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Posted: Tue Mar 27, 2007 1:43 pm
I started another fight...my really good guy against a patsy. They're just flailing away at each other. I saw the other guy swing and miss like 35 times in a round and not land a punch. My guy wasn't much better, something like 17 misses 3 hits. He should be beating him to a pulp, not waving his arms around.
I definitely like the way TKOs are working. Sometimes the ref lets it go on (like a real one would), sometimes he stops it. That's of course assuming I can hit my opponent. The heavyweight seems to do a little better (but not much, it's just that when he punches it does more damage), the lighter weight guys are having a harder time. Perhaps the size change messed up some of the hitting ability?
Yeah... it's been about 6 (updated 12) fights since I saw an opponent land a single punch. Granted, they don't usually go beyond 2-3 rounds, but they should get the occasional shot in.
Work work work, that's all we make you do.
Posted: Tue Mar 27, 2007 3:02 pm
Haha yes, the TKO makes the opponent turn blue
I'll have to fix it, but at least now works correctly.
The hitting ability now is influenced by the "speed" factor (the shoe) of the boxer, much more than in the past. This because before had very low impact, but from what you say, I see that now it has too much impact!!
A brief explanation without pasting the source code, before the speed had about 15% of impact, now it has 50%. Maybe I'll move it lower like 30%
Posted: Tue Mar 27, 2007 3:30 pm
First of all, thanks for the continued support on this game. I'm amazed, you know I bought it when was just released 3 years ago, and you've kept updating it for free all those years! thumbs up.
I like the new floating numbers - adds more fun to the fight. And the new TKO works really great - is more realistic.
Now the bugs
I think you're exaggerating too much with blows avoidance too . It's too hard for my boxers to hit the most fast opponent.
Posted: Tue Mar 27, 2007 4:37 pm
Ok... I think that with moving it down to 30% you should have total punch output go up. Right now my guy may swing 25 times and hit 4, if he swung 70 he'd hit 15-20 times, that would be closer to real life punch stats. Might need to move the damage back a little bit so we see some fights go the distance though.
Posted: Tue Mar 27, 2007 4:52 pm
Ok I've reuploaded a fixed version. I fixed the color change of the boxer (thanks for the screenshot was helpful) and also reduced the avoidance of fighters.
I tried 10 figths with a quickmatch mode: 4 ended at points, and 4 KO and 4 TKO. I don't know if I was lucky but seems well balanced now :D
BTW now the starting skill of boxers changes according to weight: heavyweight boxers with high quickness and agility will be very few, same for ligthweight boxers with high strength and endurance.
So remember that, maybe you're just continuing your career but the boxing stat if you start a new one would be different now
Posted: Tue Mar 27, 2007 5:33 pm
Well yeah, me and my invincible boxers aren't gonna start over he he he.
Posted: Tue Mar 27, 2007 6:12 pm
Yeah it's looking much better. I haven't tried a fight where the other guy is better than me yet (might have to start a new career for that), but I'm a little worried that the speed rating may make it impossible for an underdog to win.
Just a thought, it would be cool to change the TKO message around a little bit. Instead of "beating too badly" it might say "His legs are rubbery, the ref won't let it go on" or "his eyes have glazed over, he can't continue"
Posted: Tue Mar 27, 2007 7:03 pm
Ok forget my concerns, I just watched two excellent title fights that had drama, excitement, and good endings after both men did a good job.
Posted: Tue Mar 27, 2007 8:00 pm
Glad to hear that
good endings = your boxers won?
Posted: Tue Mar 27, 2007 10:11 pm
Well, of course... but they were spectacular, not boring. One came off the matt very hurt and stopped him in the next round...