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Developers Detail Changes Based on UFC 4 Closed Beta Feedback, Patch Available For EA Access Trial

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EA Sports UFC 4

Developers Detail Changes Based on UFC 4 Closed Beta Feedback, Patch Available For EA Access Trial

The EA Sports UFC 4 developers have provided a list of changes in the game, based off of community feedback from the closed beta. They also provided the patch notes for the game update that arrived today for EA Access subscribers, playing the UFC 4 trial.

Of note, some of the updates won’t be available until the game officially launches on August 14.

The team also provided some more details behind some of the new gameplay features in UFC 4, including dynamic striking inputs, fluid clinch system, takedowns, new submissions, grapple assist and the ground and pound.

Patch Notes

General

  • Added training manual feature. Learn the controls and the meta behind submissions, striking, ground and pound, and the clinch. The training manual can be found under offline modes in main menu and game help in the pause menu
  • At launch UFC community tutorial videos will be added as well, these will cover deeper gameplay meta/strategy including ground game and submissions
  • Added skip functionality to pre-fight and post-fight emotes
  • Fixed an issue with lack of blood/damage when playing consecutive matches
  • Fixed issue causing notable ear deformation
  • Fixed facial animation issue affecting fighter likeness on fighter select screen and in fighter portraits
  • Tuned muscle definition on all fighter models
  • Fixed an issue with glove touch functionality

Miscellaneous updates to some UFC fighter appearances/likenesses (Not all of these will be available for the EA Access Play First Trial, some may not show until worldwide launch on August 14th). Notable changes:

  • Donald Cerrone – hairstyle and facial hair (beard)
  • Paul Felder – body proportions and facial hair (increased width/volume of upper torso)
  • Paulo Costa – body proportions (increased width/volume of Costa’s torso and shoulders)
  • Stephen Thompson – body proportions (reduced size of head)
  • Cody Garbrandt – updated body likeness and facial hair
  • Sean O’Malley – hair color
  • TJ Dillashaw – updated body likeness

Striking

  • Fixed animation issue with jab into jumping spinning body kick combo
  • Fixed an issue where jab feints were affecting takedowns
  • Improved responsiveness of combo inputs
  • Fixed issues with strikes not triggering if the input could also be used for a cage strike. For instance, fighters who had the cage superman punch could not perform the regular superman punch.
  • Fixed animation issues with spinning elbow
  • Fixed sprinting knee inputs

Grappling

  • Added player indicators to the submission HUD to identify who’s attacking and defending
  • Takedown denial now taxes attacker’s stamina
  • Depleting health in side control now leads to knee on belly
  • Fixed an issue where grapple assist sometimes lead to additional inputs
  • Fixed dead frames on the transition to knee on belly

Ground and Pound

  • Added HUD during ground and pound to highlight available transitions and submissions
  • Added ground and pound transition from half guard up to full guard for the sub fighter
  • Increased stamina penalty for missed strikes during ground and pound
  • Tuning: lowered temporary damage for most positions
  • Tuning: reduced vulnerability when posting to straights
  • Tuning: increased permanent damage

Submissions

  • Improved visibility of submission HUD options
  • Submissions have been tuned:
    • Decreased movement penalty for the defender.
    • Decreased the effect of small stamina advantages.
    • Decreased submission strength for most submissions – the Back Flat Rear Naked Choke was the only exception. This was done in a way that increases the contrast between the stronger and the weaker submissions.

Clinch

  • Sub fighter’s strikes no longer interrupt cage power takedowns
  • Added single leg drive from knee catch position
  • High block no longer interrupts clinch cage takedowns
  • Cleaned up animations for knees in the catch teep kick position
  • Removed blocking of dominant fighter’s body knees from single under cage. These are supposed to be countered with the wizer escape, pressing the left stick towards the opponent’s underhook, the opposite direction to the one used for the regular escape.

AI

  • AI can now defend cage single under body punches
  • Decreased the speed of harder AI response to submission prompts
  • AI submission skills have been tuned on various difficulties
  • Increased the AI’s ability to defend strikes in cage single under when hurt
  • Fixed an issue where the AI was unable to defend back pack position
  • Fixed an issue where the AI idles in cage back clinch
  • Added 30+ new custom AIs for roster fighters
  • Updated AI movement and cage awareness logic
  • Increased the effect of the opponent’s stats on AI gameplan

Camera

  • Camera adjusted during Imanari Roll
45 Comments

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Discussion
  1. The changes sound pretty promising. Happy to see they are updating models and will be interested to see if the muscle definition for guys like Ngannou will be noticeable. I didn’t see any mention of damage and stamina tuning though, so that worrisome:/
    Sent from my iPhone using Operation Sports
    "And yes, that means we gave cowboy a beard" ****ING THANK YOU ITS ABOUT TIME. Also really happy they're fixing felders AWFUL model with his flabby chest and love handles, that dudes like the most shredded guy at LW. Very pleased with muscle definition upgrade
    Sent from my SM-G960U using Operation Sports mobile app
    One thing that isn't mentioned in the notes is the change to stamina, but its definitely there. Watching all the streams today, it was clear that stamina drained more heavily for guys who threw +100 strikes per round.
    By the 3rd round, most of them were around the 50-60% stamina mark.
    I like the changes, but still I think
    lot of people all over social media were asking for improved TKO, KO follow up, and referee interactions but we were ignored again. Damn lost this battle again
    gsp4392
    I like the changes, but still I think
    lot of people all over social media were asking for improved TKO, KO follow up, and referee interactions but we were ignored again. Damn lost this battle again

    I think we're in good hands, they're listening and that's a good thing.
    It's nice that some of this stuff was tweaked but I scoured at least hundreds of comments and most of the gameplay stuff being complained about didn't see any changes. I am pretty sure everyone had a problem with striking stamina being way to high and that wasn't touched, A lot of people wanted increased damage for single strikes, that wasn't touched, many of us also wanted more responsive head sways, and that is just for striking.
    Most were complaining about ease of takedowns and submissions, but these controls and systems were changed without appropriate tutorials so I am not sure any feedback could have been useful there. However the striking system is very similar and they definitely should have taken some of the community's complaints into consideration.
    Stealthhh
    I think we're in good hands, they're listening and that's a good thing.

    Uhh not too fast. Those are big changes that will probably not happen through post launch updates. Unless you can get them to acknowledge it, I wouldn’t say we are in good hands at all.
    Glad that stamina is better. I hope they changed the rematch button toggle cause in the beta you had to hold a button which made little sense and was annoying. The menu would also overlap this screen.
    Theres some nice changes there but no improvement to knockouts or tkos? Every forum I've been to people have been complaining about these and every youtube video I see they look awful. Can something be done about this?
    There have been countless comments and threads about the TKO and Knockout/referee interactions...hope it’s not being ignored but we need confirmation that it’s being worked on so more people can pre order this game.
    I dont see this as often enough but considering he's a commentator, maybe they might prioritize him...
    Can we get fat DC at HW? I want thick, knock em out DC, not fleet of foot LHW DC when I'm fighting Stipe.
    Sent from my SM-N975U using Tapatalk
    My priority is seated cage position. It will give us more depth. It is connected to cage takedown and cage knockdown. I know it is the biggest change.. maybe i have to wait for a long time.
    tissues250
    My priority is seated cage position. It will give us more depth. It is connected to cage takedown and cage knockdown. I know it is the biggest change.. maybe i have to wait for a long time.

    Yh i really thought seated cage position would have been in this game.
    All of this is really cool, but what about the like #3 or 4 thing people have been complaining about the most?
    The absolutely horrible, terrible canned KO animations that have been in every EA fighting game since Fight Night EXCEPT UFC 2?
    They're the #1 biggest letdown ever. It sucks so bad to land a really great, perfectly-timed KO strike, then see the opponent snap into horrible, unrealistic, and repetitive KO animations that are nothing like what happens in real life.
    Bring. Back. Ragdolls.
    And before saying "Ragdolls looked stupid", take a look at the cage KO animation. THAT looks stupid.
    I'd take the occasional silly KO ragdoll over every single KO looking horrible any day. Most people probably agree.
    Nekrotik
    All of this is really cool, but what about the like #3 or 4 thing people have been complaining about the most?
    The absolutely horrible, terrible canned KO animations that have been in every EA fighting game since Fight Night EXCEPT UFC 2?
    They're the #1 biggest letdown ever. It sucks so bad to land a really great, perfectly-timed KO strike, then see the opponent snap into horrible, unrealistic, and repetitive KO animations that are nothing like what happens in real life.
    Bring. Back. Ragdolls.
    And before saying "Ragdolls looked stupid", take a look at the cage KO animation. THAT looks stupid.
    I'd take the occasional silly KO ragdoll over every single KO looking horrible any day. Most people probably agree.

    Couldn't possibly agree more with that last part. The guys who are complaining that ragdolls look stupid, or unrealistic.....yes, a percentage of them were unrealistic. Nobody should be doing a backflip thru the air from a headkick, I do agree with that. However, this isnt something that happened all the time, or even a majority of the time. It's something that would happen sporadically and the reason some thought it was a more commonplace occurence is because so many people made video compilations of these instances, making it seem like it happened more than it really did.
    For me personally, about 80% of the ragdoll KOs looked amazing and could pass as an accurate KO from an actual MMA match. The other 20% definitely looked out of place and over the top, but with that being said, 80% of the time I got to witness some truly amazing KOs and I have a whole PS4 hard drive that agrees with me.
    Now with the system we have in place, almost none of the KOs look realistic, or unique. They all have been seen so many times that you know exactly how the KO animation is going to play out the second they start to fall. I just think that it's a fair tradeoff to have a minority of KOs that look ridiculous and have the vast majority look amazing......definitely better than the alternative of ALL of them looking boring and stale
    I asked for a more in depth training mode/ tutorial so its cool to see they listened to my feedback. This will be very appreciated by the community and make the level of play more competitive now that players actually know what they are doing.
    Now bring realistic ko/tko and referee interaction for the next patch and I might buy this game full price. I know alot of hardcore would love this and forgive you for the fortnite cringe masks
    GUCCII
    I asked for a more in depth training mode/ tutorial so its cool to see they listened to my feedback. This will be very appreciated by the community and make the level of play more competitive now that players actually know what they are doing.
    Now bring realistic ko/tko and referee interaction for the next patch and I might buy this game full price. I know alot of hardcore would love this and forgive you for the fortnite cringe masks

    Seriously, they fix the KOs and add referee interaction I swear I wont bitch or moan about the fighter attire ever again. I can easily look past the weird clothing and hair if the gameplay is solid, and I think those are the 2 key ingredients missing. The grappling and clinching are awesome now, I'll try out the submissions when I get home and see if they've been tweaked but bring back those 2 things and I'll be happy.
    They dont talk about what they are working on in case it doesnt pan out thay way they cant be held liable for false advertising or so ive heard
    gsp4392
    There have been countless comments and threads about the TKO and Knockout/referee interactions...hope it’s not being ignored but we need confirmation that it’s being worked on so more people can pre order this game.

    Sent from my SM-G950U using Operation Sports mobile app
    RollTideRoll0929
    Seriously, they fix the KOs and add referee interaction I swear I wont bitch or moan about the fighter attire ever again. I can easily look past the weird clothing and hair if the gameplay is solid, and I think those are the 2 key ingredients missing. The grappling and clinching are awesome now, I'll try out the submissions when I get home and see if they've been tweaked but bring back those 2 things and I'll be happy.

    Yes this is priority #1 right now everything else is good, add seated cage even better
    gsp4392
    I like the changes, but still I think
    lot of people all over social media were asking for improved TKO, KO follow up, and referee interactions but we were ignored again. Damn lost this battle again

    Didn't GPD say a higher up just doesn't want to add it?
    What gasses people during grappling? I played a few games and mostly grappled and their stamina was depleted. Is it the body shots or is that the grappling actually grinds now. I like this change. Grappling is serious in the meta now.
    johnmangala
    What gasses people during grappling? I played a few games and mostly grappled and their stamina was depleted. Is it the body shots or is that the grappling actually grinds now. I like this change. Grappling is serious in the meta now.

    Grappling move levels make a big difference. And yes the grappling is taxing.
    Theres a lot of good in this game i like it for the most part it plays well until the robotic knockouts and lack of tkos. It feels so fake and unsatisfying when after you have a back and forth war with someone you get a horrible robotic looking ko! please ea take the knockouts and ftf from ud3 and ufc 2 and you got yourself a gold game not only with hardcore fans but causals and new players
    mikenyc721
    Theres a lot of good in this game i like it for the most part it plays well until the robotic knockouts and lack of tkos. It feels so fake and unsatisfying when after you have a back and forth war with someone you get a horrible robotic looking ko! please ea take the knockouts and ftf from ud3 and ufc 2 and you got yourself a gold game not only with hardcore fans but causals and new players

    ^^^This!!! That's what is so frustrating.....I dont hate the game itself, I enjoyed the beta to an extent and GPD did such a great job on the grappling and clinching improvements..... I love this part of the game. I just hate some of the direction some aspects have taken. I dont like the fact that we are still having to ask for very obvious elements of MMA to be added into the game; we are on the 4th game of the series and theres still many basic things that are still being left out.
    EarvGotti
    One thing that isn't mentioned in the notes is the change to stamina, but its definitely there. Watching all the streams today, it was clear that stamina drained more heavily for guys who threw +100 strikes per round.
    By the 3rd round, most of them were around the 50-60% stamina mark.

    Meh, can title this "bunch of yadadada got tweaked a bit" nothing major
    Wake me up when CAF's get changed.
    HypeRNT
    Meh, can title this "bunch of yadadada got tweaked a bit" nothing major
    Wake me up when CAF's get changed.

    Controls are still too imprecise, we also need more control on the ground.
    Seymorslash
    Shoot for a takedown like you normally would standing

    I've tried, and when it gets to the cage, my fighter either takes them down against the cage, or the opponent denies and turns me around to over under. I'm talking about the actual position where you hold them like in UFC 3. Can you hold them in the TD positions against the cage is what I'm asking.
    tissues250
    tweak punch and knee speed/frames in the clinch. It's too fast. Super fast 3~5 knees in a row? It looks like a glitch. weird.

    They actually come in sets of twos. It’s designed so that you can queue up your strikes for two quick hits to one area or to mix up a body shot into a head shot/vice versa. Most of the clinch strikes allow for this. Once you understand that you can gauge the rhythm of someone’s clinch striking attempts.
    Right now, everyone is just spamming head knees over and over from MT. They buffed the block to compensate the fast striking. So it’s super easy to counter. Block two knees while backing up and immediately lay out some head hooks. They are ridiculously damaging and if an opponent wants to block them, the only way is to let go of the clinch. You block most damage, get two unblockable hooks and will likely be out of the clinch before they can fire anymore. That, or they say F this and release the clinch to block.
    Sent from my iPhone using Operation Sports

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