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Your Fights Stats With Mods?


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I touched on this in the suggestion thread. Then I wondered if any of the guys around here have messed around with the real-world fighters personalities to see if they could rectify the problem I am having.

 

I have noticed that many of the "busier" fighters in the game, such as Uriah Faber, Frankie Edgar, Nick Diaz, and Grey Maynard, are not at all active in the game.

 

For example, her eis a 30round fight with Carlos Condit and Nick Diaz. When the two fought in real life, they both threw well over 70 strikes apiece in the first three rounds. In the game, they threw a total of 34 strikes.

 

http://s9.postimage.org/s6apz74i7/diazconditwmma.png

 

I also noticed such a lack of activity on the ground. This is also shown in the Diaz and Condit fight. Ground strikes was literally 1 per round and very little damage was given.

 

 

I checked their stats in-game, and there was little that could be moved around or changed. I had a similar match wherein Uriah Faber vs Brian Bowles threw less than 30 total punches (combined) as well. So I am wondering if anybody has done any tweaking to see if these stats can be brought closer to reality.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="xspudx" data-cite="xspudx" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="34154" data-ipsquote-contentclass="forums_Topic"><div>I really would not focus on stats in this game, they're not accurate and Adam has said they're only relevant to how the game plays, its not based on realism, for whatever reason. I pay no attention to them.</div></blockquote><p> </p><p> Well forgive me for asking, but why have the stats at all then? I think there likely is a way to contort the attributes to match the real-world counterparts. I imagine the fact that fighter strategies are set to simply automated also has something to do with it.</p>
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It's there to let you evaluate the match a little, so you'll understand why a certain someone lost. You should probably multiply it by 2 or something to get a more realistic number (and even then). I hope in a future installment there will be the option to witness more detailed and accurate fights. We can only hope. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
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<p>The stats are there to represent what you just read on the play-by-play. If the fights played out more realistically in terms of numbers then you would be reading play-by-play for like 10 minutes per fight.</p><p> </p><p>

If the actual stats were to reflect real-life numbers in the games current form then you would be wondering why the fighters have all these strikes landed/takedowns attempted etc. when it didn't play out that way when you read the commentary.</p>

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<p>I know what you mean C=L, and I guess I just fall into that category of "If there are stats, make them work. Else leave them out." Maybe it's just an OCD of mine I need to deal with (Blame it on being a baseball fan my whole life). </p><p> </p><p>

And I don't wish to sound like I'm all huff-n-puff about it. I have worked with programmers on stat-based games before and so I totally understand how difficult it can be, especially when you allow people to mod (which pulls the stats off). My initial message was simply wondering if anybody has tried to tweak them to find better (more realistic stats). </p><p> </p><p>

Like I said above, I believe the problem comes from the set-up lines that do not result in hits, especially on the ground. For instance, if you changed "X attempts to pass guard to side mount." to "X throws a series of short punches from the guard, then attempts to pass." and counted those strikes, there would be more rounds with 20+ strikes per fighter in it. I've noticed better fighters tend to throw less overall (on average) while lower level guys seem to have big stats. This may be totally due to the lack of blocking from lower level guys.</p>

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