political in nature.
Basically, the big wigs at EA, which is a publicly traded company, try to position everything to be released at specific times so as to look good on reporting sheets (to investors). If they can get a spike in sales or user interaction at the end of a quarter, it looks good to their current and potential investors. It sucks, and its not something that I like about publicly traded companies, but it goes a long way in explaining why some things happen like they do. Its not the devs fault. Its the big wigs in a corporate office looking out for the bottom line making some of those calls.
Anyway, thought tat was interesting and would share. Given this new information, what do you think about the state of EA SPORTS UFC currently and where it is headed in the near future?
1. Sweep from guard to mount tuning – by increasing the denial window on the sweep from guard to mount, we successfully made that a more difficult transition to execute, but we indirectly made subs and getups from guard more difficult because the user only has to anticipate/react to two options instead of 4, because they have ample time to react to the sweep no matter what. This has made guard one of the least effective ground positions which is not realistic or balanced. In addition, the AI still uses the sweep as a go to strategy and as a result the AI is too easy to dominate in guard.
2. Weak block tuning has adverse side effects on the ground game – If you are the submissive fighter on the ground, the game requires you to block in order to transition when your opponent is postured up and striking. Now that you don’t regenerate stamina while holding block, it is very difficult to regain stamina as the sub fighter. Because stamina is so key to any success on the ground, this has put the ground game out of balance and compounds the above issue in full guard.
3. Posture up/down exploit – We fixed the exploit but there is now a new exploit where if you time the strike after posturing up and releasing the stick, you can sneak in an unblocked postured up strike. In addition, you cannot TKO a guy if he turtles forever, and by fixing the posture up/down exploit the top guys has no viable option to get a KO or TKO apart from using the new exploit.
4. Weak block stamina balance while standing – The combination of weak block not regenerating stamina and stamina getting drained while weak blocking a strike gives users the impression that throwing a flurry of strikes costs the the same/less/unrealistically similar amount of stamina as defensively weathering the storm which feels imbalanced.
5. Body kick spamming still an issue, potentially compounded by stamina tuning – body kick spamming was an issue prior to the patch, and it is either still an issue or worse of an issue as players now know to pressure their opponent as much as possible, especially to the body to drain their stamina even quicker with the knowledge that it won’t regenerate. Parry’s aren't effective against certain strikes as you can’t counter punch due to range issues, and once you are gassed you cannot block at all leaving you without block as a defensive option. This rarely happened before since you regenerated stamina while blocking, but now it's showing up as is seen an issue.
I will say that this is the most interactive that I have seen a dev in relation to feedback about the game, at least on EA's end. This is highly encouraging to me and tells me a lot about the people that they have working on this game. I know a lot of people have very negative feelings about EA because of past transgressions, but I really do feel like they are trying to be better now.
In regards to those that may say EA released an "unfinished" game and that we are basically paying beta testers: I won't disagree but I can possibly explain why. In an interview that EA dev Brian Hayes did with Middle Easy, he explained that a lot of what they do and when they do it is political in nature.
I can't, for a variety of reasons, some financial, like, some reporting reasons that I'm not an expert on, there's reasons around accounting why we aren't able to say anything about what fighters and when prior to certain dates. A lot of it has to due with fiscal quarters and all that. It's mind-numbingly annoying and frustrating.
Basically, the big wigs at EA, which is a publicly traded company, try to position everything to be released at specific times so as to look good on reporting sheets (to investors). If they can get a spike in sales or user interaction at the end of a quarter, it looks good to their current and potential investors. It sucks, and its not something that I like about publicly traded companies, but it goes a long way in explaining why some things happen like they do. Its not the devs fault. Its the big wigs in a corporate office looking out for the bottom line making some of those calls.
Anyway, thought tat was interesting and would share. Given this new information, what do you think about the state of EA SPORTS UFC currently and where it is headed in the near future?