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Originally Posted by tony01313 |
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http://forum.ea.com/eaforum/posts/list/4763650.page
Super long read
Please click link some guy nailed it every problem that I have with the game. I usually come here operation sports for the sim experience and I am shocked at the response here for the game. What really killed me is when Mr. Sim Czar put his stamp of approval on the game, not trying too diss but this is not boxing. I looked back and thought maybe it's just me but it's not.
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good read with valid opinions...but
I can't help thinking that people are going a bit over board in their criticisms of the idea behind the blocking system. I agree that the mechanic has been simplified from what we had before but the truth that no one seems to want to bring up is that the high/low system was a less realistic and ultimately more broken system then we have now. The loss of strategy that the OP mentioned doesn't hold much weight to me because FNR4's blocking is not a real strategy that fighter's use. Fighters don't invite headshots by blocking only their chests, they use head movement instead. The only time a fighter might solely focus on protecting body and leave his head wide open is if he has sustained a serious injury to body, and at that point the fight is prettty much always over. So people really want to go back to a blocking style that is only used 0.01% of the time in real life?
The OP also cites FNR3's 6 way parry system a few times as an example of "tools" that have been taken away (even though he repeatedly claims he didn't use those same tools). Anyone that's played a good deal of FNR3 knows why he would be ashamed to admit he used to the parry... because it was so poorly implemented that it essentially broke the game. Might as well have called it "auto-counter", react as late as you wanted without any penalty by choosing the right side and it was money. Good riddance to that "tool".
I agree wholeheartedly that the game needs another layer of strategy on defense. I think there is a common sense solution that unfortunately won't make it into FNC but has little to do with the blocking. I feel the blocking system right now sans the counter window that opens when you "perfect block" is fine. The OP constantly cites punch stats as his end all be all to condemning the FNC blocking system when it's pretty obvious to me that we are going to see some tuning in the area of punch accuracy to clean that up a bit. Back to the solution. The solution is to remove "perfect blocking's" counter window and in its place add some sort of parry mechanic back to the game that is a little more demanding than FNR3's system. The only way this will work without breaking the balance of the game is to also add in a reliable punch feign mechanic as a counter. I think holding a modifier button for parry then needing to predict the exact punch by the flicking the Full Spectrum Punching Stick in the proper direction might do the trick. If you guess wrong you will eat a punch clean. As far as punch feigns are concerned I like the system implemented in UFC2010 that allows you to feign strikes by cancelling the striking animation before it reachs a certain point. The punch feign will allow you to throw off the timing of fighters who decide to rely too heavily on parrying. Feigning is the only way to limit parrying's effectiveness as a tactic to be relied heavily upon.
Does the FNC demo have it's share of problems... 100% yes, but I don't feel the "dumbed down auto-blocking" that a lot of ignorant critics and the OP (who I don't feel fits the description of an ignorant critic... just to be clear) have crucified the game for is anywhere near the top of the list of real problems...