Unlike any other EA SPORTS game, UFC fighters do not have great teammates to elevate their weaknesses or to round out their strengths. We also run into interesting issues on the UFC team in regards to balance. We saw a positive response from our community and saw an increase in fighter pick diversity outside of the top fighters. This allowed players to quickly compare their fighter against their opponent and helped to decrease mismatches and mirror matches. Anyone with a 95+ OVR, would be an A+ Grade, anyone with a 92-94 OVR would be an A grade and so on. The fighter grades put fighters who were within a specific OVR range, together in the same pool. The 'fighter grade' system put licensed fighters into tiered groups that acted as a modifier for the number of ranking points a user could potentially gain by winning a match. You may recognize similarities between the new system and 'fighter grade' system that was implemented for UFC 3’s online ranked championships. Following major UFC events, a fighter update will be released on UFC 4 with the new attribute and move updates for fighters. In UFC 4, we designed the attribute system to be much more organic and allow fighters to improve/decline through in-game updates depending on the results of their performance in the real world. This allows for insight on your opponent’s moves as well. You can also view the inputs required to use those moves during gameplay. Players will be able to view which moves each fighter specializes in or has the highest move level for. The top 5 moves for each fighter will be viewable on fighter select screens. Recovery - Replaces heart and toughness.Cardio - Replaces strike stamina and ground stamina.Ground Striking - Supporting the brand new ground and pound system.
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