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WMMA5 Developer's Journal Discussion Thread


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Does anyone know what the maximum amount of fighters this game (and WMMA4) can cope with? I'm making a huge mod that I hope will be compatible with this game. Also is this limit just for active characters?

 

I'm looking forward to having more control when playing as a parent org.

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A lot of the main issues I have with WMMA4 still haven't been addressed in the journal and there's only a week and a half left.

 

Not being able to edit fights was a huge pain, but it's hard for me to count that because it should have never been taken away in the first place.

 

The e-mail spam folder simulation is a major problem. Hoping this is addressed by an entry about limiting duplicate e-mails, or as some other people have suggested, something in Options allowing to turn off specific dumb e-mails.

 

Predatory AI has been fixed apparently, but there's been nothing written about it really. The AI was WMMA4 was dog-dumb. It was so easy to steal fighters. They're willing to pay 7,000 per fight, but 17,000 per fight just frightened them out of negotiations. And this wasn't for small companies... but big ones too. It's also very hard to compare the hiring process in WMMA to TEW, because owners are more willing to block huge contracts, and the roster is aware of pay ceilings and want similar deals. Hoping big companies see the bigger picture in regards to money, and that there's also some limitations to the player's ability to fight back like TEW has.

 

Momentum was a really big issue, too. I preferred WMMA3's system of judging fights strictly on Name Value. Momentum was a great feature on paper, but was way too heavy handed. It was too easy to get great main events from nobodies in a title fight.

 

The load times in WMMA4 were out of this world when playing decade long games, making it very frustrating to play. Really hoping this has been addressed somehow.

 

Also, this isn't a game feature, but please just tell us if there's pictures in the ranking screen...

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The e-mail spam folder simulation is a major problem. Hoping this is addressed by an entry about limiting duplicate e-mails, or as some other people have suggested, something in Options allowing to turn off specific dumb e-mails.

 

 

Momentum was a really big issue, too. I preferred WMMA3's system of judging fights strictly on Name Value. Momentum was a great feature on paper, but was way too heavy handed. It was too easy to get great main events from nobodies in a title fight.

 

 

 

Pictures in the ranking screen...

 

These three things are very important to me too.

 

Liking the other changes so far though.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BrokenCycle" data-cite="BrokenCycle" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div><p> Not being able to edit fights was a huge pain</p><p> </p><p> The e-mail spam folder simulation is a major problem.</p><p> </p><p> It was too easy to get great main events from nobodies in a title fight. </p></div></blockquote><p> </p><p> The first issue would be more annoying in TEW with all the road agent notes. You can edit the rules and add a title to the mix (if I'm not mistaken), so I don't see how this is a "huge pain". And the fact that "TBA" is back kind of suggests that fights are editable.</p><p> </p><p> These other two things were indeed problematic. The useless spam - and the popup that notified me every frickin' day - annoyed the hell out of me. I want to see the worldly events every day so disabling the popup wouldn't save me clicks. And the fact that my carefully set-up showdowns (years in the making) got less buzz than some nobody I just pick off the local circuit and give a title fight out of nowhere just doesn't make sense. And it kills the gameplay as you might as well take another 10-0 for another title shot. Champ retains after a "good" fight of 1 minute. Money. Hard to say no to that, though with all the extra fluff and immersion the showdown itself could just be the end goal here. <img alt=":cool:" data-src="//content.invisioncic.com/g322608/emoticons/cool.png.f00d2562b2c1d873a09323753efdb041.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> I'm confident Adam will fix these as they should be easily programmable. And he has announced several QoL fixes already.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>The first issue would be more annoying in TEW with all the road agent notes. You can edit the rules and add a title to the mix (if I'm not mistaken), so I don't see how this is a "huge pain". And the fact that "TBA" is back kind of suggests that fights are editable.</div></blockquote><p> </p><p> I think you misunderstood me. Yeah I know that you can now edit fights in this game. But it's hard for me to be excited about it, and "count" it as a fixed feature when it should really have never been excluded in 4.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BrokenCycle" data-cite="BrokenCycle" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>I think you misunderstood me. Yeah I know that you can now edit fights in this game. But it's hard for me to be excited about it, and "count" it as a fixed feature when it should really have never been excluded in 4.</div></blockquote><p> </p><p> So you complain you want a feature, then complain when you get it by saying it should've been in the last game? Come on man.</p>
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<p>Colored Commentary in Fight (REQUEST)</p><p> </p><p>

I had a hard time getting into WMMA4 because of the generic black text commentary. It would be a lot easier to follow and more immersive being able to see what happened in the fight at a glance rather than having to read every word to try to figure out who did what. It can be hard to follow after a while. With a little variety of the color/font of the text, it would help sooo much. Here's an example:</p><p> </p><p>

</p><p></p><div style="margin-left:25px;"><span style="color:#0000FF;">Fighting out of the blue corner, weighing in at 145 pounds from New Jersey, Frankie Edgar.</span></div><p></p><p> </p><p>

</p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">Fighting out of the red corner, weighing in at 145 pounds from Hawaii, the Featherweight Champion, Max Holloway.</span></div><p></p><div style="margin-left:25px;">

</div><p></p><p> </p><p>

</p><p></p><div style="margin-left:25px;">The ref asks the fighters if they are ready, points to the center of the cage and yells "Fight!"</div><p></p><p> </p><p>

</p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">Holloway controls the center and comes up short with a jab.</span></div><p></p><p> </p><p>

</p><p></p><div style="margin-left:25px;"><span style="color:#0000FF;">Edgar responds and </span></div><div style="margin-left:25px;"><span style="color:#0000FF;"><strong>lands a 1-2 combination</strong></span></div><div style="margin-left:25px;"><span style="color:#0000FF;">.</span></div><p></p><p> </p><p>

</p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">That wakes Holloway up and he </span></div><div style="margin-left:25px;"><span style="color:#FF0000;"><strong>reddens Edgar's leg with a hard kick</strong></span></div><div style="margin-left:25px;"><span style="color:#FF0000;">. </span></div><p></p><p> </p><p>

</p><p></p><div style="margin-left:25px;"><span style="color:#0000FF;">Edgar throws a </span></div><div style="margin-left:25px;"><span style="color:#0000FF;"><strong>left hook on the button. HOLLOWAY IS WOBBLED BADLY.</strong></span></div><div style="margin-left:25px;"><span style="color:#0000FF;"> </span></div><p></p><p><span style="color:#0000FF;"> </span></p><p><span style="color:#0000FF;">

</span></p><p><span style="color:#0000FF;"></span></p><div style="margin-left:25px;">EDGAR PRESSURES HOLLOWAY LOOKING FOR THE FINISH AND </div><span style="color:#0000FF;"></span><div style="margin-left:25px;"><strong>LANDS THREE BIG SHOTS AGAINST THE CAGE</strong></div><span style="color:#0000FF;"></span><div style="margin-left:25px;">.</div><p></p><p> </p><p>

</p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">HOLLOWAY DESPERATELY </span></div><div style="margin-left:25px;"><span style="color:#FF0000;"><strong>GRABS A HOLD OF EDGAR'S NECK</strong></span></div><div style="margin-left:25px;"><span style="color:#FF0000;"> AND CLINCHES TIGHT TO SURVIVE. </span></div><p></p><p> </p><p>

</p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">Holloway regains his wits, turns Edgar onto the cage and leans on him to recover.</span></div><p></p><p> </p><p>

It's so much easier to follow along at a glance this way and really feel the intense back and forth that makes MMA so captivating. </p><p>

In my example commentary, the <span style="color:#FF0000;">color</span> represents the fighter. <strong>Bold print</strong> indicates a landed strike or effective grapple. <span style="color:#FF0000;">ALL CAPS</span> shows a potential fight changing/ending move like a knockdown, submission attempt, or desperate attempt to survive. <span style="color:#FF0000;"><strong>BOLD CAPS</strong></span> represents the landed strike or grapple in the fight changing situation.</p><p> </p><p>

I would definitely be all in to buy WMMA5 if the in fight text is easier to follow. Keep up the great work.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="bkotler752" data-cite="bkotler752" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>I had a hard time getting into WMMA4 because of the generic black text commentary. It would be a lot easier to follow and more immersive being able to see what happened in the fight at a glance rather than having to read every word to try to figure out who did what. It can be hard to follow after a while. With a little variety of the color/font of the text, it would help sooo much. Here's an example:<p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#0000FF;">Fighting out of the blue corner, weighing in at 145 pounds from New Jersey, Frankie Edgar.</span></div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">Fighting out of the red corner, weighing in at 145 pounds from Hawaii, the Featherweight Champion, Max Holloway.</span></div><p></p><div style="margin-left:25px;"> </div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;">The ref asks the fighters if they are ready, points to the center of the cage and yells "Fight!"</div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">Holloway controls the center and comes up short with a jab.</span></div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#0000FF;">Edgar responds and </span></div><div style="margin-left:25px;"><span style="color:#0000FF;"><strong>lands a 1-2 combination</strong></span></div><div style="margin-left:25px;"><span style="color:#0000FF;">.</span></div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">That wakes Holloway up and he </span></div><div style="margin-left:25px;"><span style="color:#FF0000;"><strong>reddens Edgar's leg with a hard kick</strong></span></div><div style="margin-left:25px;"><span style="color:#FF0000;">. </span></div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#0000FF;">Edgar throws a </span></div><div style="margin-left:25px;"><span style="color:#0000FF;"><strong>left hook on the button. HOLLOWAY IS WOBBLED BADLY.</strong></span></div><div style="margin-left:25px;"><span style="color:#0000FF;"> </span></div><p></p><p><span style="color:#0000FF;"> </span></p><p><span style="color:#0000FF;"> </span></p><p><span style="color:#0000FF;"></span></p><div style="margin-left:25px;">EDGAR PRESSURES HOLLOWAY LOOKING FOR THE FINISH AND </div><span style="color:#0000FF;"></span><div style="margin-left:25px;"><strong>LANDS THREE BIG SHOTS AGAINST THE CAGE</strong></div><span style="color:#0000FF;"></span><div style="margin-left:25px;">.</div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">HOLLOWAY DESPERATELY </span></div><div style="margin-left:25px;"><span style="color:#FF0000;"><strong>GRABS A HOLD OF EDGAR'S NECK</strong></span></div><div style="margin-left:25px;"><span style="color:#FF0000;"> AND CLINCHES TIGHT TO SURVIVE. </span></div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">Holloway regains his wits, turns Edgar onto the cage and leans on him to recover.</span></div><p></p><p> </p><p> It's so much easier to follow along at a glance this way and really feel the intense back and forth that makes MMA so captivating. </p><p> In my example commentary, the <span style="color:#FF0000;">color</span> represents the fighter. <strong>Bold print</strong> indicates a landed strike or effective grapple. <span style="color:#FF0000;">ALL CAPS</span> shows a potential fight changing/ending move like a knockdown, submission attempt, or desperate attempt to survive. <span style="color:#FF0000;"><strong>BOLD CAPS</strong></span> represents the landed strike or grapple in the fight changing situation.</p><p> </p><p> I would definitely be all in to buy WMMA5 if the in fight text is easier to follow. Keep up the great work.</p></div></blockquote><p> this would be epic</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="bkotler752" data-cite="bkotler752" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>I had a hard time getting into WMMA4 because of the generic black text commentary. It would be a lot easier to follow and more immersive being able to see what happened in the fight at a glance rather than having to read every word to try to figure out who did what. It can be hard to follow after a while. With a little variety of the color/font of the text, it would help sooo much. Here's an example:<p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#0000FF;">Fighting out of the blue corner, weighing in at 145 pounds from New Jersey, Frankie Edgar.</span></div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">Fighting out of the red corner, weighing in at 145 pounds from Hawaii, the Featherweight Champion, Max Holloway.</span></div><p></p><div style="margin-left:25px;"> </div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;">The ref asks the fighters if they are ready, points to the center of the cage and yells "Fight!"</div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">Holloway controls the center and comes up short with a jab.</span></div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#0000FF;">Edgar responds and </span></div><div style="margin-left:25px;"><span style="color:#0000FF;"><strong>lands a 1-2 combination</strong></span></div><div style="margin-left:25px;"><span style="color:#0000FF;">.</span></div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">That wakes Holloway up and he </span></div><div style="margin-left:25px;"><span style="color:#FF0000;"><strong>reddens Edgar's leg with a hard kick</strong></span></div><div style="margin-left:25px;"><span style="color:#FF0000;">. </span></div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#0000FF;">Edgar throws a </span></div><div style="margin-left:25px;"><span style="color:#0000FF;"><strong>left hook on the button. HOLLOWAY IS WOBBLED BADLY.</strong></span></div><div style="margin-left:25px;"><span style="color:#0000FF;"> </span></div><p></p><p><span style="color:#0000FF;"> </span></p><p><span style="color:#0000FF;"> </span></p><p><span style="color:#0000FF;"></span></p><div style="margin-left:25px;">EDGAR PRESSURES HOLLOWAY LOOKING FOR THE FINISH AND </div><span style="color:#0000FF;"></span><div style="margin-left:25px;"><strong>LANDS THREE BIG SHOTS AGAINST THE CAGE</strong></div><span style="color:#0000FF;"></span><div style="margin-left:25px;">.</div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">HOLLOWAY DESPERATELY </span></div><div style="margin-left:25px;"><span style="color:#FF0000;"><strong>GRABS A HOLD OF EDGAR'S NECK</strong></span></div><div style="margin-left:25px;"><span style="color:#FF0000;"> AND CLINCHES TIGHT TO SURVIVE. </span></div><p></p><p> </p><p> </p><p></p><div style="margin-left:25px;"><span style="color:#FF0000;">Holloway regains his wits, turns Edgar onto the cage and leans on him to recover.</span></div><p></p><p> </p><p> It's so much easier to follow along at a glance this way and really feel the intense back and forth that makes MMA so captivating. </p><p> In my example commentary, the <span style="color:#FF0000;">color</span> represents the fighter. <strong>Bold print</strong> indicates a landed strike or effective grapple. <span style="color:#FF0000;">ALL CAPS</span> shows a potential fight changing/ending move like a knockdown, submission attempt, or desperate attempt to survive. <span style="color:#FF0000;"><strong>BOLD CAPS</strong></span> represents the landed strike or grapple in the fight changing situation.</p><p> </p><p> I would definitely be all in to buy WMMA5 if the in fight text is easier to follow. Keep up the great work.</p></div></blockquote><p> </p><p> Agree with the fight screen issues in 3, and having some sort of distinguishing ident would be a good thing, but the literal blue and red texthurts my eyes! Something more subtle would do the same thing <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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<p>I personally felt the WMMA3 fight screen and commentary was near perfect.</p><p>

I still play the game almost daily and still feel a fair amount of excitement during some of the matches.</p><p> </p><p>

I do agree with the criticism of the WMMA4 fight screen/commentary/text though.</p>

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Would be great indeed as it makes the processing of the fight somewhat easier (and quicker). Funny how I've never seen this suggestion before. Hopefully it can still make it in somehow. For me, however, the black text was always readible. Not sure how the colors interact with anything other than a white background. Red on gray doesn't seem easy on the eyes.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="scuz" data-cite="scuz" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>I personally felt the WMMA3 fight screen and commentary was near perfect.<p> I still play the game almost daily and still feel a fair amount of excitement during some of the matches.</p><p> </p><p> I do agree with the criticism of the WMMA4 fight screen/commentary/text though.</p></div></blockquote><p> </p><p> This is <strong>exactly</strong> the way I feel. The fight text in WMMA3 was really engaging, and I don't feel there is much that can be done to improve on it. The only features I would add to make it better would be sidebars or icons to provide a little extra information about the current state of the fighters, crowd buzz, or the impact of a particular manoeuvre.</p><p> </p><p> On the other hand, the fight text in WMMA4 took effort to read and lacked any flash. (I've always likened it to reading a report as opposed to watching an event.)</p><p> </p><p> Given how important it is to get the 'action' right in a game like this, I hope this is one of the main features that has been improved on. Even reverting to the WMMA3 style would receive a huge thumbs up from me.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Fezoman" data-cite="Fezoman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>This is <strong>exactly</strong> the way I feel. The fight text in WMMA3 was really engaging, and I don't feel there is much that can be done to improve on it. The only features I would add to make it better would be sidebars or icons to provide a little extra information about the current state of the fighters, crowd buzz, or the impact of a particular manoeuvre.<p> </p><p> On the other hand, the fight text in WMMA4 took effort to read and lacked any flash. (I've always likened it to reading a report as opposed to watching an event.)</p><p> </p><p> Given how important it is to get the 'action' right in a game like this, I hope this is one of the main features that has been improved on. Even reverting to the WMMA3 style would receive a huge thumbs up from me.</p></div></blockquote><p> </p><p> +1. WWMA3 commentary was awesome.</p>
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Another day of great news. Alongside the team-based change I'd love to see an attribute of a fighter that doesn't like to stay in one camp for long (because he wants to keep learning new things or doesn't like change). Or maybe make it depend on personality traits?
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BrokenCycle" data-cite="BrokenCycle" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>I think the potential hiring feature is very good. TEW has one, but it's kinda whack. This one, with the addition of filters, seems to have more depth to it.</div></blockquote><p> </p><p> TEW’s creative meeting with filters would be so clutch. Especially if you have a large roster.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="SirMichaelJordan" data-cite="SirMichaelJordan" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>TEW’s creative meeting with filters would be so clutch. Especially if you have a large roster.</div></blockquote><p> </p><p> Agreed. I think this game is shaping up to be good. I liked today's entry and it's good to know we're gonna get 1 more extra week of developer's journal. <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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<p>Hey Adam when you say you can adjust the schedule for your feeder companies does that mean you can add shows/fights at will while still letting them have full control? I'd love to see there be an option where you can specify how frequently they run shows without manually having to do it.</p><p> </p><p> </p><p>

An extra week of the journal is great news too. There's been a ton of QoL stuff and quite a few new improvements that I am very excited for.</p>

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Honestly agree with the others about WMMA3s actual fight engine.

 

Fun, dyanamic. It’s the game that made me fall in love with the series.

I’ll never forget how epic some of the battles Sukarno and his female equivalent I created had, it was so unique and thrilling.

 

 

I really enjoyed almost every aspect of WMMA3 better than 4.

 

* The way camps were handles was better, with a real feeling of progression long term saves.

 

* The way regens are handles is infinitely better. WMMA3 in early stages would produce two sets of regens that could challenge the established guard. One was the hybrid/mixed martial artists with no background but had 80s in most skills so they were really well rounded. One such regen populated in my beloved women’s division and combined with her 6’1 height and excellent power ended up becoming a champion. The other type was the typical world class background Fighter. The main difference is that WMMA3 produces these fighters at different rates depending on the era, whereas WMM4 just produces them at fairly standard rates or not at all. This makes these fighters feel way less special and exciting because the market is flooded with them.

The background less fighters are also gone unless they are miserable fighters

* Fighters in WMMA4 decline too quickly and don’t improve enough.

* Game engine in 3 was flawed but fun, 4 is predictable and repetitive. Submission fighters have always been OP in WMMA, but 4 takes it to another level with how bad striking and ground and pound are. In 3, BJJ guys were generally the best, but could meet their match to the effective strikers and wrestlers occasionally. In 4 there are no more Muay Thai clinch KOs, there are nearly zero stoppages due to follow up strikes when a guy is hurt unless the guy has some pitiful 30 heart or something, and grounded and pound kos and this are nearly non existent. Just armbands from side control and random single shot knock out punches.

 

 

 

And in spite of this, WMMA3 is unplayable due to the contract mini game being utterly cumbersome when you run 4-5 shows a month like I like to do.

 

Here’s hoping for 5

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* The main difference is that WMMA3 produces these fighters at different rates depending on the era.

* Fighters in WMMA4 decline too quickly and don’t improve enough.

 

Though your other remarks are valid, these are kinda harsh given every aspect is fully customizable, both in the era settings and the fighter settings respectively (not sure if it's in the mass edit though). Women I mod to last long can go up to 42 I think, which is more than fair. I assume men last even longer.

 

As for G&P, it makes little sense to complain anymore given one of the first announced features was the customizable damage. I hope this results into more mods that change the way fights are handled. If not Adam, I'm sure someone will find the ideal tweaks to make it near perfect.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TLCJR4LIFE" data-cite="TLCJR4LIFE" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>Honestly agree with the others about WMMA3s actual fight engine.<p> </p><p> Fun, dyanamic. It’s the game that made me fall in love with the series.</p><p> I’ll never forget how epic some of the battles Sukarno and his female equivalent I created had, it was so unique and thrilling.</p><p> </p><p> </p><p> I really enjoyed almost every aspect of WMMA3 better than 4. </p><p> </p><p> * The way camps were handles was better, with a real feeling of progression long term saves.</p><p> </p><p> * The way regens are handles is infinitely better. WMMA3 in early stages would produce two sets of regens that could challenge the established guard. One was the hybrid/mixed martial artists with no background but had 80s in most skills so they were really well rounded. One such regen populated in my beloved women’s division and combined with her 6’1 height and excellent power ended up becoming a champion. The other type was the typical world class background Fighter. The main difference is that WMMA3 produces these fighters at different rates depending on the era, whereas WMM4 just produces them at fairly standard rates or not at all. This makes these fighters feel way less special and exciting because the market is flooded with them. </p><p> The background less fighters are also gone unless they are miserable fighters </p><p> * Fighters in WMMA4 decline too quickly and don’t improve enough.</p><p> * Game engine in 3 was flawed but fun, 4 is predictable and repetitive. Submission fighters have always been OP in WMMA, but 4 takes it to another level with how bad striking and ground and pound are. In 3, BJJ guys were generally the best, but could meet their match to the effective strikers and wrestlers occasionally. In 4 there are no more Muay Thai clinch KOs, there are nearly zero stoppages due to follow up strikes when a guy is hurt unless the guy has some pitiful 30 heart or something, and grounded and pound kos and this are nearly non existent. Just armbands from side control and random single shot knock out punches.</p><p> </p><p> </p><p> </p><p> And in spite of this, WMMA3 is unplayable due to the contract mini game being utterly cumbersome when you run 4-5 shows a month like I like to do. </p><p> </p><p> Here’s hoping for 5</p></div></blockquote><p> </p><p> I do agree with most of this and you've kinda took the words out of my mouth as to why I didn't get into WMMA4.</p><p> </p><p> WMMA3 is the best game of the series in my opinion. Like you said, the contract system is the only thing that spoils it a bit. Although for me I only ever ran two shows a month with about 8 fights on each card so it wasn't quite as big an issue as it was for you.</p><p> </p><p> I hope the regens in WMMA5 are more varied and less generic that in 4. I felt that 3 had quite a wide variety of regens and subsequent biographies. Number 4 just seemed to have a much smaller variety of biography type. The game almost felt unfinished in this respect for me.</p><p> </p><p> The difference was quite stark when I imported my WMMA3 regen database into the 4th game and watched as the fighters and their biographies were gradually replaced with dull generic new regens.</p><p> </p><p> I suppose it doesn't make much odds to the folks that like to play short games with player created characters/bios then restart once they're all gone, but I think the real beauty in this game is to let it run it's course and watch the rise and fall of new generations of generated characters. </p><p> </p><p> I hope number 5 has much more interesting and varied regen characters/bios is basically what I'm trying to say.<img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> If it would help, I'd love if the player could add different styles of biographies for different types of fighters into the database, so that new characters were assigned a specific profile type depending on which stats they were given ie make it much more customisable.</p>
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